| // | |
| // Copyright 2016 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. | |
| // | |
| // BuiltinVariableTest: | |
| // Tests the correctness of the builtin GLSL variables. | |
| // | |
| #include "test_utils/ANGLETest.h" | |
| #include "test_utils/gl_raii.h" | |
| using namespace angle; | |
| class BuiltinVariableVertexIdTest : public ANGLETest | |
| { | |
| protected: | |
| BuiltinVariableVertexIdTest() | |
| { | |
| setWindowWidth(64); | |
| setWindowHeight(64); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| setConfigDepthBits(24); | |
| } | |
| void testSetUp() override | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in vec4 position;\n" | |
| "in int expectedID;" | |
| "out vec4 color;\n" | |
| "\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = position;\n" | |
| " color = vec4(gl_VertexID != expectedID, gl_VertexID == expectedID, 0.0, 1.0);" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in vec4 color;\n" | |
| "out vec4 fragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " fragColor = color;\n" | |
| "}\n"; | |
| mProgram = CompileProgram(kVS, kFS); | |
| ASSERT_NE(0u, mProgram); | |
| mPositionLocation = glGetAttribLocation(mProgram, "position"); | |
| ASSERT_NE(-1, mPositionLocation); | |
| mExpectedIdLocation = glGetAttribLocation(mProgram, "expectedID"); | |
| ASSERT_NE(-1, mExpectedIdLocation); | |
| static const float positions[] = {0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5}; | |
| glGenBuffers(1, &mPositionBuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void testTearDown() override | |
| { | |
| glDeleteBuffers(1, &mPositionBuffer); | |
| glDeleteBuffers(1, &mExpectedIdBuffer); | |
| glDeleteBuffers(1, &mIndexBuffer); | |
| glDeleteProgram(mProgram); | |
| } | |
| // Renders a primitive using the specified mode, each vertex color will | |
| // be green if gl_VertexID is correct, red otherwise. | |
| void runTest(GLuint drawMode, const std::vector<GLint> &indices, int count) | |
| { | |
| glClearColor(0.0, 0.0, 0.0, 1.0); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glGenBuffers(1, &mIndexBuffer); | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); | |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * indices.size(), indices.data(), | |
| GL_STATIC_DRAW); | |
| std::vector<GLint> expectedIds = makeRange(count); | |
| glGenBuffers(1, &mExpectedIdBuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(GLint) * expectedIds.size(), expectedIds.data(), | |
| GL_STATIC_DRAW); | |
| glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer); | |
| glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0); | |
| glEnableVertexAttribArray(mPositionLocation); | |
| glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer); | |
| glVertexAttribIPointer(mExpectedIdLocation, 1, GL_INT, 0, 0); | |
| glEnableVertexAttribArray(mExpectedIdLocation); | |
| glUseProgram(mProgram); | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); | |
| glDrawElements(drawMode, count, GL_UNSIGNED_INT, 0); | |
| std::vector<GLColor> pixels(getWindowWidth() * getWindowHeight()); | |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, | |
| pixels.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| const GLColor green(0, 255, 0, 255); | |
| const GLColor black(0, 0, 0, 255); | |
| for (const auto &pixel : pixels) | |
| { | |
| EXPECT_TRUE(pixel == green || pixel == black); | |
| } | |
| } | |
| std::vector<GLint> makeRange(int n) const | |
| { | |
| std::vector<GLint> result; | |
| for (int i = 0; i < n; i++) | |
| { | |
| result.push_back(i); | |
| } | |
| return result; | |
| } | |
| GLuint mPositionBuffer = 0; | |
| GLuint mExpectedIdBuffer = 0; | |
| GLuint mIndexBuffer = 0; | |
| GLuint mProgram = 0; | |
| GLint mPositionLocation = -1; | |
| GLint mExpectedIdLocation = -1; | |
| }; | |
| // Test gl_VertexID when rendering points | |
| TEST_P(BuiltinVariableVertexIdTest, Points) | |
| { | |
| runTest(GL_POINTS, makeRange(4), 4); | |
| } | |
| // Test gl_VertexID when rendering line strips | |
| TEST_P(BuiltinVariableVertexIdTest, LineStrip) | |
| { | |
| runTest(GL_LINE_STRIP, makeRange(4), 4); | |
| } | |
| // Test gl_VertexID when rendering line loops | |
| TEST_P(BuiltinVariableVertexIdTest, LineLoop) | |
| { | |
| runTest(GL_LINE_LOOP, makeRange(4), 4); | |
| } | |
| // Test gl_VertexID when rendering lines | |
| TEST_P(BuiltinVariableVertexIdTest, Lines) | |
| { | |
| runTest(GL_LINES, makeRange(4), 4); | |
| } | |
| // Test gl_VertexID when rendering triangle strips | |
| TEST_P(BuiltinVariableVertexIdTest, TriangleStrip) | |
| { | |
| runTest(GL_TRIANGLE_STRIP, makeRange(4), 4); | |
| } | |
| // Test gl_VertexID when rendering triangle fans | |
| TEST_P(BuiltinVariableVertexIdTest, TriangleFan) | |
| { | |
| std::vector<GLint> indices; | |
| indices.push_back(0); | |
| indices.push_back(1); | |
| indices.push_back(3); | |
| indices.push_back(2); | |
| runTest(GL_TRIANGLE_FAN, indices, 4); | |
| } | |
| // Test gl_VertexID when rendering triangles | |
| TEST_P(BuiltinVariableVertexIdTest, Triangles) | |
| { | |
| std::vector<GLint> indices; | |
| indices.push_back(0); | |
| indices.push_back(1); | |
| indices.push_back(2); | |
| indices.push_back(1); | |
| indices.push_back(2); | |
| indices.push_back(3); | |
| runTest(GL_TRIANGLES, indices, 6); | |
| } | |
| ANGLE_INSTANTIATE_TEST_ES3(BuiltinVariableVertexIdTest); | |
| class BuiltinVariableFragDepthClampingFloatRBOTest : public ANGLETest | |
| { | |
| protected: | |
| void testSetUp() override | |
| { | |
| // Writes a fixed detph value and green. | |
| // Section 15.2.3 of the GL 4.5 specification says that conversion is not | |
| // done but clamping is so the output depth should be in [0.0, 1.0] | |
| constexpr char kFS[] = | |
| R"(#version 300 es | |
| precision highp float; | |
| layout(location = 0) out vec4 fragColor; | |
| uniform float u_depth; | |
| void main(){ | |
| gl_FragDepth = u_depth; | |
| fragColor = vec4(0.0, 1.0, 0.0, 1.0); | |
| })"; | |
| mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS); | |
| ASSERT_NE(0u, mProgram); | |
| mDepthLocation = glGetUniformLocation(mProgram, "u_depth"); | |
| ASSERT_NE(-1, mDepthLocation); | |
| glBindTexture(GL_TEXTURE_2D, mColorTexture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| glBindTexture(GL_TEXTURE_2D, mDepthTexture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 1, 1); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, | |
| 0); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, | |
| 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void testTearDown() override { glDeleteProgram(mProgram); } | |
| void CheckDepthWritten(float expectedDepth, float fsDepth) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); | |
| glUseProgram(mProgram); | |
| // Clear to red, the FS will write green on success | |
| glClearColor(1.0f, 0.0f, 0.0f, 0.0f); | |
| // Clear to the expected depth so it will be compared to the FS depth with | |
| // DepthFunc(GL_EQUAL) | |
| glClearDepthf(expectedDepth); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| glUniform1f(mDepthLocation, fsDepth); | |
| glDepthFunc(GL_EQUAL); | |
| glEnable(GL_DEPTH_TEST); | |
| drawQuad(mProgram, "a_position", 0.0f); | |
| EXPECT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| private: | |
| GLuint mProgram; | |
| GLint mDepthLocation; | |
| GLTexture mColorTexture; | |
| GLTexture mDepthTexture; | |
| GLFramebuffer mFramebuffer; | |
| }; | |
| // Test that gl_FragDepth is clamped above 0 | |
| TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Above0) | |
| { | |
| CheckDepthWritten(0.0f, -1.0f); | |
| } | |
| // Test that gl_FragDepth is clamped below 1 | |
| TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Below1) | |
| { | |
| CheckDepthWritten(1.0f, 42.0f); | |
| } | |
| ANGLE_INSTANTIATE_TEST(BuiltinVariableFragDepthClampingFloatRBOTest, | |
| ES3_D3D11(), | |
| ES3_OPENGL(), | |
| ES3_OPENGLES()); |