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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/InstancingTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/InstancingTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/InstancingTest.cpp | 468 |
1 files changed, 468 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/InstancingTest.cpp b/gfx/angle/src/tests/gl_tests/InstancingTest.cpp new file mode 100755 index 000000000..633f96892 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/InstancingTest.cpp @@ -0,0 +1,468 @@ +// +// 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" + +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 = NULL; + mDrawArraysInstancedANGLE = NULL; + mDrawElementsInstancedANGLE = NULL; + + char *extensionString = (char*)glGetString(GL_EXTENSIONS); + if (strstr(extensionString, "GL_ANGLE_instanced_arrays")) + { + mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); + mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); + mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE"); + } + + ASSERT_TRUE(mVertexAttribDivisorANGLE != NULL); + ASSERT_TRUE(mDrawArraysInstancedANGLE != NULL); + ASSERT_TRUE(mDrawElementsInstancedANGLE != NULL); + + // Initialize the vertex and index vectors + GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f}; + GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f}; + GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f}; + 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); + + GLfloat coord1[2] = {0.0f, 0.0f}; + GLfloat coord2[2] = {0.0f, 1.0f}; + GLfloat coord3[2] = {1.0f, 1.0f}; + 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) + { + 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 = SHADER_SOURCE + ( + precision mediump float; + void main() + { + gl_FragColor = vec4(1.0, 0, 0, 1.0); + } + ); + + 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 = SHADER_SOURCE + ( + attribute vec3 a_position; + attribute vec3 a_instancePos; + void main() + { + gl_Position = vec4(a_position.xyz, 1.0); + gl_Position = vec4(a_instancePos.xyz, 1.0); + gl_PointSize = 6.0; + } + ); + + const std::string fs = SHADER_SOURCE + ( + precision mediump float; + void main() + { + gl_FragColor = vec4(1.0, 0, 0, 1.0); + } + ); + // 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, 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(uniformLoc, -1); + 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 = SHADER_SOURCE + ( + precision mediump float; + void main() + { + gl_FragColor = vec4(1.0, 0, 0, 1.0); + } + ); + + GLuint program = CompileProgram(vs, fs); + ASSERT_NE(program, 0u); + + // 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; + + const 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 = SHADER_SOURCE + ( + attribute vec3 a_instancePos; + attribute vec3 a_position; + void main() + { + gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); + } + ); + + 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 = SHADER_SOURCE + ( + attribute vec3 a_position; + attribute vec3 a_instancePos; + void main() + { + gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); + } + ); + + 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 = SHADER_SOURCE + ( + attribute vec3 a_position; + attribute vec3 a_instancePos; + uniform vec3 u_offset; + void main() + { + gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0); + } + ); + + setupDrawArraysTest(vs); + + float offset1[3] = { 0, 0, 0 }; + runDrawArraysTest(0, 6, 2, offset1); + + 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 + 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 + 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 + mDrawElementsInstancedANGLE(GL_POINTS, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT, + mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3); + + ASSERT_GL_NO_ERROR(); + + checkQuads(); +} + +// 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()); |