blob: 2764f561ba1a6149bdfa85f7dcd4849052c89455 [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"
#include "common/mathutil.h"
#include "platform/WorkaroundsD3D.h"
using namespace angle;
class DepthStencilFormatsTestBase : public ANGLETest
{
protected:
DepthStencilFormatsTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
bool checkTexImageFormatSupport(GLenum format, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkTexStorageFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkRenderbufferFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint rb = 0;
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
glDeleteRenderbuffers(1, &rb);
return (glGetError() == GL_NO_ERROR);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
EXPECT_NE(-1, mTextureUniformLocation);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
ANGLETest::TearDown();
}
GLuint mProgram;
GLuint mTexture;
GLint mTextureUniformLocation;
};
class DepthStencilFormatsTest : public DepthStencilFormatsTestBase
{};
class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase
{};
TEST_P(DepthStencilFormatsTest, DepthTexture)
{
bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
}
}
TEST_P(DepthStencilFormatsTest, PackedDepthStencil)
{
// Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
// Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
}
}
TEST_P(DepthStencilFormatsTestES3, DrawWithDepthStencil)
{
GLushort data[16];
for (unsigned int i = 0; i < 16; i++)
{
data[i] = std::numeric_limits<GLushort>::max();
}
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(mProgram);
glUniform1i(mTextureUniformLocation, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
GLubyte pixel[4];
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
// Only require the red and alpha channels have the correct values, the depth texture extensions
// leave the green and blue channels undefined
ASSERT_NEAR(255, pixel[0], 2.0);
ASSERT_EQ(255, pixel[3]);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_OPENGL(),
ES2_OPENGLES());
ANGLE_INSTANTIATE_TEST(DepthStencilFormatsTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
class TinyDepthStencilWorkaroundTest : public ANGLETest
{
public:
TinyDepthStencilWorkaroundTest()
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
// Override the workarounds to enable "tiny" depth/stencil textures.
void overrideWorkaroundsD3D(WorkaroundsD3D *workarounds) override
{
workarounds->emulateTinyStencilTextures = true;
}
};
// Tests that the tiny depth stencil textures workaround does not "stick" depth textures.
// http://anglebug.com/1664
TEST_P(TinyDepthStencilWorkaroundTest, DepthTexturesStick)
{
const std::string &drawVS =
"#version 100\n"
"attribute vec3 vertex;\n"
"void main () {\n"
" gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1);\n"
"}\n";
const std::string &drawFS =
"#version 100\n"
"void main () {\n"
" gl_FragColor = vec4 (1.);\n"
"}\n";
ANGLE_GL_PROGRAM(drawProgram, drawVS, drawFS);
const std::string &blitVS =
"#version 100\n"
"attribute vec2 vertex;\n"
"varying vec2 position;\n"
"void main () {\n"
" position = vertex * .5 + .5;\n"
" gl_Position = vec4(vertex, 0, 1);\n"
"}\n";
const std::string &blitFS =
"#version 100\n"
"precision mediump float;\n"
"uniform sampler2D texture;\n"
"varying vec2 position;\n"
"void main () {\n"
" gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.);\n"
"}\n";
ANGLE_GL_PROGRAM(blitProgram, blitVS, blitFS);
GLint blitTextureLocation = glGetUniformLocation(blitProgram.get(), "texture");
ASSERT_NE(-1, blitTextureLocation);
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex.get());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex.get());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
ASSERT_EQ(getWindowWidth(), getWindowHeight());
int levels = gl::log2(getWindowWidth());
for (int mipLevel = 0; mipLevel <= levels; ++mipLevel)
{
int size = getWindowWidth() >> mipLevel;
glTexImage2D(GL_TEXTURE_2D, mipLevel, GL_DEPTH_STENCIL, size, size, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
}
glBindTexture(GL_TEXTURE_2D, 0);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex.get(), 0);
ASSERT_GL_NO_ERROR();
glDepthRangef(0.0f, 1.0f);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glClearColor(0, 0, 0, 1);
// Draw loop.
for (unsigned int frame = 0; frame < 3; ++frame)
{
// draw into FBO
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
float depth = ((frame % 2 == 0) ? 0.0f : 1.0f);
drawQuad(drawProgram.get(), "vertex", depth);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// blit FBO
glDisable(GL_DEPTH_TEST);
glUseProgram(blitProgram.get());
glUniform1i(blitTextureLocation, 0);
glBindTexture(GL_TEXTURE_2D, depthTex.get());
drawQuad(blitProgram.get(), "vertex", 0.5f);
Vector4 depthVec(depth, depth, depth, 1);
GLColor depthColor(depthVec);
EXPECT_PIXEL_COLOR_NEAR(0, 0, depthColor, 1);
ASSERT_GL_NO_ERROR();
}
}
ANGLE_INSTANTIATE_TEST(TinyDepthStencilWorkaroundTest, ES3_D3D11());