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

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  • Author : Olli Etuaho
    Date : 2018-04-13 14:11:46
    Hash : 5804dc8e
    Message : Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/OcclusionQueriesTest.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 "random_utils.h"
    #include "system_utils.h"
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class OcclusionQueriesTest : public ANGLETest
    {
      protected:
        OcclusionQueriesTest() : mProgram(0), mRNG(1)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram);
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        RNG mRNG;
    };
    
    TEST_P(OcclusionQueriesTest, IsOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.3
        glEnable(GL_DEPTH_TEST);
        glUseProgram(mProgram);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.3f);
        glUseProgram(0);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.8f);  // this quad should be occluded by first quad
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
        }
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_GL_FALSE(result);
    }
    
    TEST_P(OcclusionQueriesTest, IsNotOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        glGenQueriesEXT(1, &query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result); // will block waiting for result
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteQueriesEXT(1, &query);
    
        EXPECT_GL_TRUE(result);
    }
    
    TEST_P(OcclusionQueriesTest, Errors)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query);
    
        EXPECT_GL_FALSE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0); // can't pass 0 as query id
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // can't initiate a query while one's already active
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_TRUE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));  // have not called begin
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // no active query for this target
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query); // can't begin a query as a different type than previously used
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // have to call genqueries first
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGenQueriesEXT(1, &query2);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
        EXPECT_GL_TRUE(glIsQueryEXT(query2));
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.3f);                 // this should draw in front of other quad
        glDeleteQueriesEXT(1, &query2); // should delete when query becomes inactive
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // should not incur error; should delete query + 1 at end of execution.
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        EXPECT_GL_NO_ERROR();
    
        GLuint ready = GL_FALSE;
        glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); // this query is now deleted
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that running multiple simultaneous queries from multiple EGL contexts returns the correct
    // result for each query.  Helps expose bugs in ANGLE's virtual contexts.
    TEST_P(OcclusionQueriesTest, MultiContext)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // Test skipped because the D3D backends cannot support simultaneous queries on multiple
        // contexts yet.
        ANGLE_SKIP_TEST_IF(GetParam() == ES2_D3D9() || GetParam() == ES2_D3D11() ||
                           GetParam() == ES3_D3D11());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.5
        glEnable(GL_DEPTH_TEST);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        const size_t passCount = 5;
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            bool visiblePasses[passCount];
            bool shouldPass;
        };
    
        ContextInfo contexts[] = {
            {
                EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {false, true, false, true, false}, true,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {true, true, false, true, true}, true,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {false, true, true, true, true}, true,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {true, false, false, true, false}, true,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
            },
            {
                EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
            },
        };
    
        for (auto &context : contexts)
        {
            context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_NE(context.context, EGL_NO_CONTEXT);
    
            eglMakeCurrent(display, surface, surface, context.context);
    
            context.program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(context.program, 0u);
    
            glDepthMask(GL_FALSE);
            glEnable(GL_DEPTH_TEST);
    
            glGenQueriesEXT(1, &context.query);
            glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, context.query);
    
            ASSERT_GL_NO_ERROR();
        }
    
        for (size_t pass = 0; pass < passCount; pass++)
        {
            for (const auto &context : contexts)
            {
                eglMakeCurrent(display, surface, surface, context.context);
    
                float depth = context.visiblePasses[pass] ? mRNG.randomFloatBetween(0.0f, 0.4f)
                                                          : mRNG.randomFloatBetween(0.6f, 1.0f);
                drawQuad(context.program, essl1_shaders::PositionAttrib(), depth);
    
                EXPECT_GL_NO_ERROR();
            }
        }
    
        for (const auto &context : contexts)
        {
            eglMakeCurrent(display, surface, surface, context.context);
            glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
            GLuint result = GL_TRUE;
            glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
    
            EXPECT_GL_NO_ERROR();
    
            GLuint expectation = context.shouldPass ? GL_TRUE : GL_FALSE;
            EXPECT_EQ(expectation, result);
        }
    
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        for (auto &context : contexts)
        {
            eglDestroyContext(display, context.context);
            context.context = EGL_NO_CONTEXT;
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(OcclusionQueriesTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());