Hash :
7b4b56f0
Author :
Date :
2022-10-19T00:05:22
Vulkan: Missing output mask in GraphicsPipelineDesc Currently, there's some program state used in creating pipelines alongside what's in GraphicsPipelineDesc. This works because the pipeline cache lives in the program executable. With VK_EXT_graphics_pipeline_library however, we could create vertex input and fragment output partial pipelines that are independent from and are shared between multiple programs. To support this, any program state that's necessary for pipeline creation should be part of the GraphicsPipelineDesc structure. This change places the state affecting fragment output in GraphicsPipelineDesc. Bug: angleproject:7369 Change-Id: I2e48fc9da220475e1b2ed376fc947ce13489610e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3963652 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
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//
// Copyright 2021 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.
//
// RobustFragmentShaderOutputTest: Tests for the custom ANGLE extension.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <stdint.h>
using namespace angle;
namespace
{
bool ExtEnabled()
{
return IsGLExtensionEnabled("GL_ANGLE_robust_fragment_shader_output");
}
} // namespace
class RobustFragmentShaderOutputTest : public ANGLETest<>
{
public:
RobustFragmentShaderOutputTest() {}
};
// Basic behaviour from the extension.
TEST_P(RobustFragmentShaderOutputTest, Basic)
{
ANGLE_SKIP_TEST_IF(!ExtEnabled());
const char kFS[] = R"(#version 300 es
precision mediump float;
out vec4 outvar;
void main() {
outvar = vec4(0.0, 1.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
constexpr GLsizei kSize = 2;
std::vector<GLColor> bluePixels(kSize * kSize, GLColor::blue);
GLTexture texA;
glBindTexture(GL_TEXTURE_2D, texA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
bluePixels.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
GLTexture texB;
glBindTexture(GL_TEXTURE_2D, texB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
bluePixels.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Verify initial attachment colors (blue).
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
constexpr std::array<GLenum, 2> kDrawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, kDrawBuffers.data());
glViewport(0, 0, kSize, kSize);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
// Draw, verify first attachment is updated (green) and second is unchanged (blue).
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test that changing framebuffer attachments work
TEST_P(RobustFragmentShaderOutputTest, ChangingFramebufferAttachments)
{
ANGLE_SKIP_TEST_IF(!ExtEnabled());
const char kFS[] = R"(#version 300 es
precision mediump float;
layout(location = 1) out vec4 color1;
layout(location = 3) out vec4 color2;
uniform vec4 color1In;
uniform vec4 color2In;
void main() {
color1 = color1In;
color2 = color2In;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint color1Loc = glGetUniformLocation(program, "color1In");
ASSERT_NE(color1Loc, -1);
GLint color2Loc = glGetUniformLocation(program, "color2In");
ASSERT_NE(color2Loc, -1);
constexpr GLsizei kSize = 2;
const std::vector<GLColor> initColor(kSize * kSize, GLColor::transparentBlack);
GLTexture color1;
glBindTexture(GL_TEXTURE_2D, color1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color3;
glBindTexture(GL_TEXTURE_2D, color3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
// Draw with matching framebuffer attachments
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
std::array<GLenum, 4> drawBuffers = {GL_NONE, GL_COLOR_ATTACHMENT1, GL_NONE,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(4, drawBuffers.data());
glViewport(0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Draw once, should update color1 and color2
glUniform4f(color1Loc, 1, 0, 0, 0);
glUniform4f(color2Loc, 0, 1, 0, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Change the framebuffer attachments, this time adding an attachment that's not written to.
// This attachment should be unmodified.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(4, drawBuffers.data());
glUniform4f(color1Loc, 0, 0, 1, 1);
glUniform4f(color2Loc, 0, 0, 0, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Shuffle attachments.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glUniform4f(color1Loc, 0, 0, 1, 0);
glUniform4f(color2Loc, 1, 0, 0, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Switch back to matching attachment count
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawBuffers[0] = GL_NONE;
glDrawBuffers(4, drawBuffers.data());
glUniform4f(color1Loc, 1, 0, 0, 0);
glUniform4f(color2Loc, 0, 1, 0, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Verify results
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color1, 0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::magenta);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::white);
glReadBuffer(GL_COLOR_ATTACHMENT3);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Test that changing framebuffers work
TEST_P(RobustFragmentShaderOutputTest, ChangingFramebuffers)
{
ANGLE_SKIP_TEST_IF(!ExtEnabled());
const char kFS[] = R"(#version 300 es
precision mediump float;
layout(location = 1) out vec4 color1;
layout(location = 3) out vec4 color2;
uniform vec4 color1In;
uniform vec4 color2In;
void main() {
color1 = color1In;
color2 = color2In;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint color1Loc = glGetUniformLocation(program, "color1In");
ASSERT_NE(color1Loc, -1);
GLint color2Loc = glGetUniformLocation(program, "color2In");
ASSERT_NE(color2Loc, -1);
constexpr GLsizei kSize = 2;
const std::vector<GLColor> initColor(kSize * kSize, GLColor::transparentBlack);
GLTexture color1;
glBindTexture(GL_TEXTURE_2D, color1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color3;
glBindTexture(GL_TEXTURE_2D, color3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLFramebuffer framebuffer1;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer framebuffer2;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer framebuffer3;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer framebuffer4;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer4);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw with matching framebuffer attachments
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
std::array<GLenum, 4> drawBuffers = {GL_NONE, GL_COLOR_ATTACHMENT1, GL_NONE,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(4, drawBuffers.data());
glViewport(0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Draw once, should update color1 and color2
glUniform4f(color1Loc, 1, 0, 0, 0);
glUniform4f(color2Loc, 0, 1, 0, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Change the framebuffer attachments, this time adding an attachment that's not written to.
// This attachment should be unmodified.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(4, drawBuffers.data());
glUniform4f(color1Loc, 0, 0, 1, 1);
glUniform4f(color2Loc, 0, 0, 0, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Shuffle attachments.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
glDrawBuffers(4, drawBuffers.data());
glUniform4f(color1Loc, 0, 0, 1, 0);
glUniform4f(color2Loc, 1, 0, 0, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Switch back to matching attachment count
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer4);
drawBuffers[0] = GL_NONE;
glDrawBuffers(4, drawBuffers.data());
glUniform4f(color1Loc, 1, 0, 0, 0);
glUniform4f(color2Loc, 0, 1, 0, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
// Verify results
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer3);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::magenta);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::white);
glReadBuffer(GL_COLOR_ATTACHMENT3);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Test that changing program outputs work
TEST_P(RobustFragmentShaderOutputTest, ChangingProgramOutputs)
{
ANGLE_SKIP_TEST_IF(!ExtEnabled());
const char kFS1[] = R"(#version 300 es
precision mediump float;
layout(location = 1) out vec4 color1;
uniform vec4 color1In;
void main() {
color1 = color1In;
})";
const char kFS2[] = R"(#version 300 es
precision mediump float;
layout(location = 1) out vec4 color1;
layout(location = 3) out vec4 color2;
uniform vec4 color1In;
uniform vec4 color2In;
void main() {
color1 = color1In;
color2 = color2In;
})";
const char kFS3[] = R"(#version 300 es
precision mediump float;
layout(location = 0) out vec4 color1;
layout(location = 1) out vec4 color2;
layout(location = 3) out vec4 color3;
uniform vec4 color1In;
uniform vec4 color2In;
uniform vec4 color3In;
void main() {
color1 = color1In;
color2 = color2In;
color3 = color3In;
})";
ANGLE_GL_PROGRAM(program1, essl3_shaders::vs::Simple(), kFS1);
glUseProgram(program1);
GLint program1Color1Loc = glGetUniformLocation(program1, "color1In");
ASSERT_NE(program1Color1Loc, -1);
ANGLE_GL_PROGRAM(program2, essl3_shaders::vs::Simple(), kFS2);
glUseProgram(program2);
GLint program2Color1Loc = glGetUniformLocation(program2, "color1In");
ASSERT_NE(program2Color1Loc, -1);
GLint program2Color2Loc = glGetUniformLocation(program2, "color2In");
ASSERT_NE(program2Color2Loc, -1);
ANGLE_GL_PROGRAM(program3, essl3_shaders::vs::Simple(), kFS3);
glUseProgram(program3);
GLint program3Color1Loc = glGetUniformLocation(program3, "color1In");
ASSERT_NE(program2Color1Loc, -1);
GLint program3Color2Loc = glGetUniformLocation(program3, "color2In");
ASSERT_NE(program2Color2Loc, -1);
GLint program3Color3Loc = glGetUniformLocation(program3, "color3In");
ASSERT_NE(program3Color3Loc, -1);
constexpr GLsizei kSize = 2;
const std::vector<GLColor> initColor(kSize * kSize, GLColor::transparentBlack);
GLTexture color1;
glBindTexture(GL_TEXTURE_2D, color1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
GLTexture color3;
glBindTexture(GL_TEXTURE_2D, color3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initColor.data());
// Draw with matching framebuffer attachments
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, color2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, color3, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
std::array<GLenum, 4> drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_NONE,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(4, drawBuffers.data());
glViewport(0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Draw with 2 outputs, should update color2 and color3
glUseProgram(program2);
glUniform4f(program2Color1Loc, 0.6, 0, 0, 0);
glUniform4f(program2Color2Loc, 0, 0.7, 0, 0);
drawQuad(program2, essl3_shaders::PositionAttrib(), 0.5f);
// Draw with 1 output, should update color2
glUseProgram(program1);
glUniform4f(program1Color1Loc, 0.5, 0, 0, 0);
drawQuad(program1, essl3_shaders::PositionAttrib(), 0.5f);
// Draw with 3 outputs, should update all
glUseProgram(program3);
glUniform4f(program3Color1Loc, 0, 0, 1, 1);
glUniform4f(program3Color2Loc, 0, 1, 0, 0);
glUniform4f(program3Color3Loc, 0, 0.4, 0, 0);
drawQuad(program3, essl3_shaders::PositionAttrib(), 0.5f);
// Draw with 2 outputs again, should update color2 and color3
glUseProgram(program2);
glUniform4f(program2Color1Loc, 0, 0, 0, 1);
glUniform4f(program2Color2Loc, 0, 0, 0, 1);
drawQuad(program2, essl3_shaders::PositionAttrib(), 0.5f);
// Verify results
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::yellow);
glReadBuffer(GL_COLOR_ATTACHMENT3);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::green);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST_ES3(RobustFragmentShaderOutputTest);