blob: a34911fde9d8a705d1d920b7a9ef2f2e653d39c5 [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;
class DrawBuffersTest : public ANGLETest
{
protected:
DrawBuffersTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
mMaxDrawBuffers = 0;
}
void SetUp() override
{
ANGLETest::SetUp();
// This test seems to fail on an nVidia machine when the window is hidden
SetWindowVisible(true);
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glGenTextures(4, mTextures);
for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
GLfloat data[] =
{
-1.0f, 1.0f,
-1.0f, -2.0f,
2.0f, 1.0f
};
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);
if (checkSupport())
{
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
}
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteFramebuffers(1, &mFBO);
glDeleteTextures(4, mTextures);
glDeleteBuffers(1, &mBuffer);
ANGLETest::TearDown();
}
// We must call a different DrawBuffers method depending on extension support. Use this
// method instead of calling on directly.
void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
{
if (extensionEnabled("GL_EXT_draw_buffers"))
{
glDrawBuffersEXT(n, drawBufs);
}
else
{
ASSERT_GE(getClientMajorVersion(), 3);
glDrawBuffers(n, drawBufs);
}
}
// Use this method to filter if we can support these tests.
bool checkSupport()
{
return (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_draw_buffers"));
}
void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
{
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
strstr << "layout(location = " << index << ") "
"out vec4 value" << index << ";\n";
}
}
strstr << "void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " value" << index << " = vec4("
<< r << ".0, " << g << ".0, "
<< b << ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(vertexShaderSource, strstr.str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(*programOut);
GLint location = glGetAttribLocation(*programOut, "position");
ASSERT_NE(location, -1);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(location);
}
void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
{
const std::string vertexShaderSource =
"attribute vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
std::stringstream strstr;
strstr << "#extension GL_EXT_draw_buffers : enable\n"
"precision highp float;\n"
"void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " gl_FragData[" << index << "] = vec4("
<< r << ".0, " << g << ".0, "
<< b << ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(vertexShaderSource, strstr.str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(*programOut);
GLint location = glGetAttribLocation(*programOut, "position");
ASSERT_NE(location, -1);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, nullptr);
glEnableVertexAttribArray(location);
}
void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
{
if (getClientMajorVersion() == 3)
{
setupMRTProgramESSL3(bufferEnabled, programOut);
}
else
{
ASSERT_EQ(getClientMajorVersion(), 2);
setupMRTProgramESSL1(bufferEnabled, programOut);
}
}
static GLColor getColorForIndex(unsigned int index)
{
GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
return GLColor(r, g, b, 255u);
}
void verifyAttachment2D(unsigned int index, GLuint textureName, GLenum target, GLint level)
{
for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
}
void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
{
for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment,
GL_TEXTURE_2D, 0, 0);
}
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
}
GLuint mFBO;
GLuint mTextures[4];
GLuint mBuffer;
GLint mMaxDrawBuffers;
};
// Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
TEST_P(DrawBuffersTest, VerifyD3DLimits)
{
EGLPlatformParameters platform = GetParam().eglParameters;
if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
if (platform.majorVersion == 9 && platform.minorVersion == 3)
{
// D3D11 Feature Level 9_3 supports 4 draw buffers
ASSERT_EQ(mMaxDrawBuffers, 4);
}
else
{
// D3D11 Feature Level 10_0+ supports 8 draw buffers
ASSERT_EQ(mMaxDrawBuffers, 8);
}
}
else
{
std::cout << "Test skipped for non-D3D11 renderers." << std::endl;
return;
}
}
TEST_P(DrawBuffersTest, Gaps)
{
if (!checkSupport())
{
std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
<< std::endl;
return;
}
if (IsWindows() && IsAMD() && IsDesktopOpenGL())
{
// TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
return;
}
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
bool flags[8] = { false, true };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_NONE,
GL_COLOR_ATTACHMENT1
};
glUseProgram(program);
setDrawBuffers(2, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, FirstAndLast)
{
if (!checkSupport())
{
std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
<< std::endl;
return;
}
if (IsWindows() && IsAMD() && IsDesktopOpenGL())
{
// TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
return;
}
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = { true, false, false, true };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_COLOR_ATTACHMENT0,
GL_NONE,
GL_NONE,
GL_COLOR_ATTACHMENT3
};
glUseProgram(program);
setDrawBuffers(4, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, FirstHalfNULL)
{
if (!checkSupport())
{
std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
<< std::endl;
return;
}
if (IsWindows() && IsAMD() && IsDesktopOpenGL())
{
// TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
return;
}
bool flags[8] = { false };
GLenum bufs[8] = { GL_NONE };
GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
flags[texIndex + halfMaxDrawBuffers] = true;
bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
glUseProgram(program);
setDrawBuffers(mMaxDrawBuffers, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
{
verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
}
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
{
if (!checkSupport())
{
std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
<< std::endl;
return;
}
// Bind two render targets but use a shader which writes only to the first one.
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = { true, false };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_NONE,
GL_NONE,
};
glUseProgram(program);
setDrawBuffers(4, bufs);
// This call should not crash when we dynamically generate the HLSL code.
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
class DrawBuffersTestES3 : public DrawBuffersTest
{
};
// Test that binding multiple layers of a 3D texture works correctly
TEST_P(DrawBuffersTestES3, 3DTextures)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
bool flags[8] = {true, true, true, true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
};
glUseProgram(program);
glDrawBuffers(4, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachmentLayer(0, texture.get(), 0, 0);
verifyAttachmentLayer(1, texture.get(), 0, 1);
verifyAttachmentLayer(2, texture.get(), 0, 2);
verifyAttachmentLayer(3, texture.get(), 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that binding multiple layers of a 2D array texture works correctly
TEST_P(DrawBuffersTestES3, 2DArrayTextures)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
bool flags[8] = {true, true, true, true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
};
glUseProgram(program);
glDrawBuffers(4, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachmentLayer(0, texture.get(), 0, 0);
verifyAttachmentLayer(1, texture.get(), 0, 1);
verifyAttachmentLayer(2, texture.get(), 0, 2);
verifyAttachmentLayer(3, texture.get(), 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
ES2_D3D11(),
ES3_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(DrawBuffersTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());