blob: 6ce764457a0c88156277ebc5a97ffdb975df9867 [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
{
class ViewportTest : public ANGLETest
{
protected:
ViewportTest()
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mProgram = 0;
}
void runNonScissoredTest()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
runTest();
}
void runScissoredTest()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2);
runTest();
}
void runTest()
{
// Firstly ensure that no errors have been hit.
EXPECT_GL_NO_ERROR();
GLint viewportSize[4];
glGetIntegerv(GL_VIEWPORT, viewportSize);
// Clear to green. Might be a scissored clear, if scissorSize != window size
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw a red quad centered in the middle of the viewport, with dimensions 25% of the size
// of the viewport.
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 0.25f);
GLint centerViewportX = viewportSize[0] + (viewportSize[2] / 2);
GLint centerViewportY = viewportSize[1] + (viewportSize[3] / 2);
GLint redQuadLeftSideX = viewportSize[0] + viewportSize[2] * 3 / 8;
GLint redQuadRightSideX = viewportSize[0] + viewportSize[2] * 5 / 8;
GLint redQuadTopSideY = viewportSize[1] + viewportSize[3] * 3 / 8;
GLint redQuadBottomSideY = viewportSize[1] + viewportSize[3] * 5 / 8;
// The midpoint of the viewport should be red.
checkPixel(centerViewportX, centerViewportY, true);
// Pixels just inside the red quad should be red.
checkPixel(redQuadLeftSideX, redQuadTopSideY, true);
checkPixel(redQuadLeftSideX, redQuadBottomSideY - 1, true);
checkPixel(redQuadRightSideX - 1, redQuadTopSideY, true);
checkPixel(redQuadRightSideX - 1, redQuadBottomSideY - 1, true);
// Pixels just outside the red quad shouldn't be red.
checkPixel(redQuadLeftSideX - 1, redQuadTopSideY - 1, false);
checkPixel(redQuadLeftSideX - 1, redQuadBottomSideY, false);
checkPixel(redQuadRightSideX, redQuadTopSideY - 1, false);
checkPixel(redQuadRightSideX, redQuadBottomSideY, false);
// Pixels just within the viewport shouldn't be red.
checkPixel(viewportSize[0], viewportSize[1], false);
checkPixel(viewportSize[0], viewportSize[1] + viewportSize[3] - 1, false);
checkPixel(viewportSize[0] + viewportSize[2] - 1, viewportSize[1], false);
checkPixel(viewportSize[0] + viewportSize[2] - 1, viewportSize[1] + viewportSize[3] - 1,
false);
}
void checkPixel(GLint x, GLint y, GLboolean renderedRed)
{
// By default, expect the pixel to be black.
GLint expectedRedChannel = 0;
GLint expectedGreenChannel = 0;
GLint scissorSize[4];
glGetIntegerv(GL_SCISSOR_BOX, scissorSize);
EXPECT_GL_NO_ERROR();
if (scissorSize[0] <= x && x < scissorSize[0] + scissorSize[2] && scissorSize[1] <= y &&
y < scissorSize[1] + scissorSize[3])
{
// If the pixel lies within the scissor rect, then it should have been cleared to green.
// If we rendered a red square on top of it, then the pixel should be red (the green
// channel will have been reset to 0).
expectedRedChannel = renderedRed ? 255 : 0;
expectedGreenChannel = renderedRed ? 0 : 255;
}
// If the pixel is within the bounds of the window, then we check it. Otherwise we skip it.
if (0 <= x && x < getWindowWidth() && 0 <= y && y < getWindowHeight())
{
EXPECT_PIXEL_EQ(x, y, expectedRedChannel, expectedGreenChannel, 0, 255);
}
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(mProgram);
glClearColor(0, 0, 0, 1);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Call glViewport and glScissor with default parameters.
glScissor(0, 0, getWindowWidth(), getWindowHeight());
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glDisable(GL_DEPTH_TEST);
}
void testTearDown() override { glDeleteProgram(mProgram); }
GLuint mProgram;
};
TEST_P(ViewportTest, QuarterWindow)
{
glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, QuarterWindowCentered)
{
glViewport(getWindowWidth() * 3 / 8, getWindowHeight() * 3 / 8, getWindowWidth() / 4,
getWindowHeight() / 4);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, FullWindow)
{
glViewport(0, 0, getWindowWidth(), getWindowHeight());
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, FullWindowOffCenter)
{
glViewport(-getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth(), getWindowHeight());
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, DoubleWindow)
{
glViewport(0, 0, getWindowWidth() * 2, getWindowHeight() * 2);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, DoubleWindowCentered)
{
glViewport(-getWindowWidth() / 2, -getWindowHeight() / 2, getWindowWidth() * 2,
getWindowHeight() * 2);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, DoubleWindowOffCenter)
{
glViewport(-getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, getWindowWidth(),
getWindowHeight());
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, TripleWindow)
{
glViewport(0, 0, getWindowWidth() * 3, getWindowHeight() * 3);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, TripleWindowCentered)
{
glViewport(-getWindowWidth(), -getWindowHeight(), getWindowWidth() * 3, getWindowHeight() * 3);
runNonScissoredTest();
runScissoredTest();
}
TEST_P(ViewportTest, TripleWindowOffCenter)
{
glViewport(-getWindowWidth() * 3 / 2, -getWindowHeight() * 3 / 2, getWindowWidth() * 3,
getWindowHeight() * 3);
runNonScissoredTest();
runScissoredTest();
}
// Test line rendering with a non-standard viewport.
TEST_P(ViewportTest, DrawLineWithViewport)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to top right. Verify that all pixels along that line
// have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(program);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Set the viewport.
GLint quarterWidth = getWindowWidth() / 4;
GLint quarterHeight = getWindowHeight() / 4;
glViewport(quarterWidth, quarterHeight, quarterWidth, quarterHeight);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
for (GLint x = quarterWidth; x < getWindowWidth() / 2; x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
}
// Test line rendering with an overly large viewport.
TEST_P(ViewportTest, DrawLineWithLargeViewport)
{
// We assume in the test the width and height are equal and we are tracing
// the line from bottom left to top right. Verify that all pixels along that line
// have been traced with green.
ASSERT_EQ(getWindowWidth(), getWindowHeight());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(program);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}};
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Set the viewport.
glViewport(0, 0, getWindowWidth() * 2, getWindowHeight() * 2);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(vertices.size()));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
for (GLint x = 0; x < getWindowWidth(); x++)
{
EXPECT_PIXEL_COLOR_EQ(x, x, GLColor::green);
}
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. D3D11 Feature Level 9 and D3D9 emulate large and negative viewports
// in the vertex shader. We should test both of these as well as D3D11 Feature Level 10_0+.
ANGLE_INSTANTIATE_TEST(ViewportTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_PRESENT_PATH_FAST(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN());
} // namespace