blob: 3b5e751f3dcfc109b04e76e4bf79cb05f3007001 [file] [log] [blame]
//
// 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;
namespace
{
enum Geometry
{
Quad,
Point,
TriFan,
};
enum Storage
{
Buffer,
Memory
};
enum Draw
{
Indexed,
NonIndexed
};
enum Vendor
{
Angle,
Ext
};
} // namespace
class InstancingTest : public ANGLETest
{
protected:
InstancingTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testTearDown() override
{
glDeleteBuffers(1, &mInstanceBuffer);
glDeleteProgram(mProgram[0]);
glDeleteProgram(mProgram[1]);
}
void testSetUp() override
{
for (unsigned i = 0; i < kMaxDrawn; ++i)
{
mInstanceData[i] = i * kDrawSize;
}
glGenBuffers(1, &mInstanceBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mInstanceBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(mInstanceData), mInstanceData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const std::string inst = "attribute float a_instance;";
const std::string pos = "attribute vec2 a_position;";
const std::string main = R"(
void main()
{
gl_PointSize = 6.0;
gl_Position = vec4(a_position.x, a_position.y + a_instance, 0, 1);
}
)";
// attrib 0 is instanced
const std::string inst0 = inst + pos + main;
mProgram[0] = CompileProgram(inst0.c_str(), essl1_shaders::fs::Red());
ASSERT_NE(0u, mProgram[0]);
ASSERT_EQ(0, glGetAttribLocation(mProgram[0], "a_instance"));
ASSERT_EQ(1, glGetAttribLocation(mProgram[0], "a_position"));
// attrib 1 is instanced
const std::string inst1 = pos + inst + main;
mProgram[1] = CompileProgram(inst1.c_str(), essl1_shaders::fs::Red());
ASSERT_NE(0u, mProgram[1]);
ASSERT_EQ(1, glGetAttribLocation(mProgram[1], "a_instance"));
ASSERT_EQ(0, glGetAttribLocation(mProgram[1], "a_position"));
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
}
void runTest(unsigned numInstance,
unsigned divisor,
const int instanceAttrib, // which attrib is instanced: 0 or 1
Geometry geometry,
Draw draw,
Storage storage,
Vendor vendor,
unsigned offset) // for NonIndexed/DrawArrays only
{
if (vendor == Angle)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
}
else if (vendor == Ext)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
}
// TODO: Fix these. http://anglebug.com/3129
ANGLE_SKIP_TEST_IF(IsD3D9() && draw == Indexed && geometry == Point);
ANGLE_SKIP_TEST_IF(IsD3D9() && IsAMD());
// D3D11 FL9_3 has a special codepath that emulates instanced points rendering
// but it has bugs and was only implemented for vertex positions in a buffer object,
// not client memory as used in this test.
ANGLE_SKIP_TEST_IF(IsD3D11_FL93() && geometry == Point);
// Unknown problem. FL9_3 is not officially supported anyway.
ANGLE_SKIP_TEST_IF(IsD3D11_FL93() && geometry == Quad && draw == NonIndexed);
// The window is divided into kMaxDrawn slices of size kDrawSize.
// The slice drawn into is determined by the instance datum.
// The instance data array selects all the slices in order.
// 'lastDrawn' is the index (zero-based) of the last slice into which we draw.
const unsigned lastDrawn = (numInstance - 1) / divisor;
// Ensure the numInstance and divisor parameters are valid.
ASSERT_TRUE(lastDrawn < kMaxDrawn);
ASSERT_TRUE(instanceAttrib == 0 || instanceAttrib == 1);
const int positionAttrib = 1 - instanceAttrib;
glUseProgram(mProgram[instanceAttrib]);
glBindBuffer(GL_ARRAY_BUFFER, storage == Buffer ? mInstanceBuffer : 0);
glVertexAttribPointer(instanceAttrib, 1, GL_FLOAT, GL_FALSE, 0,
storage == Buffer ? nullptr : mInstanceData);
glEnableVertexAttribArray(instanceAttrib);
if (vendor == Angle)
glVertexAttribDivisorANGLE(instanceAttrib, divisor);
else if (vendor == Ext)
glVertexAttribDivisorEXT(instanceAttrib, divisor);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const void *vertices;
switch (geometry)
{
case Point:
vertices = kPointVertices;
break;
case Quad:
vertices = kQuadVertices;
break;
case TriFan:
vertices = kTriFanVertices;
break;
}
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionAttrib);
if (vendor == Angle)
glVertexAttribDivisorANGLE(positionAttrib, 0);
else if (vendor == Ext)
glVertexAttribDivisorEXT(positionAttrib, 0);
glClear(GL_COLOR_BUFFER_BIT);
if (geometry == Point)
{
if (draw == Indexed)
if (vendor == Angle)
glDrawElementsInstancedANGLE(GL_POINTS, ArraySize(kPointIndices),
GL_UNSIGNED_SHORT, kPointIndices, numInstance);
else
glDrawElementsInstancedEXT(GL_POINTS, ArraySize(kPointIndices),
GL_UNSIGNED_SHORT, kPointIndices, numInstance);
else if (vendor == Angle)
glDrawArraysInstancedANGLE(GL_POINTS, offset, 4 /*vertices*/, numInstance);
else
glDrawArraysInstancedEXT(GL_POINTS, offset, 4 /*vertices*/, numInstance);
}
else if (geometry == Quad)
{
if (draw == Indexed)
if (vendor == Angle)
glDrawElementsInstancedANGLE(GL_TRIANGLES, ArraySize(kQuadIndices),
GL_UNSIGNED_SHORT, kQuadIndices, numInstance);
else
glDrawElementsInstancedEXT(GL_TRIANGLES, ArraySize(kQuadIndices),
GL_UNSIGNED_SHORT, kQuadIndices, numInstance);
else if (vendor == Angle)
glDrawArraysInstancedANGLE(GL_TRIANGLES, offset, 6 /*vertices*/, numInstance);
else
glDrawArraysInstancedEXT(GL_TRIANGLES, offset, 6 /*vertices*/, numInstance);
}
else if (geometry == TriFan)
{
if (draw == Indexed)
{
if (storage == Buffer)
{
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kTriFanIndices), kTriFanIndices,
GL_STATIC_DRAW);
if (vendor == Angle)
glDrawElementsInstancedANGLE(GL_TRIANGLE_FAN, ArraySize(kTriFanIndices),
GL_UNSIGNED_BYTE, 0, numInstance);
else
glDrawElementsInstancedEXT(GL_TRIANGLE_FAN, ArraySize(kTriFanIndices),
GL_UNSIGNED_BYTE, 0, numInstance);
}
else
{
if (vendor == Angle)
glDrawElementsInstancedANGLE(GL_TRIANGLE_FAN, ArraySize(kTriFanIndices),
GL_UNSIGNED_BYTE, kTriFanIndices, numInstance);
else
glDrawElementsInstancedEXT(GL_TRIANGLE_FAN, ArraySize(kTriFanIndices),
GL_UNSIGNED_BYTE, kTriFanIndices, numInstance);
}
}
else if (vendor == Angle)
glDrawArraysInstancedANGLE(GL_TRIANGLE_FAN, offset, 8 /*vertices*/, numInstance);
else
glDrawArraysInstancedEXT(GL_TRIANGLE_FAN, offset, 8 /*vertices*/, numInstance);
}
ASSERT_GL_NO_ERROR();
checkDrawing(lastDrawn);
}
void checkDrawing(unsigned lastDrawn)
{
for (unsigned i = 0; i < kMaxDrawn; ++i)
{
float y =
-1.0f + static_cast<float>(kDrawSize) / 2.0f + static_cast<float>(i * kDrawSize);
int iy = static_cast<int>((y + 1.0f) / 2.0f * getWindowHeight());
for (unsigned j = 0; j < 8; j += 2)
{
int ix = static_cast<int>((kPointVertices[j] + 1.0f) / 2.0f * getWindowWidth());
EXPECT_PIXEL_COLOR_EQ(ix, iy, i <= lastDrawn ? GLColor::red : GLColor::blue)
<< std::endl;
}
}
}
GLuint mProgram[2];
GLuint mInstanceBuffer;
static constexpr unsigned kMaxDrawn = 16;
static constexpr float kDrawSize = 2.0 / kMaxDrawn;
GLfloat mInstanceData[kMaxDrawn];
// clang-format off
// Vertices 0-5 are two triangles that form a quad filling the first "slice" of the window.
// See above about slices. Vertices 4-9 are the same two triangles.
static constexpr GLfloat kQuadVertices[] = {
-1, -1,
1, -1,
-1, -1 + kDrawSize,
1, -1,
1, -1 + kDrawSize,
-1, -1 + kDrawSize,
1, -1,
1, -1,
-1, -1 + kDrawSize,
-1, -1,
};
// Vertices 0-7 form a quad (triangle fan) filling the first "slice" of the window.
// Vertices 8-15 are the same.
static constexpr GLfloat kTriFanVertices[] = {
-1, -1,
1, -1,
1, -1 + 0.5f * kDrawSize,
1, -1 + kDrawSize,
0.5f, -1 + kDrawSize,
0, -1 + kDrawSize,
-0.5f, -1 + kDrawSize,
-1, -1 + kDrawSize,
-1, -1,
1, -1,
1, -1 + 0.5f * kDrawSize,
1, -1 + kDrawSize,
0.5f, -1 + kDrawSize,
0, -1 + kDrawSize,
-0.5f, -1 + kDrawSize,
-1, -1 + kDrawSize,
};
// Points 0-3 are spread across the first "slice."
// Points 2-4 are the same.
static constexpr GLfloat kPointVertices[] = {
-0.6f, -1 + kDrawSize / 2.0,
-0.2f, -1 + kDrawSize / 2.0,
0.2f, -1 + kDrawSize / 2.0,
0.6f, -1 + kDrawSize / 2.0,
-0.2f, -1 + kDrawSize / 2.0,
-0.6f, -1 + kDrawSize / 2.0,
};
// clang-format on
// Same two triangles as described above.
static constexpr GLushort kQuadIndices[] = {2, 9, 7, 5, 6, 4};
// Same triangle fan as described above.
static constexpr GLubyte kTriFanIndices[] = {0, 9, 10, 3, 4, 5, 14, 7};
// Same four points as described above.
static constexpr GLushort kPointIndices[] = {1, 5, 3, 2};
};
constexpr unsigned InstancingTest::kMaxDrawn;
constexpr float InstancingTest::kDrawSize;
constexpr GLfloat InstancingTest::kQuadVertices[];
constexpr GLfloat InstancingTest::kTriFanVertices[];
constexpr GLfloat InstancingTest::kPointVertices[];
constexpr GLushort InstancingTest::kQuadIndices[];
constexpr GLubyte InstancingTest::kTriFanIndices[];
constexpr GLushort InstancingTest::kPointIndices[];
#define TEST_INDEXED(attrib, geometry, storage, vendor) \
TEST_P(InstancingTest, IndexedAttrib##attrib##geometry##storage##vendor) \
{ \
runTest(11, 2, attrib, geometry, Indexed, storage, vendor, 0); \
}
#define TEST_NONINDEXED(attrib, geometry, storage, vendor, offset) \
TEST_P(InstancingTest, NonIndexedAttrib##attrib##geometry##storage##vendor##Offset##offset) \
{ \
runTest(11, 2, attrib, geometry, NonIndexed, storage, vendor, offset); \
}
#define TEST_DIVISOR(numInstance, divisor) \
TEST_P(InstancingTest, Instances##numInstance##Divisor##divisor) \
{ \
runTest(numInstance, divisor, 1, Quad, NonIndexed, Buffer, Angle, 0); \
}
// D3D9 and D3D11 FL9_3, have a special codepath that rearranges the input layout sent to D3D,
// to ensure that slot/stream zero of the input layout doesn't contain per-instance data, so
// we test with attribute 0 being instanced, as will as attribute 1 being instanced.
//
// Tests with a non-zero 'offset' check that "first" parameter to glDrawArraysInstancedANGLE is only
// an offset into the non-instanced vertex attributes.
TEST_INDEXED(0, TriFan, Buffer, Angle)
TEST_INDEXED(0, TriFan, Memory, Angle)
TEST_INDEXED(1, TriFan, Buffer, Angle)
TEST_INDEXED(1, TriFan, Memory, Angle)
TEST_INDEXED(0, TriFan, Buffer, Ext)
TEST_INDEXED(0, TriFan, Memory, Ext)
TEST_INDEXED(1, TriFan, Buffer, Ext)
TEST_INDEXED(1, TriFan, Memory, Ext)
TEST_INDEXED(0, Quad, Buffer, Angle)
TEST_INDEXED(0, Quad, Memory, Angle)
TEST_INDEXED(1, Quad, Buffer, Angle)
TEST_INDEXED(1, Quad, Memory, Angle)
TEST_INDEXED(0, Point, Buffer, Angle)
TEST_INDEXED(0, Point, Memory, Angle)
TEST_INDEXED(1, Point, Buffer, Angle)
TEST_INDEXED(1, Point, Memory, Angle)
TEST_INDEXED(0, Quad, Buffer, Ext)
TEST_INDEXED(0, Quad, Memory, Ext)
TEST_INDEXED(1, Quad, Buffer, Ext)
TEST_INDEXED(1, Quad, Memory, Ext)
TEST_INDEXED(0, Point, Buffer, Ext)
TEST_INDEXED(0, Point, Memory, Ext)
TEST_INDEXED(1, Point, Buffer, Ext)
TEST_INDEXED(1, Point, Memory, Ext)
// offset should be 0 or 4 for quads, 0 or 8 for triangle fan
TEST_NONINDEXED(0, TriFan, Buffer, Angle, 0)
TEST_NONINDEXED(0, TriFan, Buffer, Angle, 8)
TEST_NONINDEXED(0, TriFan, Memory, Angle, 0)
TEST_NONINDEXED(0, TriFan, Memory, Angle, 8)
TEST_NONINDEXED(1, TriFan, Buffer, Angle, 0)
TEST_NONINDEXED(1, TriFan, Buffer, Angle, 8)
TEST_NONINDEXED(1, TriFan, Memory, Angle, 0)
TEST_NONINDEXED(1, TriFan, Memory, Angle, 8)
TEST_NONINDEXED(0, TriFan, Buffer, Ext, 0)
TEST_NONINDEXED(0, TriFan, Buffer, Ext, 8)
TEST_NONINDEXED(0, TriFan, Memory, Ext, 0)
TEST_NONINDEXED(0, TriFan, Memory, Ext, 8)
TEST_NONINDEXED(1, TriFan, Buffer, Ext, 0)
TEST_NONINDEXED(1, TriFan, Buffer, Ext, 8)
TEST_NONINDEXED(1, TriFan, Memory, Ext, 0)
TEST_NONINDEXED(1, TriFan, Memory, Ext, 8)
TEST_NONINDEXED(0, Quad, Buffer, Angle, 0)
TEST_NONINDEXED(0, Quad, Buffer, Angle, 4)
TEST_NONINDEXED(0, Quad, Memory, Angle, 0)
TEST_NONINDEXED(0, Quad, Memory, Angle, 4)
TEST_NONINDEXED(1, Quad, Buffer, Angle, 0)
TEST_NONINDEXED(1, Quad, Buffer, Angle, 4)
TEST_NONINDEXED(1, Quad, Memory, Angle, 0)
TEST_NONINDEXED(1, Quad, Memory, Angle, 4)
TEST_NONINDEXED(0, Quad, Buffer, Ext, 0)
TEST_NONINDEXED(0, Quad, Buffer, Ext, 4)
TEST_NONINDEXED(0, Quad, Memory, Ext, 0)
TEST_NONINDEXED(0, Quad, Memory, Ext, 4)
TEST_NONINDEXED(1, Quad, Buffer, Ext, 0)
TEST_NONINDEXED(1, Quad, Buffer, Ext, 4)
TEST_NONINDEXED(1, Quad, Memory, Ext, 0)
TEST_NONINDEXED(1, Quad, Memory, Ext, 4)
// offset should be 0 or 2 for points
TEST_NONINDEXED(0, Point, Buffer, Angle, 0)
TEST_NONINDEXED(0, Point, Buffer, Angle, 2)
TEST_NONINDEXED(0, Point, Memory, Angle, 0)
TEST_NONINDEXED(0, Point, Memory, Angle, 2)
TEST_NONINDEXED(1, Point, Buffer, Angle, 0)
TEST_NONINDEXED(1, Point, Buffer, Angle, 2)
TEST_NONINDEXED(1, Point, Memory, Angle, 0)
TEST_NONINDEXED(1, Point, Memory, Angle, 2)
TEST_NONINDEXED(0, Point, Buffer, Ext, 0)
TEST_NONINDEXED(0, Point, Buffer, Ext, 2)
TEST_NONINDEXED(0, Point, Memory, Ext, 0)
TEST_NONINDEXED(0, Point, Memory, Ext, 2)
TEST_NONINDEXED(1, Point, Buffer, Ext, 0)
TEST_NONINDEXED(1, Point, Buffer, Ext, 2)
TEST_NONINDEXED(1, Point, Memory, Ext, 0)
TEST_NONINDEXED(1, Point, Memory, Ext, 2)
// The following tests produce each value of 'lastDrawn' in runTest() from 1 to kMaxDrawn, a few
// different ways.
TEST_DIVISOR(1, 1)
TEST_DIVISOR(1, 2)
TEST_DIVISOR(2, 1)
TEST_DIVISOR(3, 1)
TEST_DIVISOR(3, 2)
TEST_DIVISOR(4, 1)
TEST_DIVISOR(5, 1)
TEST_DIVISOR(5, 2)
TEST_DIVISOR(6, 1)
TEST_DIVISOR(6, 2)
TEST_DIVISOR(7, 1)
TEST_DIVISOR(7, 2)
TEST_DIVISOR(8, 1)
TEST_DIVISOR(8, 2)
TEST_DIVISOR(8, 4)
TEST_DIVISOR(9, 1)
TEST_DIVISOR(9, 2)
TEST_DIVISOR(10, 1)
TEST_DIVISOR(11, 1)
TEST_DIVISOR(11, 2)
TEST_DIVISOR(12, 1)
TEST_DIVISOR(12, 11)
TEST_DIVISOR(13, 1)
TEST_DIVISOR(13, 2)
TEST_DIVISOR(14, 1)
TEST_DIVISOR(15, 1)
TEST_DIVISOR(15, 2)
TEST_DIVISOR(16, 1)
TEST_DIVISOR(16, 3)
TEST_DIVISOR(16, 7)
TEST_DIVISOR(17, 2)
TEST_DIVISOR(20, 2)
TEST_DIVISOR(21, 2)
TEST_DIVISOR(23, 2)
TEST_DIVISOR(25, 5)
TEST_DIVISOR(25, 33)
TEST_DIVISOR(26, 2)
TEST_DIVISOR(26, 3)
TEST_DIVISOR(27, 2)
TEST_DIVISOR(27, 4)
TEST_DIVISOR(28, 3)
TEST_DIVISOR(29, 2)
TEST_DIVISOR(29, 11)
TEST_DIVISOR(30, 4)
TEST_DIVISOR(31, 6)
TEST_DIVISOR(32, 2)
TEST_DIVISOR(32, 3)
TEST_DIVISOR(32, 8)
TEST_DIVISOR(34, 3)
TEST_DIVISOR(34, 30)
// Test line loop instanced draw
TEST_P(InstancingTest, LineLoop)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
// TODO(hqle): D3D9 seems to draw very slow here, probably due to invariant
ANGLE_SKIP_TEST_IF(IsD3D9());
constexpr char kVS[] = R"(
attribute vec2 a_position;
// x,y = offset, z = scale
attribute vec3 a_transform;
invariant gl_Position;
void main()
{
vec2 v_position = a_transform.z * a_position + a_transform.xy;
gl_Position = vec4(v_position, 0.0, 1.0);
})";
constexpr char kFS[] = R"(
precision highp float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "a_position");
glBindAttribLocation(program, 1, "a_transform");
glLinkProgram(program);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
constexpr GLfloat vertices[] = {
0.1, 0.1, -0.1, 0.1, -0.1, -0.1, 0.1, -0.1,
};
constexpr GLfloat transform[] = {
0, 0, 9, 0.2, 0.1, 2, 0.5, -0.2, 3, -0.8, -0.5, 1, -0.4, 0.4, 6,
};
constexpr GLushort lineloopAsStripIndices[] = {0, 1, 2, 3, 0};
constexpr GLsizei instances = ArraySize(transform) / 3;
std::vector<GLColor> expectedPixels(getWindowWidth() * getWindowHeight());
// Draw in non-instanced way
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glVertexAttribDivisorANGLE(0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
for (size_t i = 0; i < instances; ++i)
{
glVertexAttrib3fv(1, transform + 3 * i);
glDrawElements(GL_LINE_STRIP, ArraySize(lineloopAsStripIndices), GL_UNSIGNED_SHORT,
lineloopAsStripIndices);
}
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
expectedPixels.data());
ASSERT_GL_NO_ERROR();
// Draw in instanced way:
glClear(GL_COLOR_BUFFER_BIT);
GLBuffer vertexBuffer[2];
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(lineloopAsStripIndices), lineloopAsStripIndices,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribDivisorANGLE(0, 0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(transform), transform, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribDivisorANGLE(1, 1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArraysInstancedANGLE(GL_LINE_LOOP, 0, ArraySize(vertices) / 2, instances);
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = 0; x < getWindowWidth(); ++x)
{
int idx = y * getWindowWidth() + x;
GLColor expectedColor = expectedPixels[idx];
EXPECT_PIXEL_COLOR_EQ(x, y, expectedColor) << std::endl;
}
}
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstancedANGLE(GL_LINE_LOOP, ArraySize(lineloopAsStripIndices) - 1,
GL_UNSIGNED_SHORT, 0, instances);
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = 0; x < getWindowWidth(); ++x)
{
int idx = y * getWindowWidth() + x;
GLColor expectedColor = expectedPixels[idx];
EXPECT_PIXEL_COLOR_EQ(x, y, expectedColor) << std::endl;
}
}
}
class InstancingTestES3 : public InstancingTest
{
public:
InstancingTestES3() {}
};
class InstancingTestES31 : public InstancingTest
{
public:
InstancingTestES31() {}
};
// Verify that VertexAttribDivisor can update both binding divisor and attribBinding.
TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
glUseProgram(mProgram[0]);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(mProgram[0], "a_position");
GLint instancePosLoc = glGetAttribLocation(mProgram[0], "a_instance");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, instancePosLoc);
ASSERT_GL_NO_ERROR();
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLBuffer quadBuffer;
glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
const unsigned numInstance = 4;
const unsigned divisor = 1;
const unsigned lastDrawn = (numInstance - 1) / divisor;
// Ensure the numInstance and divisor parameters are valid.
ASSERT_TRUE(lastDrawn < kMaxDrawn);
// Set the formats by VertexAttribFormat
glVertexAttribFormat(positionLoc, 2, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(instancePosLoc, 1, GL_FLOAT, GL_FALSE, 0);
glEnableVertexAttribArray(positionLoc);
glEnableVertexAttribArray(instancePosLoc);
const GLint positionBinding = instancePosLoc;
const GLint instanceBinding = positionLoc;
// Load the vertex position into the binding indexed positionBinding (== instancePosLoc)
// Load the instance position into the binding indexed instanceBinding (== positionLoc)
glBindVertexBuffer(positionBinding, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
glBindVertexBuffer(instanceBinding, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
// The attribute indexed positionLoc is using the binding indexed positionBinding
// The attribute indexed instancePosLoc is using the binding indexed instanceBinding
glVertexAttribBinding(positionLoc, positionBinding);
glVertexAttribBinding(instancePosLoc, instanceBinding);
// Enable instancing on the binding indexed instanceBinding
glVertexBindingDivisor(instanceBinding, divisor);
// Do the first instanced draw
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
numInstance);
checkDrawing(lastDrawn);
// Disable instancing.
glVertexBindingDivisor(instanceBinding, 0);
// Load the vertex position into the binding indexed positionLoc.
// Load the instance position into the binding indexed instancePosLoc.
glBindVertexBuffer(positionLoc, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
glBindVertexBuffer(instancePosLoc, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
// The attribute indexed positionLoc is using the binding indexed positionLoc.
glVertexAttribBinding(positionLoc, positionLoc);
// Call VertexAttribDivisor to both enable instancing on instancePosLoc and set the attribute
// indexed instancePosLoc using the binding indexed instancePosLoc.
glVertexAttribDivisor(instancePosLoc, divisor);
// Do the second instanced draw
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
numInstance);
checkDrawing(lastDrawn);
glDeleteVertexArrays(1, &vao);
}
// Verify that a large divisor that also changes doesn't cause issues and renders correctly.
TEST_P(InstancingTestES3, LargeDivisor)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr char kVS[] = R"(#version 300 es
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec4 a_color;
out vec4 v_color;
void main()
{
gl_Position = a_position;
gl_PointSize = 4.0f;
v_color = a_color;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
in vec4 v_color;
out vec4 my_FragColor;
void main()
{
my_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
std::vector<GLfloat> vertices;
for (size_t i = 0u; i < 4u; ++i)
{
vertices.push_back(0.0f + i * 0.25f);
vertices.push_back(0.0f);
vertices.push_back(0.0f);
vertices.push_back(1.0f);
}
glBufferData(GL_ARRAY_BUFFER, vertices.size() * 4u, vertices.data(), GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
ASSERT_GL_NO_ERROR();
GLBuffer colorBuf;
glBindBuffer(GL_ARRAY_BUFFER, colorBuf);
std::array<GLColor, 4> ubyteColors = {GLColor::red, GLColor::green};
std::vector<float> floatColors;
for (const GLColor &color : ubyteColors)
{
floatColors.push_back(color.R / 255.0f);
floatColors.push_back(color.G / 255.0f);
floatColors.push_back(color.B / 255.0f);
floatColors.push_back(color.A / 255.0f);
}
glBufferData(GL_ARRAY_BUFFER, floatColors.size() * 4u, floatColors.data(), GL_DYNAMIC_DRAW);
const GLuint kColorDivisor = 65536u * 2u;
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, nullptr);
glVertexAttribDivisor(1, kColorDivisor);
std::array<GLuint, 1u> indices = {0u};
std::array<GLuint, 3u> divisorsToTry = {256u, 65536u, 65536u * 2u};
for (GLuint divisorToTry : divisorsToTry)
{
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribDivisor(0, divisorToTry);
GLuint instanceCount = divisorToTry + 1u;
unsigned int pointsRendered = (instanceCount - 1u) / divisorToTry + 1u;
glDrawElementsInstanced(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data(),
instanceCount);
ASSERT_GL_NO_ERROR();
// Check that the intended number of points has been rendered.
for (unsigned int pointIndex = 0u; pointIndex < pointsRendered + 1u; ++pointIndex)
{
GLint pointx = static_cast<GLint>((pointIndex * 0.125f + 0.5f) * getWindowWidth());
GLint pointy = static_cast<GLint>(0.5f * getWindowHeight());
if (pointIndex < pointsRendered)
{
GLuint pointColorIndex = (pointIndex * divisorToTry) / kColorDivisor;
EXPECT_PIXEL_COLOR_EQ(pointx, pointy, ubyteColors[pointColorIndex]);
}
else
{
// Clear color.
EXPECT_PIXEL_COLOR_EQ(pointx, pointy, GLColor::blue);
}
}
}
}
// This is a regression test. If VertexAttribDivisor was returned as a signed integer, it would be
// incorrectly clamped down to the maximum signed integer.
TEST_P(InstancingTestES3, LargestDivisor)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr GLuint kLargeDivisor = std::numeric_limits<GLuint>::max();
glVertexAttribDivisor(0, kLargeDivisor);
GLuint divisor = 0;
glGetVertexAttribIuiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_EQ(kLargeDivisor, divisor)
<< "Vertex attrib divisor read was not the same that was passed in.";
}
ANGLE_INSTANTIATE_TEST_ES3(InstancingTestES3);
ANGLE_INSTANTIATE_TEST_ES31(InstancingTestES31);
ANGLE_INSTANTIATE_TEST_ES2(InstancingTest);