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//
// 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());