Edit

kc3-lang/angle/src/tests/test_utils/MultiviewTest.cpp

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/test_utils/MultiviewTest.cpp
  • //
    // Copyright 2018 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.
    //
    // MultiviewTest:
    //   Implementation of helpers for multiview testing.
    //
    
    #include "test_utils/MultiviewTest.h"
    #include "platform/WorkaroundsD3D.h"
    #include "test_utils/gl_raii.h"
    
    namespace angle
    {
    
    GLuint CreateSimplePassthroughProgram(int numViews)
    {
        const std::string vsSource =
            "#version 300 es\n"
            "#extension GL_OVR_multiview : require\n"
            "layout(num_views = " +
            ToString(numViews) +
            ") in;\n"
            "layout(location=0) in vec2 vPosition;\n"
            "void main()\n"
            "{\n"
            "   gl_PointSize = 1.;\n"
            "   gl_Position = vec4(vPosition.xy, 0.0, 1.0);\n"
            "}\n";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "#extension GL_OVR_multiview : require\n"
            "precision mediump float;\n"
            "out vec4 col;\n"
            "void main()\n"
            "{\n"
            "   col = vec4(0,1,0,1);\n"
            "}\n";
        return CompileProgram(vsSource.c_str(), kFS);
    }
    
    void CreateMultiviewBackingTextures(GLenum multiviewLayout,
                                        int samples,
                                        int viewWidth,
                                        int height,
                                        int numLayers,
                                        std::vector<GLuint> colorTextures,
                                        GLuint depthTexture,
                                        GLuint depthStencilTexture)
    {
        // The same zero data is used to initialize both color and depth/stencil textures.
        std::vector<GLubyte> textureData;
        textureData.resize(viewWidth * height * numLayers * 4, 0u);
    
        // Multisampling is only supported for layered framebuffers.
        ASSERT_TRUE((samples == 0) || multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE);
    
        // We can't upload data to multisample textures, so we clear them using a temporary framebuffer
        // instead. The current framebuffer binding is stored so we can restore it once we're done with
        // using the temporary framebuffers.
        GLint restoreDrawFramebuffer;
        glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &restoreDrawFramebuffer);
    
        // Create color and depth textures.
        switch (multiviewLayout)
        {
            case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
            {
                int textureWidth = viewWidth * numLayers;
                for (auto colorTexture : colorTextures)
                {
                    glBindTexture(GL_TEXTURE_2D, colorTexture);
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureWidth, height, 0, GL_RGBA,
                                 GL_UNSIGNED_BYTE, textureData.data());
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                }
    
                if (depthTexture != 0)
                {
                    glBindTexture(GL_TEXTURE_2D, depthTexture);
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, textureWidth, height, 0,
                                 GL_DEPTH_COMPONENT, GL_FLOAT, textureData.data());
                }
                if (depthStencilTexture != 0)
                {
                    glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, textureWidth, height, 0,
                                 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, textureData.data());
                }
                glBindTexture(GL_TEXTURE_2D, 0);
                break;
            }
            case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
            {
                GLenum texTarget =
                    (samples > 0) ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES : GL_TEXTURE_2D_ARRAY;
                for (auto colorTexture : colorTextures)
                {
                    glBindTexture(texTarget, colorTexture);
                    if (samples > 0)
                    {
                        glTexStorage3DMultisampleOES(texTarget, samples, GL_RGBA8, viewWidth, height,
                                                     numLayers, false);
    
                        GLFramebuffer tempFbo;
                        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tempFbo);
                        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
                        for (int layerIndex = 0; layerIndex < numLayers; ++layerIndex)
                        {
                            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                      colorTexture, 0, layerIndex);
                            glClear(GL_COLOR_BUFFER_BIT);
                        }
                    }
                    else
                    {
                        glTexImage3D(texTarget, 0, GL_RGBA8, viewWidth, height, numLayers, 0, GL_RGBA,
                                     GL_UNSIGNED_BYTE, textureData.data());
                        glTexParameteri(texTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                        glTexParameteri(texTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                    }
                }
    
                if (depthTexture != 0)
                {
                    glBindTexture(texTarget, depthTexture);
                    if (samples > 0)
                    {
                        glTexStorage3DMultisampleOES(texTarget, samples, GL_DEPTH_COMPONENT32F,
                                                     viewWidth, height, numLayers, false);
    
                        GLFramebuffer tempFbo;
                        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tempFbo);
                        glClearDepthf(0.0f);
                        for (int layerIndex = 0; layerIndex < numLayers; ++layerIndex)
                        {
                            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                                                      depthTexture, 0, layerIndex);
                            glClear(GL_DEPTH_BUFFER_BIT);
                        }
                    }
                    else
                    {
                        glTexImage3D(texTarget, 0, GL_DEPTH_COMPONENT32F, viewWidth, height, numLayers,
                                     0, GL_DEPTH_COMPONENT, GL_FLOAT, textureData.data());
                    }
                }
                if (depthStencilTexture != 0)
                {
                    glBindTexture(texTarget, depthStencilTexture);
                    if (samples > 0)
                    {
                        glTexStorage3DMultisampleOES(texTarget, samples, GL_DEPTH24_STENCIL8, viewWidth,
                                                     height, numLayers, false);
    
                        GLFramebuffer tempFbo;
                        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tempFbo);
                        glClearDepthf(0.0f);
                        glClearStencil(0);
                        for (int layerIndex = 0; layerIndex < numLayers; ++layerIndex)
                        {
                            glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                                                      depthTexture, 0, layerIndex);
                            glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
                        }
                    }
                    else
                    {
                        glTexImage3D(texTarget, 0, GL_DEPTH24_STENCIL8, viewWidth, height, numLayers, 0,
                                     GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, textureData.data());
                    }
                }
                glBindTexture(texTarget, 0);
                break;
            }
            default:
                ASSERT_TRUE(false);
        }
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, restoreDrawFramebuffer);
    }
    
    void CreateMultiviewBackingTextures(GLenum multiviewLayout,
                                        int samples,
                                        int viewWidth,
                                        int height,
                                        int numLayers,
                                        GLuint colorTexture,
                                        GLuint depthTexture,
                                        GLuint depthStencilTexture)
    {
        ASSERT_TRUE(colorTexture != 0u);
        std::vector<GLuint> colorTextures(1, colorTexture);
        CreateMultiviewBackingTextures(multiviewLayout, samples, viewWidth, height, numLayers,
                                       colorTextures, depthTexture, depthStencilTexture);
    }
    
    void AttachMultiviewTextures(GLenum target,
                                 GLenum multiviewLayout,
                                 int viewWidth,
                                 int numViews,
                                 int baseViewIndex,
                                 std::vector<GLuint> colorTextures,
                                 GLuint depthTexture,
                                 GLuint depthStencilTexture)
    {
        ASSERT_TRUE(multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE || (baseViewIndex == 0));
        ASSERT_TRUE(depthTexture == 0u || depthStencilTexture == 0u);
        switch (multiviewLayout)
        {
            case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
            {
                std::vector<GLint> viewportOffsets(numViews * 2);
                for (int i = 0u; i < numViews; ++i)
                {
                    viewportOffsets[i * 2]     = i * viewWidth;
                    viewportOffsets[i * 2 + 1] = 0;
                }
                for (size_t i = 0; i < colorTextures.size(); ++i)
                {
                    GLenum attachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i);
                    glFramebufferTextureMultiviewSideBySideANGLE(target, attachment, colorTextures[i],
                                                                 0, numViews, viewportOffsets.data());
                }
                if (depthTexture)
                {
                    glFramebufferTextureMultiviewSideBySideANGLE(
                        target, GL_DEPTH_ATTACHMENT, depthTexture, 0, numViews, viewportOffsets.data());
                }
                if (depthStencilTexture)
                {
                    glFramebufferTextureMultiviewSideBySideANGLE(target, GL_DEPTH_STENCIL_ATTACHMENT,
                                                                 depthStencilTexture, 0, numViews,
                                                                 viewportOffsets.data());
                }
                break;
            }
            case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
                for (size_t i = 0; i < colorTextures.size(); ++i)
                {
                    GLenum attachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i);
                    glFramebufferTextureMultiviewLayeredANGLE(target, attachment, colorTextures[i], 0,
                                                              baseViewIndex, numViews);
                }
                if (depthTexture)
                {
                    glFramebufferTextureMultiviewLayeredANGLE(target, GL_DEPTH_ATTACHMENT, depthTexture,
                                                              0, baseViewIndex, numViews);
                }
                if (depthStencilTexture)
                {
                    glFramebufferTextureMultiviewLayeredANGLE(target, GL_DEPTH_STENCIL_ATTACHMENT,
                                                              depthStencilTexture, 0, baseViewIndex,
                                                              numViews);
                }
                break;
            default:
                ASSERT_TRUE(false);
        }
    }
    
    void AttachMultiviewTextures(GLenum target,
                                 GLenum multiviewLayout,
                                 int viewWidth,
                                 int numViews,
                                 int baseViewIndex,
                                 GLuint colorTexture,
                                 GLuint depthTexture,
                                 GLuint depthStencilTexture)
    {
        ASSERT_TRUE(colorTexture != 0u);
        std::vector<GLuint> colorTextures(1, colorTexture);
        AttachMultiviewTextures(target, multiviewLayout, viewWidth, numViews, baseViewIndex,
                                colorTextures, depthTexture, depthStencilTexture);
    }
    
    std::ostream &operator<<(std::ostream &os, const MultiviewImplementationParams &params)
    {
        const PlatformParameters &base = static_cast<const PlatformParameters &>(params);
        os << base;
        if (params.mForceUseGeometryShaderOnD3D)
        {
            os << "_force_geom_shader";
        }
        else
        {
            os << "_vertex_shader";
        }
        return os;
    }
    
    MultiviewImplementationParams VertexShaderOpenGL(GLint majorVersion, GLint minorVersion)
    {
        return MultiviewImplementationParams(majorVersion, minorVersion, false, egl_platform::OPENGL());
    }
    
    MultiviewImplementationParams VertexShaderD3D11(GLint majorVersion, GLint minorVersion)
    {
        return MultiviewImplementationParams(majorVersion, minorVersion, false, egl_platform::D3D11());
    }
    
    MultiviewImplementationParams GeomShaderD3D11(GLint majorVersion, GLint minorVersion)
    {
        return MultiviewImplementationParams(majorVersion, minorVersion, true, egl_platform::D3D11());
    }
    
    void MultiviewTest::overrideWorkaroundsD3D(WorkaroundsD3D *workarounds)
    {
        workarounds->selectViewInGeometryShader = GetParam().mForceUseGeometryShaderOnD3D;
    }
    
    }  // namespace angle