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-rwxr-xr-xgfx/angle/src/tests/gl_tests/PointSpritesTest.cpp526
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diff --git a/gfx/angle/src/tests/gl_tests/PointSpritesTest.cpp b/gfx/angle/src/tests/gl_tests/PointSpritesTest.cpp
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+++ b/gfx/angle/src/tests/gl_tests/PointSpritesTest.cpp
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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.
+//
+// Some of the pointsprite tests below were ported from Khronos WebGL
+// conformance test suite.
+
+#include "test_utils/ANGLETest.h"
+
+#include <cmath>
+
+using namespace angle;
+
+class PointSpritesTest : public ANGLETest
+{
+ protected:
+ const int windowWidth = 256;
+ const int windowHeight = 256;
+ PointSpritesTest()
+ {
+ setWindowWidth(windowWidth);
+ setWindowHeight(windowHeight);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+ }
+
+ float s2p(float s)
+ {
+ return (s + 1.0f) * 0.5f * (GLfloat)windowWidth;
+ }
+};
+
+// Checks gl_PointCoord and gl_PointSize
+// https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/variables/gl-pointcoord.html
+TEST_P(PointSpritesTest, PointCoordAndPointSizeCompliance)
+{
+ // TODO(jmadill): figure out why this fails
+ if (IsIntel() && GetParam() == ES2_D3D9())
+ {
+ std::cout << "Test skipped on Intel due to failures." << std::endl;
+ return;
+ }
+
+ const std::string fs = SHADER_SOURCE
+ (
+ precision mediump float;
+ void main()
+ {
+ gl_FragColor = vec4(
+ gl_PointCoord.x,
+ gl_PointCoord.y,
+ 0,
+ 1);
+ }
+ );
+
+ const std::string vs = SHADER_SOURCE
+ (
+ attribute vec4 vPosition;
+ uniform float uPointSize;
+ void main()
+ {
+ gl_PointSize = uPointSize;
+ gl_Position = vPosition;
+ }
+ );
+
+ GLuint program = CompileProgram(vs, fs);
+ ASSERT_NE(program, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(program);
+
+ GLfloat pointSizeRange[2] = {};
+ glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
+
+ GLfloat maxPointSize = pointSizeRange[1];
+
+ ASSERT_TRUE(maxPointSize >= 1);
+ maxPointSize = floorf(maxPointSize);
+ ASSERT_TRUE((int)maxPointSize % 1 == 0);
+
+ maxPointSize = std::min(maxPointSize, 64.0f);
+ GLfloat pointWidth = maxPointSize / windowWidth;
+ GLint step = static_cast<GLint>(floorf(maxPointSize / 4));
+ GLint pointStep = std::max<GLint>(1, step);
+
+ GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize");
+ ASSERT_GL_NO_ERROR();
+
+ glUniform1f(pointSizeLoc, maxPointSize);
+ ASSERT_GL_NO_ERROR();
+
+ GLfloat pixelOffset = ((int)maxPointSize % 2) ? (1.0f / (GLfloat)windowWidth) : 0;
+ GLuint vertexObject = 0;
+ glGenBuffers(1, &vertexObject);
+ ASSERT_NE(vertexObject, 0U);
+ ASSERT_GL_NO_ERROR();
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
+ ASSERT_GL_NO_ERROR();
+
+ GLfloat thePoints[] = { -0.5f + pixelOffset, -0.5f + pixelOffset,
+ 0.5f + pixelOffset, -0.5f + pixelOffset,
+ -0.5f + pixelOffset, 0.5f + pixelOffset,
+ 0.5f + pixelOffset, 0.5f + pixelOffset };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
+ ASSERT_GL_NO_ERROR();
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glDrawArrays(GL_POINTS, 0, 4);
+ ASSERT_GL_NO_ERROR();
+
+ glDeleteBuffers(1, &vertexObject);
+
+ std::string debugText;
+ for (float py = 0; py < 2; ++py) {
+ for (float px = 0; px < 2; ++px) {
+ float pointX = -0.5f + px + pixelOffset;
+ float pointY = -0.5f + py + pixelOffset;
+ for (int yy = 0; yy < maxPointSize; yy += pointStep) {
+ for (int xx = 0; xx < maxPointSize; xx += pointStep) {
+ // formula for s and t from OpenGL ES 2.0 spec section 3.3
+ float xw = s2p(pointX);
+ float yw = s2p(pointY);
+ float u = xx / maxPointSize * 2 - 1;
+ float v = yy / maxPointSize * 2 - 1;
+ int xf = static_cast<int>(floorf(s2p(pointX + u * pointWidth)));
+ int yf = static_cast<int>(floorf(s2p(pointY + v * pointWidth)));
+ float s = 0.5f + (xf + 0.5f - xw) / maxPointSize;
+ float t = 0.5f + (yf + 0.5f - yw) / maxPointSize;
+ GLubyte color[4] = { static_cast<GLubyte>(floorf(s * 255)), static_cast<GLubyte>(floorf((1 - t) * 255)), 0, 255 };
+ EXPECT_PIXEL_NEAR(xf, yf, color[0], color[1], color[2], color[3], 4);
+ }
+ }
+ }
+ }
+}
+
+// Verify that drawing a point without enabling any attributes succeeds
+// https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-no-attributes.html
+TEST_P(PointSpritesTest, PointWithoutAttributesCompliance)
+{
+ // clang-format off
+ const std::string fs = SHADER_SOURCE
+ (
+ precision mediump float;
+ void main()
+ {
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+ );
+
+ const std::string vs = SHADER_SOURCE
+ (
+ void main()
+ {
+ gl_PointSize = 2.0;
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ );
+ // clang-format on
+
+ GLuint program = CompileProgram(vs, fs);
+ ASSERT_NE(program, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(program);
+
+ glDrawArrays(GL_POINTS, 0, 1);
+ ASSERT_GL_NO_ERROR();
+
+ // expect the center pixel to be green
+ EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255);
+}
+
+// This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL
+// https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-with-gl-pointcoord-in-fragment-shader.html
+TEST_P(PointSpritesTest, PointCoordRegressionTest)
+{
+ const std::string fs = SHADER_SOURCE
+ (
+ precision mediump float;
+ varying vec4 v_color;
+ void main()
+ {
+ // It seems as long as this mathematical expression references
+ // gl_PointCoord, the fragment's color is incorrect.
+ vec2 diff = gl_PointCoord - vec2(.5, .5);
+ if (length(diff) > 0.5)
+ discard;
+
+ // The point should be a solid color.
+ gl_FragColor = v_color;
+ }
+ );
+
+ const std::string vs = SHADER_SOURCE
+ (
+ varying vec4 v_color;
+ // The X and Y coordinates of the center of the point.
+ attribute vec2 a_vertex;
+ uniform float u_pointSize;
+ void main()
+ {
+ gl_PointSize = u_pointSize;
+ gl_Position = vec4(a_vertex, 0.0, 1.0);
+ // The color of the point.
+ v_color = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+ );
+
+ GLuint program = CompileProgram(vs, fs);
+ ASSERT_NE(program, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(program);
+
+ GLfloat pointSizeRange[2] = {};
+ glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
+
+ GLfloat maxPointSize = pointSizeRange[1];
+
+ ASSERT_TRUE(maxPointSize > 2);
+
+ glClearColor(0, 0, 0, 1);
+ glDisable(GL_DEPTH_TEST);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLint pointSizeLoc = glGetUniformLocation(program, "u_pointSize");
+ ASSERT_GL_NO_ERROR();
+
+ GLfloat pointSize = std::min<GLfloat>(20.0f, maxPointSize);
+ glUniform1f(pointSizeLoc, pointSize);
+ ASSERT_GL_NO_ERROR();
+
+ GLuint vertexObject = 0;
+ glGenBuffers(1, &vertexObject);
+ ASSERT_NE(vertexObject, 0U);
+ ASSERT_GL_NO_ERROR();
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
+ ASSERT_GL_NO_ERROR();
+
+ GLfloat thePoints[] = { 0.0f, 0.0f };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
+ ASSERT_GL_NO_ERROR();
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+
+ glDrawArrays(GL_POINTS, 0, 1);
+ ASSERT_GL_NO_ERROR();
+
+ // expect the center pixel to be green
+ EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255);
+
+ glDeleteBuffers(1, &vertexObject);
+}
+
+// Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled
+// https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-size.html
+TEST_P(PointSpritesTest, PointSizeEnabledCompliance)
+{
+ const std::string fs = SHADER_SOURCE
+ (
+ precision mediump float;
+ varying vec4 color;
+
+ void main()
+ {
+ gl_FragColor = color;
+ }
+ );
+
+ const std::string vs = SHADER_SOURCE
+ (
+ attribute vec3 pos;
+ attribute vec4 colorIn;
+ uniform float pointSize;
+ varying vec4 color;
+
+ void main()
+ {
+ gl_PointSize = pointSize;
+ color = colorIn;
+ gl_Position = vec4(pos, 1.0);
+ }
+ );
+
+ // The WebGL test is drawn on a 2x2 canvas. Emulate this by setting a 2x2 viewport.
+ glViewport(0, 0, 2, 2);
+
+ GLuint program = CompileProgram(vs, fs);
+ ASSERT_NE(program, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(program);
+
+ glDisable(GL_BLEND);
+
+ // The choice of (0.4, 0.4) ensures that the centers of the surrounding
+ // pixels are not contained within the point when it is of size 1, but
+ // that they definitely are when it is of size 2.
+ GLfloat vertices[] = { 0.4f, 0.4f, 0.0f };
+ GLubyte colors[] = { 255, 0, 0, 255 };
+
+ GLuint vertexObject = 0;
+ glGenBuffers(1, &vertexObject);
+ ASSERT_NE(vertexObject, 0U);
+ ASSERT_GL_NO_ERROR();
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
+ ASSERT_GL_NO_ERROR();
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), NULL, GL_STATIC_DRAW);
+ ASSERT_GL_NO_ERROR();
+
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
+ ASSERT_GL_NO_ERROR();
+
+ glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
+ ASSERT_GL_NO_ERROR();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(0);
+
+ glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, (GLvoid*)sizeof(vertices));
+ glEnableVertexAttribArray(1);
+
+ GLint pointSizeLoc = glGetUniformLocation(program, "pointSize");
+ ASSERT_GL_NO_ERROR();
+
+ glUniform1f(pointSizeLoc, 1.0f);
+ ASSERT_GL_NO_ERROR();
+
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3);
+ ASSERT_GL_NO_ERROR();
+
+ // Test the pixels around the target Red pixel to ensure
+ // they are the expected color values
+ for (GLint y = 0; y < 2; ++y)
+ {
+ for (GLint x = 0; x < 2; ++x)
+ {
+ // 1x1 is expected to be a red pixel
+ // All others are black
+ GLubyte expectedColor[4] = { 0, 0, 0, 0 };
+ if (x == 1 && y == 1)
+ {
+ expectedColor[0] = 255;
+ expectedColor[3] = 255;
+ }
+ EXPECT_PIXEL_EQ(x, y, expectedColor[0], expectedColor[1], expectedColor[2], expectedColor[3]);
+ }
+ }
+
+ GLfloat pointSizeRange[2] = {};
+ glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
+
+ if (pointSizeRange[1] >= 2.0)
+ {
+ // Draw a point of size 2 and verify it fills the appropriate region.
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUniform1f(pointSizeLoc, 2.0f);
+ ASSERT_GL_NO_ERROR();
+
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3);
+ ASSERT_GL_NO_ERROR();
+
+ // Test the pixels to ensure the target is ALL Red pixels
+ for (GLint y = 0; y < 2; ++y)
+ {
+ for (GLint x = 0; x < 2; ++x)
+ {
+ EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 255);
+ }
+ }
+ }
+
+ glDeleteBuffers(1, &vertexObject);
+}
+
+// Verify that rendering works correctly when gl_PointSize is declared in a shader but isn't used
+TEST_P(PointSpritesTest, PointSizeDeclaredButUnused)
+{
+ const std::string vs = SHADER_SOURCE
+ (
+ attribute highp vec4 position;
+
+ void main(void)
+ {
+ gl_PointSize = 1.0;
+ gl_Position = position;
+ }
+ );
+
+ const std::string fs = SHADER_SOURCE
+ (
+ void main(void)
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ );
+
+ GLuint program = CompileProgram(vs, fs);
+ ASSERT_NE(program, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(program);
+ drawQuad(program, "position", 0.5f, 1.0f);
+ ASSERT_GL_NO_ERROR();
+
+ // expect the center pixel to be red
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
+
+ glDeleteProgram(program);
+}
+
+// Test to cover a bug where the D3D11 rasterizer state would not be update when switching between
+// draw types. This causes the cull face to potentially be incorrect when drawing emulated point
+// spites.
+TEST_P(PointSpritesTest, PointSpriteAlternatingDrawTypes)
+{
+ // clang-format off
+ const std::string pointFS = SHADER_SOURCE
+ (
+ precision mediump float;
+ void main()
+ {
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+ );
+
+ const std::string pointVS = SHADER_SOURCE
+ (
+ void main()
+ {
+ gl_PointSize = 16.0;
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ );
+
+ const std::string quadFS = SHADER_SOURCE
+ (
+ precision mediump float;
+ void main()
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ );
+
+ const std::string quadVS = SHADER_SOURCE
+ (
+ precision mediump float;
+ attribute vec4 pos;
+ void main()
+ {
+ gl_Position = pos;
+ }
+ );
+ // clang-format on
+
+ GLuint pointProgram = CompileProgram(pointVS, pointFS);
+ ASSERT_NE(pointProgram, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ GLuint quadProgram = CompileProgram(quadVS, quadFS);
+ ASSERT_NE(pointProgram, 0u);
+ ASSERT_GL_NO_ERROR();
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+
+ const GLfloat quadVertices[] = {
+ -1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f, -1.0f, -1.0f, 0.5f,
+
+ -1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f,
+ };
+
+ glUseProgram(quadProgram);
+ GLint positionLocation = glGetAttribLocation(quadProgram, "pos");
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices);
+ glEnableVertexAttribArray(positionLocation);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ glUseProgram(pointProgram);
+ glDrawArrays(GL_POINTS, 0, 1);
+ ASSERT_GL_NO_ERROR();
+
+ // expect the center pixel to be green
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
+
+ glDeleteProgram(pointProgram);
+ glDeleteProgram(quadProgram);
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES
+// major version) these tests should be run against.
+//
+// We test on D3D11 9_3 because the existing D3D11 PointSprite implementation
+// uses Geometry Shaders which are not supported for 9_3.
+// D3D9 and D3D11 are also tested to ensure no regressions.
+ANGLE_INSTANTIATE_TEST(PointSpritesTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_D3D11_FL9_3(),
+ ES2_OPENGL(),
+ ES2_OPENGLES());