| // |
| // 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()); |