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//
// 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 InstancingTest : public ANGLETest
{
protected:
InstancingTest() : mProgram(0), mVertexBuffer(0)
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
~InstancingTest() override
{
glDeleteBuffers(1, &mVertexBuffer);
glDeleteProgram(mProgram);
}
void SetUp() override
{
ANGLETest::SetUp();
mVertexAttribDivisorANGLE = nullptr;
mDrawArraysInstancedANGLE = nullptr;
mDrawElementsInstancedANGLE = nullptr;
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
{
mVertexAttribDivisorANGLE =
(PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
mDrawArraysInstancedANGLE =
(PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress(
"glDrawElementsInstancedANGLE");
}
ASSERT_NE(nullptr, mVertexAttribDivisorANGLE);
ASSERT_NE(nullptr, mDrawArraysInstancedANGLE);
ASSERT_NE(nullptr, mDrawElementsInstancedANGLE);
// Initialize the vertex and index vectors
constexpr GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
constexpr GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
constexpr GLfloat qvertex3[3] = {quadRadius, -quadRadius, 0.0f};
constexpr GLfloat qvertex4[3] = {quadRadius, quadRadius, 0.0f};
mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
constexpr GLfloat coord1[2] = {0.0f, 0.0f};
constexpr GLfloat coord2[2] = {0.0f, 1.0f};
constexpr GLfloat coord3[2] = {1.0f, 1.0f};
constexpr GLfloat coord4[2] = {1.0f, 0.0f};
mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
mTexcoords.insert(mTexcoords.end(), coord4, coord4 + 2);
mIndices.push_back(0);
mIndices.push_back(1);
mIndices.push_back(2);
mIndices.push_back(0);
mIndices.push_back(2);
mIndices.push_back(3);
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
// Tile a 2x2 grid of the tiles
for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
{
for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
{
const GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
mInstances.insert(mInstances.end(), instance, instance + 3);
}
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glGenBuffers(1, &mVertexBuffer);
ASSERT_GL_NO_ERROR();
}
void setupDrawArraysTest(const std::string &vs)
{
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram);
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
}
void setupInstancedPointsTest()
{
mIndices.clear();
mIndices.push_back(0);
mIndices.push_back(1);
mIndices.push_back(2);
mIndices.push_back(3);
// clang-format off
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz, 1.0);\n"
" gl_Position = vec4(a_instancePos.xyz, 1.0);\n"
" gl_PointSize = 6.0;\n"
"}\n";
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
// clang-format on
mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram);
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
}
void runDrawArraysTest(GLint first, GLsizei count, GLsizei instanceCount, const float *offset)
{
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Offset
GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset");
ASSERT_NE(-1, uniformLoc);
glUniform3fv(uniformLoc, 1, offset);
// Do the instanced draw
mDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
ASSERT_GL_NO_ERROR();
}
virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
{
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vs, fs);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position");
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
// If this ASSERT fails then the vertex shader code should be refactored
ASSERT_EQ(shouldAttribZeroBeInstanced, (instancePosLoc == 0));
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(program);
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Do the instanced draw
mDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()),
GL_UNSIGNED_SHORT, mIndices.data(),
static_cast<GLsizei>(mInstances.size()) / 3);
ASSERT_GL_NO_ERROR();
checkQuads();
}
void checkQuads()
{
// Check that various pixels are the expected color.
for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
{
unsigned int baseOffset = quadIndex * 3;
int quadx =
static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
int quady =
static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
}
}
// Loaded entry points
PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE;
PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE;
PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
// Vertex data
std::vector<GLfloat> mQuadVertices;
std::vector<GLfloat> mNonIndexedVertices;
std::vector<GLfloat> mTexcoords;
std::vector<GLfloat> mInstances;
std::vector<GLushort> mIndices;
static constexpr GLfloat quadRadius = 0.30f;
GLuint mProgram;
GLuint mVertexBuffer;
};
class InstancingTestAllConfigs : public InstancingTest
{
protected:
InstancingTestAllConfigs() {}
};
class InstancingTestNo9_3 : public InstancingTest
{
protected:
InstancingTestNo9_3() {}
};
class InstancingTestPoints : public InstancingTest
{
protected:
InstancingTestPoints() {}
};
// This test uses a vertex shader with the first attribute (attribute zero) instanced.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent
// to D3D, to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
{
const std::string vs =
"attribute vec3 a_instancePos;\n"
"attribute vec3 a_position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
"}\n";
runDrawElementsTest(vs, true);
}
// Same as AttributeZeroInstanced, but attribute zero is not instanced.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as
// expected.
TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
"}\n";
runDrawElementsTest(vs, false);
}
// Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
// the non-instanced vertex attributes.
TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
{
const std::string vs =
"attribute vec3 a_position;\n"
"attribute vec3 a_instancePos;\n"
"uniform vec3 u_offset;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);\n"
"}\n";
setupDrawArraysTest(vs);
constexpr float offset1[3] = {0, 0, 0};
runDrawArraysTest(0, 6, 2, offset1);
constexpr float offset2[3] = {0.0f, 1.0f, 0};
runDrawArraysTest(6, 6, 2, offset2);
checkQuads();
}
// This test verifies instancing with GL_POINTS with glDrawArraysInstanced works.
// On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
TEST_P(InstancingTestPoints, DrawArrays)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
setupInstancedPointsTest();
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position
constexpr GLfloat pos[3] = {0, 0, 0};
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Do the instanced draw
mDrawArraysInstancedANGLE(GL_POINTS, 0, 1, static_cast<GLsizei>(mInstances.size()) / 3);
ASSERT_GL_NO_ERROR();
checkQuads();
}
// This test verifies instancing with GL_POINTS with glDrawElementsInstanced works.
// On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
TEST_P(InstancingTestPoints, DrawElements)
{
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
setupInstancedPointsTest();
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
// Load the vertex position
const Vector3 pos[] = {Vector3(0), Vector3(0), Vector3(0), Vector3(0)};
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Do the instanced draw
mDrawElementsInstancedANGLE(GL_POINTS, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
ASSERT_GL_NO_ERROR();
checkQuads();
}
class InstancingTestES31 : public InstancingTest
{
public:
InstancingTestES31() {}
};
// Verify that VertexAttribDivisor can update both binding divisor and attribBinding.
TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
{
const std::string vs =
"attribute vec3 a_instancePos;\n"
"attribute vec3 a_position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
"}\n";
const std::string fs =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
"}\n";
constexpr GLsizei kFloatStride = 4;
ANGLE_GL_PROGRAM(program, vs, fs);
glUseProgram(program);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position");
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, instancePosLoc);
ASSERT_GL_NO_ERROR();
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLBuffer quadBuffer;
glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
glBufferData(GL_ARRAY_BUFFER, mQuadVertices.size() * kFloatStride, mQuadVertices.data(),
GL_STATIC_DRAW);
GLBuffer instancesBuffer;
glBindBuffer(GL_ARRAY_BUFFER, instancesBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * kFloatStride, mInstances.data(),
GL_STATIC_DRAW);
// Set the formats by VertexAttribFormat
glVertexAttribFormat(positionLoc, 3, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0);
glEnableVertexAttribArray(positionLoc);
glEnableVertexAttribArray(instancePosLoc);
const GLint positionBinding = instancePosLoc;
const GLint instanceBinding = positionLoc;
// Load the vertex position into the binding indexed positionBinding (== instancePosLoc)
// Load the instance position into the binding indexed instanceBinding (== positionLoc)
glBindVertexBuffer(positionBinding, quadBuffer, 0, kFloatStride * 3);
glBindVertexBuffer(instanceBinding, instancesBuffer, 0, kFloatStride * 3);
// The attribute indexed positionLoc is using the binding indexed positionBinding
// The attribute indexed instancePosLoc is using the binding indexed instanceBinding
glVertexAttribBinding(positionLoc, positionBinding);
glVertexAttribBinding(instancePosLoc, instanceBinding);
// Enable instancing on the binding indexed instanceBinding
glVertexBindingDivisor(instanceBinding, 1);
// Do the first instanced draw
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
checkQuads();
// Load the vertex position into the binding indexed positionLoc.
// Load the instance position into the binding indexed instancePosLoc.
glBindVertexBuffer(positionLoc, quadBuffer, 0, kFloatStride * 3);
glBindVertexBuffer(instancePosLoc, instancesBuffer, 0, kFloatStride * 3);
// The attribute indexed positionLoc is using the binding indexed positionLoc.
glVertexAttribBinding(positionLoc, positionLoc);
// Call VertexAttribDivisor to both enable instancing on instancePosLoc and set the attribute
// indexed instancePosLoc using the binding indexed instancePosLoc.
glVertexAttribDivisor(instancePosLoc, 1);
// Do the second instanced draw
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
checkQuads();
glDeleteVertexArrays(1, &vao);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. We test on D3D9 and D3D11 9_3 because they use special codepaths
// when attribute zero is instanced, unlike D3D11.
ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES2_OPENGLES());
// TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
ANGLE_INSTANTIATE_TEST(InstancingTestNo9_3, ES2_D3D9(), ES2_D3D11());
ANGLE_INSTANTIATE_TEST(InstancingTestPoints, ES2_D3D11(), ES2_D3D11_FL9_3());
// TODO(jiawei.shao@intel.com): Add D3D11 when Vertex Attrib Binding is supported on D3D11
// back-ends.
ANGLE_INSTANTIATE_TEST(InstancingTestES31, ES31_OPENGL(), ES31_OPENGLES());