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kc3-lang/angle/src/tests/gl_tests/InstancingTest.cpp

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  • Author : Luc Ferron
    Date : 2018-06-22 10:09:19
    Hash : 01048a07
    Message : Vulkan: Cleanup InstancingTest logic and enable tests for Vulkan Bug: angleproject:2647 Change-Id: I3bf78c617a39191e725e0fa73befff4d42ac5962 Reviewed-on: https://chromium-review.googlesource.com/1111903 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>

  • src/tests/gl_tests/InstancingTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class InstancingTest : public ANGLETest
    {
      protected:
        InstancingTest() : mProgram(0), mVertexBuffer(0)
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        ~InstancingTest() override
        {
            glDeleteBuffers(1, &mVertexBuffer);
            glDeleteProgram(mProgram);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            // Initialize the vertex and index vectors
            constexpr GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
            constexpr GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
            constexpr GLfloat qvertex3[3] = {quadRadius, -quadRadius, 0.0f};
            constexpr GLfloat qvertex4[3] = {quadRadius, quadRadius, 0.0f};
            mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
            mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
    
            constexpr GLfloat coord1[2] = {0.0f, 0.0f};
            constexpr GLfloat coord2[2] = {0.0f, 1.0f};
            constexpr GLfloat coord3[2] = {1.0f, 1.0f};
            constexpr GLfloat coord4[2] = {1.0f, 0.0f};
            mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
            mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
            mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
            mTexcoords.insert(mTexcoords.end(), coord4, coord4 + 2);
    
            mIndices.push_back(0);
            mIndices.push_back(1);
            mIndices.push_back(2);
            mIndices.push_back(0);
            mIndices.push_back(2);
            mIndices.push_back(3);
    
            for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
            {
                mNonIndexedVertices.insert(mNonIndexedVertices.end(),
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3,
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
            }
    
            for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
            {
                mNonIndexedVertices.insert(mNonIndexedVertices.end(),
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3,
                                           mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
            }
    
            // Tile a 2x2 grid of the tiles
            for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
            {
                for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
                {
                    const GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
                    mInstances.insert(mInstances.end(), instance, instance + 3);
                }
            }
    
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
            glGenBuffers(1, &mVertexBuffer);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void setupDrawArraysTest(const std::string &vs)
        {
            mProgram = CompileProgram(vs, essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram);
    
            // Set the viewport
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
        }
    
        void setupInstancedPointsTest()
        {
            mIndices.clear();
            mIndices.push_back(0);
            mIndices.push_back(1);
            mIndices.push_back(2);
            mIndices.push_back(3);
    
            // clang-format off
            const std::string vs =
                "attribute vec3 a_position;\n"
                "attribute vec3 a_instancePos;\n"
                "void main()\n"
                "{\n"
                "    gl_Position  = vec4(a_position.xyz, 1.0);\n"
                "    gl_Position  = vec4(a_instancePos.xyz, 1.0);\n"
                "    gl_PointSize = 6.0;\n"
                "}\n";
            // clang-format on
    
            mProgram = CompileProgram(vs, essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram);
    
            // Set the viewport
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
        }
    
        void runDrawArraysTest(GLint first, GLsizei count, GLsizei instanceCount, const float *offset)
        {
            glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
                         GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            // Get the attribute locations
            GLint positionLoc    = glGetAttribLocation(mProgram, "a_position");
            GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
    
            // Load the vertex position
            glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
            glEnableVertexAttribArray(positionLoc);
    
            // Load the instance position
            glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
            glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glEnableVertexAttribArray(instancePosLoc);
    
            // Enable instancing
            glVertexAttribDivisorANGLE(instancePosLoc, 1);
    
            // Offset
            GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset");
            ASSERT_NE(-1, uniformLoc);
            glUniform3fv(uniformLoc, 1, offset);
    
            // Do the instanced draw
            glDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
        {
            const std::string fs =
                "precision mediump float;\n"
                "void main()\n"
                "{\n"
                "    gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
                "}\n";
    
            ANGLE_GL_PROGRAM(program, vs, fs);
    
            // Get the attribute locations
            GLint positionLoc    = glGetAttribLocation(program, "a_position");
            GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
    
            // If this ASSERT fails then the vertex shader code should be refactored
            ASSERT_EQ(shouldAttribZeroBeInstanced, (instancePosLoc == 0));
    
            // Set the viewport
            glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(program);
    
            // Load the vertex position
            glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
            glEnableVertexAttribArray(positionLoc);
    
            // Load the instance position
            glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
            glEnableVertexAttribArray(instancePosLoc);
    
            // Enable instancing
            glVertexAttribDivisorANGLE(instancePosLoc, 1);
    
            // Do the instanced draw
            glDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()),
                                         GL_UNSIGNED_SHORT, mIndices.data(),
                                         static_cast<GLsizei>(mInstances.size()) / 3);
    
            ASSERT_GL_NO_ERROR();
    
            checkQuads();
        }
    
        void checkQuads()
        {
            // Check that various pixels are the expected color.
            for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
            {
                unsigned int baseOffset = quadIndex * 3;
    
                int quadx =
                    static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
                int quady =
                    static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
    
                EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
            }
        }
    
        // Vertex data
        std::vector<GLfloat> mQuadVertices;
        std::vector<GLfloat> mNonIndexedVertices;
        std::vector<GLfloat> mTexcoords;
        std::vector<GLfloat> mInstances;
        std::vector<GLushort> mIndices;
    
        static constexpr GLfloat quadRadius = 0.30f;
    
        GLuint mProgram;
        GLuint mVertexBuffer;
    };
    
    class InstancingTestAllConfigs : public InstancingTest
    {
      protected:
        InstancingTestAllConfigs() {}
    };
    
    class InstancingTestNo9_3 : public InstancingTest
    {
      protected:
        InstancingTestNo9_3() {}
    };
    
    class InstancingTestPoints : public InstancingTest
    {
      protected:
        InstancingTestPoints() {}
    };
    
    // This test uses a vertex shader with the first attribute (attribute zero) instanced.
    // On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent
    // to D3D, to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
    TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        const std::string vs =
            "attribute vec3 a_instancePos;\n"
            "attribute vec3 a_position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
            "}\n";
    
        runDrawElementsTest(vs, true);
    }
    
    // Same as AttributeZeroInstanced, but attribute zero is not instanced.
    // This ensures the general instancing codepath (i.e. without rearranging the input layout) works as
    // expected.
    TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        const std::string vs =
            "attribute vec3 a_position;\n"
            "attribute vec3 a_instancePos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
            "}\n";
    
        runDrawElementsTest(vs, false);
    }
    
    // Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
    // the non-instanced vertex attributes.
    TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        const std::string vs =
            "attribute vec3 a_position;\n"
            "attribute vec3 a_instancePos;\n"
            "uniform vec3 u_offset;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);\n"
            "}\n";
    
        setupDrawArraysTest(vs);
    
        constexpr float offset1[3] = {0, 0, 0};
        runDrawArraysTest(0, 6, 2, offset1);
    
        constexpr float offset2[3] = {0.0f, 1.0f, 0};
        runDrawArraysTest(6, 6, 2, offset2);
    
        checkQuads();
    }
    
    // This test verifies instancing with GL_POINTS with glDrawArraysInstanced works.
    // On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
    TEST_P(InstancingTestPoints, DrawArrays)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        // On Win7, the D3D SDK Layers emits a false warning for these tests.
        // This doesn't occur on Windows 10 (Version 1511) though.
        ignoreD3D11SDKLayersWarnings();
    
        setupInstancedPointsTest();
    
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
                     GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        // Get the attribute locations
        GLint positionLoc    = glGetAttribLocation(mProgram, "a_position");
        GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
    
        // Load the vertex position
        constexpr GLfloat pos[3] = {0, 0, 0};
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
        glEnableVertexAttribArray(positionLoc);
    
        // Load the instance position
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glEnableVertexAttribArray(instancePosLoc);
    
        // Enable instancing
        glVertexAttribDivisorANGLE(instancePosLoc, 1);
    
        // Do the instanced draw
        glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, static_cast<GLsizei>(mInstances.size()) / 3);
    
        ASSERT_GL_NO_ERROR();
    
        checkQuads();
    }
    
    // This test verifies instancing with GL_POINTS with glDrawElementsInstanced works.
    // On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
    TEST_P(InstancingTestPoints, DrawElements)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
        // On Win7, the D3D SDK Layers emits a false warning for these tests.
        // This doesn't occur on Windows 10 (Version 1511) though.
        ignoreD3D11SDKLayersWarnings();
    
        setupInstancedPointsTest();
    
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
                     GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        // Get the attribute locations
        GLint positionLoc    = glGetAttribLocation(mProgram, "a_position");
        GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
    
        // Load the vertex position
        const Vector3 pos[] = {Vector3(0), Vector3(0), Vector3(0), Vector3(0)};
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
        glEnableVertexAttribArray(positionLoc);
    
        // Load the instance position
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glEnableVertexAttribArray(instancePosLoc);
    
        // Enable instancing
        glVertexAttribDivisorANGLE(instancePosLoc, 1);
    
        // Do the instanced draw
        glDrawElementsInstancedANGLE(GL_POINTS, static_cast<GLsizei>(mIndices.size()),
                                     GL_UNSIGNED_SHORT, mIndices.data(),
                                     static_cast<GLsizei>(mInstances.size()) / 3);
    
        ASSERT_GL_NO_ERROR();
    
        checkQuads();
    }
    
    class InstancingTestES31 : public InstancingTest
    {
      public:
        InstancingTestES31() {}
    };
    
    // Verify that VertexAttribDivisor can update both binding divisor and attribBinding.
    TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
    
        const std::string vs =
            "attribute vec3 a_instancePos;\n"
            "attribute vec3 a_position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
            "}\n";
    
        const std::string fs =
            "precision mediump float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
            "}\n";
    
        constexpr GLsizei kFloatStride = 4;
    
        ANGLE_GL_PROGRAM(program, vs, fs);
        glUseProgram(program);
    
        // Get the attribute locations
        GLint positionLoc    = glGetAttribLocation(program, "a_position");
        GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
        ASSERT_NE(-1, positionLoc);
        ASSERT_NE(-1, instancePosLoc);
        ASSERT_GL_NO_ERROR();
    
        GLuint vao;
        glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
    
        GLBuffer quadBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
        glBufferData(GL_ARRAY_BUFFER, mQuadVertices.size() * kFloatStride, mQuadVertices.data(),
                     GL_STATIC_DRAW);
        GLBuffer instancesBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, instancesBuffer);
        glBufferData(GL_ARRAY_BUFFER, mInstances.size() * kFloatStride, mInstances.data(),
                     GL_STATIC_DRAW);
    
        // Set the formats by VertexAttribFormat
        glVertexAttribFormat(positionLoc, 3, GL_FLOAT, GL_FALSE, 0);
        glVertexAttribFormat(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0);
        glEnableVertexAttribArray(positionLoc);
        glEnableVertexAttribArray(instancePosLoc);
    
        const GLint positionBinding = instancePosLoc;
        const GLint instanceBinding = positionLoc;
    
        // Load the vertex position into the binding indexed positionBinding (== instancePosLoc)
        // Load the instance position into the binding indexed instanceBinding (== positionLoc)
        glBindVertexBuffer(positionBinding, quadBuffer, 0, kFloatStride * 3);
        glBindVertexBuffer(instanceBinding, instancesBuffer, 0, kFloatStride * 3);
    
        // The attribute indexed positionLoc is using the binding indexed positionBinding
        // The attribute indexed instancePosLoc is using the binding indexed instanceBinding
        glVertexAttribBinding(positionLoc, positionBinding);
        glVertexAttribBinding(instancePosLoc, instanceBinding);
    
        // Enable instancing on the binding indexed instanceBinding
        glVertexBindingDivisor(instanceBinding, 1);
    
        // Do the first instanced draw
        glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
                                mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
        checkQuads();
    
        // Load the vertex position into the binding indexed positionLoc.
        // Load the instance position into the binding indexed instancePosLoc.
        glBindVertexBuffer(positionLoc, quadBuffer, 0, kFloatStride * 3);
        glBindVertexBuffer(instancePosLoc, instancesBuffer, 0, kFloatStride * 3);
    
        // The attribute indexed positionLoc is using the binding indexed positionLoc.
        glVertexAttribBinding(positionLoc, positionLoc);
    
        // Call VertexAttribDivisor to both enable instancing on instancePosLoc and set the attribute
        // indexed instancePosLoc using the binding indexed instancePosLoc.
        glVertexAttribDivisor(instancePosLoc, 1);
    
        // Do the second instanced draw
        glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
                                mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
        checkQuads();
    
        glDeleteVertexArrays(1, &vao);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against. We test on D3D9 and D3D11 9_3 because they use special codepaths
    // when attribute zero is instanced, unlike D3D11.
    ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    
    // TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
    ANGLE_INSTANTIATE_TEST(InstancingTestNo9_3, ES2_D3D9(), ES2_D3D11());
    
    ANGLE_INSTANTIATE_TEST(InstancingTestPoints, ES2_D3D11(), ES2_D3D11_FL9_3());
    
    // TODO(jiawei.shao@intel.com): Add D3D11 when Vertex Attrib Binding is supported on D3D11
    // back-ends.
    ANGLE_INSTANTIATE_TEST(InstancingTestES31, ES31_OPENGL(), ES31_OPENGLES());