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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/ClearTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (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-xgfx/angle/src/tests/gl_tests/ClearTest.cpp481
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