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kc3-lang/angle/src/tests/gl_tests/DepthStencilFormatsTest.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/DepthStencilFormatsTest.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"
    
    #include "common/mathutil.h"
    #include "platform/WorkaroundsD3D.h"
    
    using namespace angle;
    
    class DepthStencilFormatsTestBase : public ANGLETest
    {
      protected:
        DepthStencilFormatsTestBase()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        bool checkTexImageFormatSupport(GLenum format, GLenum type)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint tex = 0;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
            glDeleteTextures(1, &tex);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        bool checkTexStorageFormatSupport(GLenum internalFormat)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint tex = 0;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
            glDeleteTextures(1, &tex);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        bool checkRenderbufferFormatSupport(GLenum internalFormat)
        {
            EXPECT_GL_NO_ERROR();
    
            GLuint rb = 0;
            glGenRenderbuffers(1, &rb);
            glBindRenderbuffer(GL_RENDERBUFFER, rb);
            glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
            glDeleteRenderbuffers(1, &rb);
    
            return (glGetError() == GL_NO_ERROR);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource =
                R"(precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                })";
    
            const std::string fragmentShaderSource =
                R"(precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                })";
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
            EXPECT_NE(-1, mTextureUniformLocation);
    
            glGenTextures(1, &mTexture);
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
            glDeleteTextures(1, &mTexture);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLuint mTexture;
        GLint mTextureUniformLocation;
    };
    
    class DepthStencilFormatsTest : public DepthStencilFormatsTestBase
    {};
    
    class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase
    {};
    
    TEST_P(DepthStencilFormatsTest, DepthTexture)
    {
        bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
    
        if (extensionEnabled("GL_EXT_texture_storage"))
        {
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
        }
    }
    
    TEST_P(DepthStencilFormatsTest, PackedDepthStencil)
    {
        // Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
        // Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
    
        bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
        EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
    
        bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
                                        extensionEnabled("GL_ANGLE_depth_texture");
        EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
    
        if (extensionEnabled("GL_EXT_texture_storage"))
        {
            EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
        }
    }
    
    TEST_P(DepthStencilFormatsTestES3, DrawWithDepthStencil)
    {
        GLushort data[16];
        for (unsigned int i = 0; i < 16; i++)
        {
            data[i] = std::numeric_limits<GLushort>::max();
        }
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glUseProgram(mProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glClear(GL_COLOR_BUFFER_BIT);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
    
        GLubyte pixel[4];
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
    
        // Only require the red and alpha channels have the correct values, the depth texture extensions
        // leave the green and blue channels undefined
        ASSERT_NEAR(255, pixel[0], 2.0);
        ASSERT_EQ(255, pixel[3]);
    }
    
    // This test reproduces a driver bug on Intel windows platforms on driver version
    // from 4815 to 4901.
    // When rendering with Stencil buffer enabled and depth buffer disabled, large
    // viewport will lead to memory leak and driver crash. And the pixel result
    // is a random value.
    TEST_P(DepthStencilFormatsTestES3, DrawWithLargeViewport)
    {
        ANGLE_SKIP_TEST_IF(IsIntel() && (IsOSX() || IsWindows()));
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        glEnable(GL_STENCIL_TEST);
        glDisable(GL_DEPTH_TEST);
    
        // The iteration is to reproduce memory leak when rendering several times.
        for (int i = 0; i < 10; ++i)
        {
            // Create offscreen fbo and its color attachment and depth stencil attachment.
            GLTexture framebufferColorTexture;
            glBindTexture(GL_TEXTURE_2D, framebufferColorTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
            ASSERT_GL_NO_ERROR();
    
            GLTexture framebufferStencilTexture;
            glBindTexture(GL_TEXTURE_2D, framebufferStencilTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, getWindowWidth(), getWindowHeight());
            ASSERT_GL_NO_ERROR();
    
            GLFramebuffer fb;
            glBindFramebuffer(GL_FRAMEBUFFER, fb);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                   framebufferColorTexture, 0);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
                                   framebufferStencilTexture, 0);
    
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            ASSERT_GL_NO_ERROR();
    
            GLint kStencilRef = 4;
            glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
            glStencilFunc(GL_ALWAYS, kStencilRef, 0xFF);
    
            float viewport[2];
            glGetFloatv(GL_MAX_VIEWPORT_DIMS, viewport);
    
            glViewport(0, 0, viewport[0], viewport[1]);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
    
            drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f);
            ASSERT_GL_NO_ERROR();
    
            glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    class TinyDepthStencilWorkaroundTest : public ANGLETest
    {
      public:
        TinyDepthStencilWorkaroundTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        // Override the workarounds to enable "tiny" depth/stencil textures.
        void overrideWorkaroundsD3D(WorkaroundsD3D *workarounds) override
        {
            workarounds->emulateTinyStencilTextures = true;
        }
    };
    
    // Tests that the tiny depth stencil textures workaround does not "stick" depth textures.
    // http://anglebug.com/1664
    TEST_P(TinyDepthStencilWorkaroundTest, DepthTexturesStick)
    {
        const std::string &drawVS =
            "#version 100\n"
            "attribute vec3 vertex;\n"
            "void main () {\n"
            "  gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(drawProgram, drawVS, essl1_shaders::fs::Red());
    
        const std::string &blitVS =
            "#version 100\n"
            "attribute vec2 vertex;\n"
            "varying vec2 position;\n"
            "void main () {\n"
            "  position = vertex * .5 + .5;\n"
            "  gl_Position = vec4(vertex, 0, 1);\n"
            "}\n";
    
        const std::string &blitFS =
            "#version 100\n"
            "precision mediump float;\n"
            "uniform sampler2D texture;\n"
            "varying vec2 position;\n"
            "void main () {\n"
            "  gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(blitProgram, blitVS, blitFS);
    
        GLint blitTextureLocation = glGetUniformLocation(blitProgram.get(), "texture");
        ASSERT_NE(-1, blitTextureLocation);
    
        GLTexture colorTex;
        glBindTexture(GL_TEXTURE_2D, colorTex.get());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        glBindTexture(GL_TEXTURE_2D, 0);
    
        GLTexture depthTex;
        glBindTexture(GL_TEXTURE_2D, depthTex.get());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
        int levels = gl::log2(getWindowWidth());
        for (int mipLevel = 0; mipLevel <= levels; ++mipLevel)
        {
            int size = getWindowWidth() >> mipLevel;
            glTexImage2D(GL_TEXTURE_2D, mipLevel, GL_DEPTH_STENCIL, size, size, 0, GL_DEPTH_STENCIL,
                         GL_UNSIGNED_INT_24_8_OES, nullptr);
        }
    
        glBindTexture(GL_TEXTURE_2D, 0);
    
        ASSERT_GL_NO_ERROR();
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex.get(), 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex.get(), 0);
    
        ASSERT_GL_NO_ERROR();
    
        glDepthRangef(0.0f, 1.0f);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glClearColor(0, 0, 0, 1);
    
        // Draw loop.
        for (unsigned int frame = 0; frame < 3; ++frame)
        {
            // draw into FBO
            glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
            glEnable(GL_DEPTH_TEST);
    
            float depth = ((frame % 2 == 0) ? 0.0f : 1.0f);
            drawQuad(drawProgram.get(), "vertex", depth);
    
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
            // blit FBO
            glDisable(GL_DEPTH_TEST);
    
            glUseProgram(blitProgram.get());
            glUniform1i(blitTextureLocation, 0);
            glBindTexture(GL_TEXTURE_2D, depthTex.get());
    
            drawQuad(blitProgram.get(), "vertex", 0.5f);
    
            Vector4 depthVec(depth, depth, depth, 1);
            GLColor depthColor(depthVec);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, depthColor, 1);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    ANGLE_INSTANTIATE_TEST(TinyDepthStencilWorkaroundTest, ES3_D3D11());