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

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  • Author : Olli Etuaho
    Date : 2017-09-18 13:32:29
    Hash : a20af6d7
    Message : Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/PbufferTest.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 PbufferTest : public ANGLETest
    {
      protected:
        PbufferTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vsSource =
                R"(precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                })";
    
            const std::string textureFSSource =
                R"(precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                })";
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            if (mTextureProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
    
            EGLWindow *window = getEGLWindow();
    
            EGLint surfaceType = 0;
            eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_SURFACE_TYPE, &surfaceType);
            mSupportsPbuffers = (surfaceType & EGL_PBUFFER_BIT) != 0;
    
            EGLint bindToTextureRGBA = 0;
            eglGetConfigAttrib(window->getDisplay(), window->getConfig(), EGL_BIND_TO_TEXTURE_RGBA, &bindToTextureRGBA);
            mSupportsBindTexImage = (bindToTextureRGBA == EGL_TRUE);
    
            const EGLint pBufferAttributes[] =
            {
                EGL_WIDTH, static_cast<EGLint>(mPbufferSize),
                EGL_HEIGHT, static_cast<EGLint>(mPbufferSize),
                EGL_TEXTURE_FORMAT, mSupportsBindTexImage ? EGL_TEXTURE_RGBA : EGL_NO_TEXTURE,
                EGL_TEXTURE_TARGET, mSupportsBindTexImage ? EGL_TEXTURE_2D : EGL_NO_TEXTURE,
                EGL_NONE, EGL_NONE,
            };
    
            mPbuffer = eglCreatePbufferSurface(window->getDisplay(), window->getConfig(), pBufferAttributes);
            if (mSupportsPbuffers)
            {
                ASSERT_NE(mPbuffer, EGL_NO_SURFACE);
                ASSERT_EGL_SUCCESS();
            }
            else
            {
                ASSERT_EQ(mPbuffer, EGL_NO_SURFACE);
                ASSERT_EGL_ERROR(EGL_BAD_MATCH);
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mTextureProgram);
    
            EGLWindow *window = getEGLWindow();
            eglDestroySurface(window->getDisplay(), mPbuffer);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    
        const size_t mPbufferSize = 32;
        EGLSurface mPbuffer;
        bool mSupportsPbuffers;
        bool mSupportsBindTexImage;
    };
    
    // Test clearing a Pbuffer and checking the color is correct
    TEST_P(PbufferTest, Clearing)
    {
        if (!mSupportsPbuffers)
        {
            std::cout << "Test skipped because Pbuffers are not supported." << std::endl;
            return;
        }
    
        EGLWindow *window = getEGLWindow();
    
        // Clear the window surface to blue and verify
        window->makeCurrent();
        ASSERT_EGL_SUCCESS();
    
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(window->getDisplay(), mPbuffer, mPbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPbufferSize), static_cast<GLsizei>(mPbufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPbufferSize) / 2, static_cast<GLint>(mPbufferSize) / 2, 255,
                        0, 255, 255);
    
        // Rebind the window surface and verify that it is still blue
        window->makeCurrent();
        ASSERT_EGL_SUCCESS();
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    }
    
    // Bind the Pbuffer to a texture and verify it renders correctly
    TEST_P(PbufferTest, BindTexImage)
    {
        if (!mSupportsPbuffers)
        {
            std::cout << "Test skipped because Pbuffers are not supported." << std::endl;
            return;
        }
    
        if (!mSupportsBindTexImage)
        {
            std::cout << "Test skipped because Pbuffer does not support binding to RGBA textures." << std::endl;
            return;
        }
    
        EGLWindow *window = getEGLWindow();
    
        // Apply the Pbuffer and clear it to purple
        eglMakeCurrent(window->getDisplay(), mPbuffer, mPbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPbufferSize), static_cast<GLsizei>(mPbufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPbufferSize) / 2, static_cast<GLint>(mPbufferSize) / 2, 255,
                        0, 255, 255);
    
        // Apply the window surface
        window->makeCurrent();
    
        // Create a texture and bind the Pbuffer to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is purple
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Unbind the texture
        eglReleaseTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        ASSERT_EGL_SUCCESS();
    
        // Verify that purple was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    }
    
    // Verify that when eglBind/ReleaseTexImage are called, the texture images are freed and their
    // size information is correctly updated.
    TEST_P(PbufferTest, TextureSizeReset)
    {
        ANGLE_SKIP_TEST_IF(!mSupportsPbuffers);
        ANGLE_SKIP_TEST_IF(!mSupportsBindTexImage);
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        // Fill the texture with white pixels
        std::vector<GLColor> whitePixels(mPbufferSize * mPbufferSize, GLColor::white);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(mPbufferSize),
                     static_cast<GLsizei>(mPbufferSize), 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     whitePixels.data());
        EXPECT_GL_NO_ERROR();
    
        // Draw the white texture and verify that the pixels are correct
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Bind the EGL surface and draw with it, results are undefined since nothing has
        // been written to it
        EGLWindow *window = getEGLWindow();
        eglBindTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Clear the back buffer to a unique color (green)
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Unbind the EGL surface and try to draw with the texture again, the texture's size should
        // now be zero and incomplete so the back buffer should be black
        eglReleaseTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    // Bind a Pbuffer, redefine the texture, and verify it renders correctly
    TEST_P(PbufferTest, BindTexImageAndRedefineTexture)
    {
        if (!mSupportsPbuffers)
        {
            std::cout << "Test skipped because Pbuffers are not supported." << std::endl;
            return;
        }
    
        if (!mSupportsBindTexImage)
        {
            std::cout << "Test skipped because Pbuffer does not support binding to RGBA textures." << std::endl;
            return;
        }
    
        EGLWindow *window = getEGLWindow();
    
        // Apply the Pbuffer and clear it to purple
        eglMakeCurrent(window->getDisplay(), mPbuffer, mPbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(mPbufferSize), static_cast<GLsizei>(mPbufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(mPbufferSize) / 2, static_cast<GLint>(mPbufferSize) / 2, 255,
                        0, 255, 255);
    
        // Apply the window surface
        window->makeCurrent();
    
        // Create a texture and bind the Pbuffer to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(window->getDisplay(), mPbuffer, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Redefine the texture
        unsigned int pixelValue = 0xFFFF00FF;
        std::vector<unsigned int> pixelData(getWindowWidth() * getWindowHeight(), pixelValue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixelData[0]);
    
        // Draw a quad and verify that it is magenta
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Verify that magenta was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(PbufferTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_D3D11_WARP(),
                           ES2_D3D11_REFERENCE(),
                           ES2_OPENGLES());