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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/ClearTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/ClearTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/ClearTest.cpp | 481 |
1 files changed, 481 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/ClearTest.cpp b/gfx/angle/src/tests/gl_tests/ClearTest.cpp new file mode 100755 index 000000000..87ce041e6 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/ClearTest.cpp @@ -0,0 +1,481 @@ +// +// 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 "random_utils.h" +#include "Vector.h" + +using namespace angle; + +namespace +{ + +Vector4 RandomVec4(int seed, float minValue, float maxValue) +{ + RNG rng(seed); + srand(seed); + return Vector4( + rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), + rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue)); +} + +GLColor Vec4ToColor(const Vector4 &vec) +{ + GLColor color; + color.R = static_cast<uint8_t>(vec.x * 255.0f); + color.G = static_cast<uint8_t>(vec.y * 255.0f); + color.B = static_cast<uint8_t>(vec.z * 255.0f); + color.A = static_cast<uint8_t>(vec.w * 255.0f); + return color; +}; + +class ClearTestBase : public ANGLETest +{ + protected: + ClearTestBase() : mProgram(0) + { + setWindowWidth(128); + setWindowHeight(128); + setConfigRedBits(8); + setConfigGreenBits(8); + setConfigBlueBits(8); + setConfigAlphaBits(8); + setConfigDepthBits(24); + } + + void SetUp() override + { + ANGLETest::SetUp(); + + mFBOs.resize(2, 0); + glGenFramebuffers(2, mFBOs.data()); + + ASSERT_GL_NO_ERROR(); + } + + void TearDown() override + { + glDeleteProgram(mProgram); + + if (!mFBOs.empty()) + { + glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data()); + } + + if (!mTextures.empty()) + { + glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data()); + } + + ANGLETest::TearDown(); + } + + void setupDefaultProgram() + { + const std::string vertexShaderSource = SHADER_SOURCE + ( + precision highp float; + attribute vec4 position; + + void main() + { + gl_Position = position; + } + ); + + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision highp float; + + void main() + { + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + } + ); + + mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); + ASSERT_NE(0u, mProgram); + } + + GLuint mProgram; + std::vector<GLuint> mFBOs; + std::vector<GLuint> mTextures; +}; + +class ClearTest : public ClearTestBase {}; +class ClearTestES3 : public ClearTestBase {}; + +// Test clearing the default framebuffer +TEST_P(ClearTest, DefaultFramebuffer) +{ + glClearColor(0.25f, 0.5f, 0.5f, 0.5f); + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0); +} + +// Test clearing a RGBA8 Framebuffer +TEST_P(ClearTest, RGBA8Framebuffer) +{ + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint texture; + glGenTextures(1, &texture); + + glBindTexture(GL_TEXTURE_2D, texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, + GL_UNSIGNED_BYTE, nullptr); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); + + glClearColor(0.5f, 0.5f, 0.5f, 0.5f); + glClear(GL_COLOR_BUFFER_BIT); + + EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); +} + +TEST_P(ClearTest, ClearIssue) +{ + // TODO(geofflang): Figure out why this is broken on Intel OpenGL + if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test skipped on Intel OpenGL." << std::endl; + return; + } + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + glClearColor(0.0, 1.0, 0.0, 1.0); + glClearDepthf(0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + EXPECT_GL_NO_ERROR(); + + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint rbo; + glGenRenderbuffers(1, &rbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); + + EXPECT_GL_NO_ERROR(); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); + + EXPECT_GL_NO_ERROR(); + + glClearColor(1.0f, 0.0f, 0.0f, 1.0f); + glClearDepthf(1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + EXPECT_GL_NO_ERROR(); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + setupDefaultProgram(); + drawQuad(mProgram, "position", 0.5f); + + EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); +} + +// Requires ES3 +// This tests a bug where in a masked clear when calling "ClearBuffer", we would +// mistakenly clear every channel (including the masked-out ones) +TEST_P(ClearTestES3, MaskedClearBufferBug) +{ + unsigned char pixelData[] = { 255, 255, 255, 255 }; + + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint textures[2]; + glGenTextures(2, &textures[0]); + + glBindTexture(GL_TEXTURE_2D, textures[0]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); + + glBindTexture(GL_TEXTURE_2D, textures[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); + + ASSERT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); + + float clearValue[] = { 0, 0.5f, 0.5f, 1.0f }; + GLenum drawBuffers[] = { GL_NONE, GL_COLOR_ATTACHMENT1 }; + glDrawBuffers(2, drawBuffers); + glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); + glClearBufferfv(GL_COLOR, 1, clearValue); + + ASSERT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); + + glReadBuffer(GL_COLOR_ATTACHMENT1); + ASSERT_GL_NO_ERROR(); + + EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1); + + glDeleteTextures(2, textures); +} + +TEST_P(ClearTestES3, BadFBOSerialBug) +{ + // First make a simple framebuffer, and clear it to green + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint textures[2]; + glGenTextures(2, &textures[0]); + + glBindTexture(GL_TEXTURE_2D, textures[0]); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); + + GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0 }; + glDrawBuffers(1, drawBuffers); + + float clearValues1[] = { 0.0f, 1.0f, 0.0f, 1.0f }; + glClearBufferfv(GL_COLOR, 0, clearValues1); + + ASSERT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); + + // Next make a second framebuffer, and draw it to red + // (Triggers bad applied render target serial) + GLuint fbo2; + glGenFramebuffers(1, &fbo2); + ASSERT_GL_NO_ERROR(); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo2); + + glBindTexture(GL_TEXTURE_2D, textures[1]); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); + + glDrawBuffers(1, drawBuffers); + + setupDefaultProgram(); + drawQuad(mProgram, "position", 0.5f); + + ASSERT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); + + // Check that the first framebuffer is still green. + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); + + glDeleteTextures(2, textures); + glDeleteFramebuffers(1, &fbo2); +} + +// Test that SRGB framebuffers clear to the linearized clear color +TEST_P(ClearTestES3, SRGBClear) +{ + // TODO(jmadill): figure out why this fails + if (IsIntel() && GetParam() == ES3_OPENGL()) + { + std::cout << "Test skipped on Intel due to failures." << std::endl; + return; + } + + // First make a simple framebuffer, and clear it + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint texture; + glGenTextures(1, &texture); + + glBindTexture(GL_TEXTURE_2D, texture); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); + + glClearColor(0.5f, 0.5f, 0.5f, 0.5f); + glClear(GL_COLOR_BUFFER_BIT); + + EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); +} + +// Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each +// attachment +TEST_P(ClearTestES3, MixedSRGBClear) +{ + // TODO(cwallez) figure out why it is broken on Intel on Mac +#if defined(ANGLE_PLATFORM_APPLE) + if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test skipped on Intel on Mac." << std::endl; + return; + } +#endif + + // TODO(jmadill): figure out why this fails + if (IsIntel() && GetParam() == ES3_OPENGL()) + { + std::cout << "Test skipped on Intel due to failures." << std::endl; + return; + } + + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + + GLuint textures[2]; + glGenTextures(2, &textures[0]); + + glBindTexture(GL_TEXTURE_2D, textures[0]); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); + + glBindTexture(GL_TEXTURE_2D, textures[1]); + glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); + + GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; + glDrawBuffers(2, drawBuffers); + + // Clear both textures + glClearColor(0.5f, 0.5f, 0.5f, 0.5f); + glClear(GL_COLOR_BUFFER_BIT); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); + + // Check value of texture0 + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); + EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); + + // Check value of texture1 + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); + EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); +} + +// This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync +// before a draw call. The test draws small quads to a larger FBO (the default back buffer). +// Before each blit to the back buffer it clears the quad to a certain color using +// ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to +// flush or finish after ClearBufferfv or each draw. +TEST_P(ClearTestES3, RepeatedClear) +{ + if (IsD3D11() && (IsNVIDIA() || IsIntel())) + { + std::cout << "Test skipped on Nvidia and Intel D3D11." << std::endl; + return; + } + + const std::string &vertexSource = + "#version 300 es\n" + "in highp vec2 position;\n" + "out highp vec2 v_coord;\n" + "void main(void)\n" + "{\n" + " gl_Position = vec4(position, 0, 1);\n" + " vec2 texCoord = (position * 0.5) + 0.5;\n" + " v_coord = texCoord;\n" + "}\n"; + + const std::string &fragmentSource = + "#version 300 es\n" + "in highp vec2 v_coord;\n" + "out highp vec4 color;\n" + "uniform sampler2D tex;\n" + "void main()\n" + "{\n" + " color = texture(tex, v_coord);\n" + "}\n"; + + mProgram = CompileProgram(vertexSource, fragmentSource); + ASSERT_NE(0u, mProgram); + + mTextures.resize(1, 0); + glGenTextures(1, mTextures.data()); + + GLenum format = GL_RGBA8; + const int numRowsCols = 3; + const int cellSize = 32; + const int fboSize = cellSize; + const int backFBOSize = cellSize * numRowsCols; + const float fmtValueMin = 0.0f; + const float fmtValueMax = 1.0f; + + glBindTexture(GL_TEXTURE_2D, mTextures[0]); + glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + ASSERT_GL_NO_ERROR(); + + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); + ASSERT_GL_NO_ERROR(); + + ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); + + // larger fbo bound -- clear to transparent black + glUseProgram(mProgram); + GLint uniLoc = glGetUniformLocation(mProgram, "tex"); + ASSERT_NE(-1, uniLoc); + glUniform1i(uniLoc, 0); + glBindTexture(GL_TEXTURE_2D, mTextures[0]); + + GLint positionLocation = glGetAttribLocation(mProgram, "position"); + ASSERT_NE(-1, positionLocation); + + glUseProgram(mProgram); + + for (int cellY = 0; cellY < numRowsCols; cellY++) + { + for (int cellX = 0; cellX < numRowsCols; cellX++) + { + int seed = cellX + cellY * numRowsCols; + const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); + + glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); + glClearBufferfv(GL_COLOR, 0, color.data()); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Method 1: Set viewport and draw full-viewport quad + glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize); + drawQuad(mProgram, "position", 0.5f); + + // Uncommenting the glFinish call seems to make the test pass. + // glFinish(); + } + } + + std::vector<GLColor> pixelData(backFBOSize * backFBOSize); + glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); + + for (int cellY = 0; cellY < numRowsCols; cellY++) + { + for (int cellX = 0; cellX < numRowsCols; cellX++) + { + int seed = cellX + cellY * numRowsCols; + const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); + GLColor expectedColor = Vec4ToColor(color); + + int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1; + GLColor actualColor = pixelData[testN]; + EXPECT_NEAR(expectedColor.R, actualColor.R, 1); + EXPECT_NEAR(expectedColor.G, actualColor.G, 1); + EXPECT_NEAR(expectedColor.B, actualColor.B, 1); + EXPECT_NEAR(expectedColor.A, actualColor.A, 1); + } + } + + ASSERT_GL_NO_ERROR(); +} + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(ClearTest, + ES2_D3D9(), + ES2_D3D11(), + ES3_D3D11(), + ES2_OPENGL(), + ES3_OPENGL(), + ES2_OPENGLES(), + ES3_OPENGLES()); +ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); + +} // anonymous namespace |