blob: dc3730fd772ae1241e627a0fe62af77db29263d1 [file] [log] [blame]
//
// Copyright 2020 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.
//
// Test that invokes a usecase where there is a feedback loop but the framebuffer
// depth attachment is only read from
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class ReadOnlyFeedbackLoopTest : public ANGLETest
{
protected:
ReadOnlyFeedbackLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthRangef(-1.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
};
// Fill out a depth texture to specific values and use it both as a sampler and a depth texture
// with depth write disabled. This is to test a "read-only feedback loop" that needs to be
// supported to match industry standard.
TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop)
{
// TODO - Add support for readonly feedback loops (http://anglebug.com/4778)
ANGLE_SKIP_TEST_IF(true);
const GLuint width = getWindowWidth();
const GLuint height = getWindowHeight();
GLTexture colorTex;
GLTexture depthTex;
GLTexture finalTex;
GLFramebuffer gbufferFbo;
GLFramebuffer finalFbo;
ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
EXPECT_GL_NO_ERROR();
// Attach a color and depth texture to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Set the color texture to blue and depth texture to 1.0f
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Enable Depth test with passing always to write depth.
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
// Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as
// previously cleared.
const GLfloat depthValue = 0.0f;
drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, finalTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, finalFbo);
EXPECT_GL_NO_ERROR();
// Enable Depth test without depth write.
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_GREATER);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, depthTex);
// Fill finalTex with values read from depthTex. This should work even though depthTex
// is also bound as the depth attachment, because depth write is disabled.
// The write to finalTex only succeeds for the middle region due to depth test.
drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f);
// Copy finalTex to default framebuffer for verification. Depth values written in the first
// draw call are expected in the middle, while the clear value in the clear before the
// second draw call are expected at the border.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, finalTex);
drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f);
EXPECT_GL_NO_ERROR();
GLint depthColorValue = (depthValue)*128 + 128;
EXPECT_EQ(depthColorValue, angle::ReadColor(width / 2, height / 2).R);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
}
// Instantiate the test for ES2 and ES3.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ReadOnlyFeedbackLoopTest);