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-rwxr-xr-xgfx/angle/src/tests/gl_tests/DrawBuffersTest.cpp517
1 files changed, 517 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/DrawBuffersTest.cpp b/gfx/angle/src/tests/gl_tests/DrawBuffersTest.cpp
new file mode 100755
index 000000000..daf09e93c
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/DrawBuffersTest.cpp
@@ -0,0 +1,517 @@
+//
+// 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 DrawBuffersTest : public ANGLETest
+{
+ protected:
+ DrawBuffersTest()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ setConfigDepthBits(24);
+ mMaxDrawBuffers = 0;
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ // This test seems to fail on an nVidia machine when the window is hidden
+ SetWindowVisible(true);
+
+ glGenFramebuffers(1, &mFBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+
+ glGenTextures(4, mTextures);
+
+ for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
+ {
+ glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, nullptr);
+ }
+
+ GLfloat data[] =
+ {
+ -1.0f, 1.0f,
+ -1.0f, -2.0f,
+ 2.0f, 1.0f
+ };
+
+ glGenBuffers(1, &mBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);
+
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteFramebuffers(1, &mFBO);
+ glDeleteTextures(4, mTextures);
+ glDeleteBuffers(1, &mBuffer);
+
+ ANGLETest::TearDown();
+ }
+
+ void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
+ {
+ const std::string vertexShaderSource =
+ "#version 300 es\n"
+ "in vec4 position;\n"
+ "void main() {\n"
+ " gl_Position = position;\n"
+ "}\n";
+
+ std::stringstream strstr;
+
+ strstr << "#version 300 es\n"
+ "precision highp float;\n";
+
+ for (unsigned int index = 0; index < 8; index++)
+ {
+ if (bufferEnabled[index])
+ {
+ strstr << "layout(location = " << index << ") "
+ "out vec4 value" << index << ";\n";
+ }
+ }
+
+ strstr << "void main()\n"
+ "{\n";
+
+ for (unsigned int index = 0; index < 8; index++)
+ {
+ if (bufferEnabled[index])
+ {
+ unsigned int r = (index + 1) & 1;
+ unsigned int g = (index + 1) & 2;
+ unsigned int b = (index + 1) & 4;
+
+ strstr << " value" << index << " = vec4("
+ << r << ".0, " << g << ".0, "
+ << b << ".0, 1.0);\n";
+ }
+ }
+
+ strstr << "}\n";
+
+ *programOut = CompileProgram(vertexShaderSource, strstr.str());
+ if (*programOut == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ glUseProgram(*programOut);
+
+ GLint location = glGetAttribLocation(*programOut, "position");
+ ASSERT_NE(location, -1);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
+ glEnableVertexAttribArray(location);
+ }
+
+ void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
+ {
+ const std::string vertexShaderSource =
+ "attribute vec4 position;\n"
+ "void main() {\n"
+ " gl_Position = position;\n"
+ "}\n";
+
+ std::stringstream strstr;
+
+ strstr << "#extension GL_EXT_draw_buffers : enable\n"
+ "precision highp float;\n"
+ "void main()\n"
+ "{\n";
+
+ for (unsigned int index = 0; index < 8; index++)
+ {
+ if (bufferEnabled[index])
+ {
+ unsigned int r = (index + 1) & 1;
+ unsigned int g = (index + 1) & 2;
+ unsigned int b = (index + 1) & 4;
+
+ strstr << " gl_FragData[" << index << "] = vec4("
+ << r << ".0, " << g << ".0, "
+ << b << ".0, 1.0);\n";
+ }
+ }
+
+ strstr << "}\n";
+
+ *programOut = CompileProgram(vertexShaderSource, strstr.str());
+ if (*programOut == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ glUseProgram(*programOut);
+
+ GLint location = glGetAttribLocation(*programOut, "position");
+ ASSERT_NE(location, -1);
+ glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
+ glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
+ glEnableVertexAttribArray(location);
+ }
+
+ void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
+ {
+ if (getClientMajorVersion() == 3)
+ {
+ setupMRTProgramESSL3(bufferEnabled, programOut);
+ }
+ else
+ {
+ ASSERT_EQ(getClientMajorVersion(), 2);
+ setupMRTProgramESSL1(bufferEnabled, programOut);
+ }
+ }
+
+ static GLColor getColorForIndex(unsigned int index)
+ {
+ GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
+ GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
+ GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
+ return GLColor(r, g, b, 255u);
+ }
+
+ void verifyAttachment2D(unsigned int index, GLuint textureName, GLenum target, GLint level)
+ {
+ for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
+ }
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level);
+
+ EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
+ }
+
+ void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
+ {
+ for (GLint colorAttachment = 0; colorAttachment < mMaxDrawBuffers; colorAttachment++)
+ {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment,
+ GL_TEXTURE_2D, 0, 0);
+ }
+
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
+
+ EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
+ }
+
+ GLuint mFBO;
+ GLuint mTextures[4];
+ GLuint mBuffer;
+ GLint mMaxDrawBuffers;
+};
+
+// Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
+TEST_P(DrawBuffersTest, VerifyD3DLimits)
+{
+ EGLPlatformParameters platform = GetParam().eglParameters;
+ if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
+ {
+ if (platform.majorVersion == 9 && platform.minorVersion == 3)
+ {
+ // D3D11 Feature Level 9_3 supports 4 draw buffers
+ ASSERT_EQ(mMaxDrawBuffers, 4);
+ }
+ else
+ {
+ // D3D11 Feature Level 10_0+ supports 8 draw buffers
+ ASSERT_EQ(mMaxDrawBuffers, 8);
+ }
+ }
+ else
+ {
+ std::cout << "Test skipped for non-D3D11 renderers." << std::endl;
+ return;
+ }
+}
+
+TEST_P(DrawBuffersTest, Gaps)
+{
+ if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
+ {
+ std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
+ << std::endl;
+ return;
+ }
+
+ if (IsWindows() && IsAMD() && IsDesktopOpenGL())
+ {
+ // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
+ std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
+ return;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
+
+ bool flags[8] = { false, true };
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ const GLenum bufs[] =
+ {
+ GL_NONE,
+ GL_COLOR_ATTACHMENT1
+ };
+ glUseProgram(program);
+ glDrawBuffersEXT(2, bufs);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
+
+ glDeleteProgram(program);
+}
+
+TEST_P(DrawBuffersTest, FirstAndLast)
+{
+ if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
+ {
+ std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
+ << std::endl;
+ return;
+ }
+
+ if (IsWindows() && IsAMD() && IsDesktopOpenGL())
+ {
+ // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
+ std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
+ return;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
+
+ bool flags[8] = { true, false, false, true };
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ const GLenum bufs[] =
+ {
+ GL_COLOR_ATTACHMENT0,
+ GL_NONE,
+ GL_NONE,
+ GL_COLOR_ATTACHMENT3
+ };
+
+ glUseProgram(program);
+ glDrawBuffersEXT(4, bufs);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
+ verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
+
+ EXPECT_GL_NO_ERROR();
+
+ glDeleteProgram(program);
+}
+
+TEST_P(DrawBuffersTest, FirstHalfNULL)
+{
+ if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
+ {
+ std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
+ << std::endl;
+ return;
+ }
+
+ if (IsWindows() && IsAMD() && IsDesktopOpenGL())
+ {
+ // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
+ std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
+ return;
+ }
+
+ bool flags[8] = { false };
+ GLenum bufs[8] = { GL_NONE };
+
+ GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
+
+ for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
+ {
+ glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
+ flags[texIndex + halfMaxDrawBuffers] = true;
+ bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
+ }
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ glUseProgram(program);
+ glDrawBuffersEXT(mMaxDrawBuffers, bufs);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
+ {
+ verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
+ }
+
+ EXPECT_GL_NO_ERROR();
+
+ glDeleteProgram(program);
+}
+
+TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
+{
+ if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_draw_buffers"))
+ {
+ std::cout << "Test skipped because ES3 or GL_EXT_draw_buffers is not available."
+ << std::endl;
+ return;
+ }
+
+ // Bind two render targets but use a shader which writes only to the first one.
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
+
+ bool flags[8] = { true, false };
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ const GLenum bufs[] =
+ {
+ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_NONE,
+ GL_NONE,
+ };
+
+ glUseProgram(program);
+ glDrawBuffersEXT(4, bufs);
+
+ // This call should not crash when we dynamically generate the HLSL code.
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
+
+ EXPECT_GL_NO_ERROR();
+
+ glDeleteProgram(program);
+}
+
+// Test that binding multiple layers of a 3D texture works correctly
+TEST_P(DrawBuffersTest, 3DTextures)
+{
+ if (getClientMajorVersion() < 3)
+ {
+ std::cout << "Test skipped because ES3 is not available." << std::endl;
+ return;
+ }
+
+ GLTexture texture;
+ glBindTexture(GL_TEXTURE_3D, texture.get());
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
+
+ bool flags[8] = {true, true, true, true, false};
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ const GLenum bufs[] = {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
+ };
+
+ glUseProgram(program);
+ glDrawBuffersEXT(4, bufs);
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ verifyAttachmentLayer(0, texture.get(), 0, 0);
+ verifyAttachmentLayer(1, texture.get(), 0, 1);
+ verifyAttachmentLayer(2, texture.get(), 0, 2);
+ verifyAttachmentLayer(3, texture.get(), 0, 3);
+
+ EXPECT_GL_NO_ERROR();
+
+ glDeleteProgram(program);
+}
+
+// Test that binding multiple layers of a 2D array texture works correctly
+TEST_P(DrawBuffersTest, 2DArrayTextures)
+{
+ if (getClientMajorVersion() < 3)
+ {
+ std::cout << "Test skipped because ES3 is not available." << std::endl;
+ return;
+ }
+
+ GLTexture texture;
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
+ getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
+
+ bool flags[8] = {true, true, true, true, false};
+
+ GLuint program;
+ setupMRTProgram(flags, &program);
+
+ const GLenum bufs[] = {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
+ };
+
+ glUseProgram(program);
+ glDrawBuffersEXT(4, bufs);
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ verifyAttachmentLayer(0, texture.get(), 0, 0);
+ verifyAttachmentLayer(1, texture.get(), 0, 1);
+ verifyAttachmentLayer(2, texture.get(), 0, 2);
+ verifyAttachmentLayer(3, texture.get(), 0, 3);
+
+ EXPECT_GL_NO_ERROR();
+
+ glDeleteProgram(program);
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
+ ES2_D3D11(),
+ ES3_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES3_OPENGL(),
+ ES2_OPENGLES(),
+ ES3_OPENGLES());