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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/TransformFeedbackTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/TransformFeedbackTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/TransformFeedbackTest.cpp980
1 files changed, 980 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/TransformFeedbackTest.cpp b/gfx/angle/src/tests/gl_tests/TransformFeedbackTest.cpp
new file mode 100755
index 000000000..73c8a20d5
--- /dev/null
+++ b/gfx/angle/src/tests/gl_tests/TransformFeedbackTest.cpp
@@ -0,0 +1,980 @@
+//
+// 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
+{
+
+class TransformFeedbackTest : public ANGLETest
+{
+ protected:
+ TransformFeedbackTest()
+ : mProgram(0),
+ mTransformFeedbackBuffer(0),
+ mTransformFeedback(0)
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ glGenBuffers(1, &mTransformFeedbackBuffer);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, NULL,
+ GL_STATIC_DRAW);
+
+ glGenTransformFeedbacks(1, &mTransformFeedback);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void TearDown() override
+ {
+ if (mProgram != 0)
+ {
+ glDeleteProgram(mProgram);
+ mProgram = 0;
+ }
+
+ if (mTransformFeedbackBuffer != 0)
+ {
+ glDeleteBuffers(1, &mTransformFeedbackBuffer);
+ mTransformFeedbackBuffer = 0;
+ }
+
+ if (mTransformFeedback != 0)
+ {
+ glDeleteTransformFeedbacks(1, &mTransformFeedback);
+ mTransformFeedback = 0;
+ }
+
+ ANGLETest::TearDown();
+ }
+
+ void compileDefaultProgram(const std::vector<std::string> &tfVaryings, GLenum bufferMode)
+ {
+ ASSERT_EQ(0u, mProgram);
+
+ 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 = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, bufferMode);
+ ASSERT_NE(0u, mProgram);
+ }
+
+ GLuint mProgram;
+
+ static const size_t mTransformFeedbackBufferSize = 1 << 24;
+ GLuint mTransformFeedbackBuffer;
+ GLuint mTransformFeedback;
+};
+
+TEST_P(TransformFeedbackTest, ZeroSizedViewport)
+{
+ // Set the program's transform feedback varyings (just gl_Position)
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("gl_Position");
+ compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
+
+ glUseProgram(mProgram);
+
+ // Bind the buffer for transform feedback output and start transform feedback
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+ glBeginTransformFeedback(GL_TRIANGLES);
+
+ // Create a query to check how many primitives were written
+ GLuint primitivesWrittenQuery = 0;
+ glGenQueries(1, &primitivesWrittenQuery);
+ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
+
+ // Set a viewport that would result in no pixels being written to the framebuffer and draw
+ // a quad
+ glViewport(0, 0, 0, 0);
+
+ drawQuad(mProgram, "position", 0.5f);
+
+ // End the query and transform feedkback
+ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
+ glEndTransformFeedback();
+
+ glUseProgram(0);
+
+ // Check how many primitives were written and verify that some were written even if
+ // no pixels were rendered
+ GLuint primitivesWritten = 0;
+ glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
+ EXPECT_GL_NO_ERROR();
+
+ EXPECT_EQ(2u, primitivesWritten);
+}
+
+// Test that rebinding a buffer with the same offset resets the offset (no longer appending from the
+// old position)
+TEST_P(TransformFeedbackTest, BufferRebinding)
+{
+ glDisable(GL_DEPTH_TEST);
+
+ // Set the program's transform feedback varyings (just gl_Position)
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("gl_Position");
+ compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
+
+ glUseProgram(mProgram);
+
+ // Make sure the buffer has zero'd data
+ std::vector<float> data(mTransformFeedbackBufferSize / sizeof(float), 0.0f);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, data.data(),
+ GL_STATIC_DRAW);
+
+
+ // Create a query to check how many primitives were written
+ GLuint primitivesWrittenQuery = 0;
+ glGenQueries(1, &primitivesWrittenQuery);
+ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
+
+ const float finalZ = 0.95f;
+
+ RNG rng;
+
+ const size_t loopCount = 64;
+ for (size_t loopIdx = 0; loopIdx < loopCount; loopIdx++)
+ {
+ // Bind the buffer for transform feedback output and start transform feedback
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+ glBeginTransformFeedback(GL_TRIANGLES);
+
+ float z = (loopIdx + 1 == loopCount) ? finalZ : rng.randomFloatBetween(0.1f, 0.5f);
+ drawQuad(mProgram, "position", z);
+
+ glEndTransformFeedback();
+ }
+
+ // End the query and transform feedback
+ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
+
+ glUseProgram(0);
+
+ // Check how many primitives were written and verify that some were written even if
+ // no pixels were rendered
+ GLuint primitivesWritten = 0;
+ glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
+ EXPECT_GL_NO_ERROR();
+
+ EXPECT_EQ(loopCount * 2, primitivesWritten);
+
+ // Check the buffer data
+ const float *bufferData = static_cast<float *>(glMapBufferRange(
+ GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBufferSize, GL_MAP_READ_BIT));
+
+ for (size_t vertexIdx = 0; vertexIdx < 6; vertexIdx++)
+ {
+ // Check the third (Z) component of each vertex written and make sure it has the final
+ // value
+ EXPECT_NEAR(finalZ, bufferData[vertexIdx * 4 + 2], 0.0001);
+ }
+
+ for (size_t dataIdx = 24; dataIdx < mTransformFeedbackBufferSize / sizeof(float); dataIdx++)
+ {
+ EXPECT_EQ(data[dataIdx], bufferData[dataIdx]) << "Buffer overrun detected.";
+ }
+
+ glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that XFB can write back vertices to a buffer and that we can draw from this buffer afterward.
+TEST_P(TransformFeedbackTest, RecordAndDraw)
+{
+ // TODO(jmadill): Figure out why this fails on Intel.
+ if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
+ {
+ std::cout << "Test skipped on Intel." << std::endl;
+ return;
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Set the program's transform feedback varyings (just gl_Position)
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("gl_Position");
+ compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
+
+ glUseProgram(mProgram);
+
+ GLint positionLocation = glGetAttribLocation(mProgram, "position");
+
+ // First pass: draw 6 points to the XFB buffer
+ glEnable(GL_RASTERIZER_DISCARD);
+
+ const GLfloat vertices[] =
+ {
+ -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,
+ };
+
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
+ glEnableVertexAttribArray(positionLocation);
+
+ // Bind the buffer for transform feedback output and start transform feedback
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+ glBeginTransformFeedback(GL_POINTS);
+
+ // Create a query to check how many primitives were written
+ GLuint primitivesWrittenQuery = 0;
+ glGenQueries(1, &primitivesWrittenQuery);
+ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
+
+ glDrawArrays(GL_POINTS, 0, 6);
+
+ glDisableVertexAttribArray(positionLocation);
+ glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
+ // End the query and transform feedkback
+ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
+ glEndTransformFeedback();
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
+
+ glDisable(GL_RASTERIZER_DISCARD);
+
+ // Check how many primitives were written and verify that some were written even if
+ // no pixels were rendered
+ GLuint primitivesWritten = 0;
+ glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
+ EXPECT_GL_NO_ERROR();
+
+ EXPECT_EQ(6u, primitivesWritten);
+
+ // Nothing should have been drawn to the framebuffer
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 0);
+
+ // Second pass: draw from the feedback buffer
+
+ glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
+ glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(positionLocation);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that buffer binding happens only on the current transform feedback object
+TEST_P(TransformFeedbackTest, BufferBinding)
+{
+ // Reset any state
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
+
+ // Generate a new buffer
+ GLuint scratchBuffer = 0;
+ glGenBuffers(1, &scratchBuffer);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Bind TF 0 and a buffer
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Check that the buffer ID matches the one that was just bound
+ GLint currentBufferBinding = 0;
+ glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
+ EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Check that the buffer ID for the newly bound transform feedback is zero
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+
+ glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
+ EXPECT_EQ(0, currentBufferBinding);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Bind a buffer to this TF
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, scratchBuffer, 0, 32);
+
+ glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
+ EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), scratchBuffer);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Rebind the original TF and check it's bindings
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
+
+ glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
+ EXPECT_EQ(0, currentBufferBinding);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clean up
+ glDeleteBuffers(1, &scratchBuffer);
+}
+
+// Test that we can capture varyings only used in the vertex shader.
+TEST_P(TransformFeedbackTest, VertexOnly)
+{
+ const std::string &vertexShaderSource =
+ "#version 300 es\n"
+ "in vec2 position;\n"
+ "in float attrib;\n"
+ "out float varyingAttrib;\n"
+ "void main() {\n"
+ " gl_Position = vec4(position, 0, 1);\n"
+ " varyingAttrib = attrib;\n"
+ "}";
+
+ const std::string &fragmentShaderSource =
+ "#version 300 es\n"
+ "out mediump vec4 color;\n"
+ "void main() {\n"
+ " color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ "}";
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("varyingAttrib");
+
+ mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(0u, mProgram);
+
+ glUseProgram(mProgram);
+
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+
+ std::vector<float> attribData;
+ for (unsigned int cnt = 0; cnt < 100; ++cnt)
+ {
+ attribData.push_back(static_cast<float>(cnt));
+ }
+
+ GLint attribLocation = glGetAttribLocation(mProgram, "attrib");
+ ASSERT_NE(-1, attribLocation);
+
+ glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, &attribData[0]);
+ glEnableVertexAttribArray(attribLocation);
+
+ glBeginTransformFeedback(GL_TRIANGLES);
+ drawQuad(mProgram, "position", 0.5f);
+ glEndTransformFeedback();
+ ASSERT_GL_NO_ERROR();
+
+ glUseProgram(0);
+
+ GLvoid *mappedBuffer =
+ glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 6, GL_MAP_READ_BIT);
+ ASSERT_NE(nullptr, mappedBuffer);
+
+ float *mappedFloats = static_cast<float *>(mappedBuffer);
+ for (unsigned int cnt = 0; cnt < 6; ++cnt)
+ {
+ EXPECT_EQ(attribData[cnt], mappedFloats[cnt]);
+ }
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that multiple paused transform feedbacks do not generate errors or crash
+TEST_P(TransformFeedbackTest, MultiplePaused)
+{
+ const size_t drawSize = 1024;
+ std::vector<float> transformFeedbackData(drawSize);
+ for (size_t i = 0; i < drawSize; i++)
+ {
+ transformFeedbackData[i] = static_cast<float>(i + 1);
+ }
+
+ // Initialize the buffers to zero
+ size_t bufferSize = drawSize;
+ std::vector<float> bufferInitialData(bufferSize, 0);
+
+ const size_t transformFeedbackCount = 8;
+
+ // clang-format off
+ const std::string vertexShaderSource = SHADER_SOURCE
+ ( #version 300 es\n
+ in highp vec4 position;
+ in float transformFeedbackInput;
+ out float transformFeedbackOutput;
+ void main(void)
+ {
+ gl_Position = position;
+ transformFeedbackOutput = transformFeedbackInput;
+ }
+ );
+
+ const std::string fragmentShaderSource = SHADER_SOURCE
+ ( #version 300 es\n
+ out mediump vec4 color;
+ void main(void)
+ {
+ color = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+ );
+ // clang-format on
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("transformFeedbackOutput");
+
+ mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(0u, mProgram);
+ glUseProgram(mProgram);
+
+ GLint positionLocation = glGetAttribLocation(mProgram, "position");
+ glDisableVertexAttribArray(positionLocation);
+ glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
+
+ GLint tfInputLocation = glGetAttribLocation(mProgram, "transformFeedbackInput");
+ glEnableVertexAttribArray(tfInputLocation);
+ glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
+
+ glDepthMask(GL_FALSE);
+ glEnable(GL_DEPTH_TEST);
+ ASSERT_GL_NO_ERROR();
+
+ GLuint transformFeedbacks[transformFeedbackCount];
+ glGenTransformFeedbacks(transformFeedbackCount, transformFeedbacks);
+
+ GLuint buffers[transformFeedbackCount];
+ glGenBuffers(transformFeedbackCount, buffers);
+
+ for (size_t i = 0; i < transformFeedbackCount; i++)
+ {
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
+
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffers[i]);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
+ &bufferInitialData[0], GL_DYNAMIC_DRAW);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffers[i]);
+ ASSERT_GL_NO_ERROR();
+
+ glBeginTransformFeedback(GL_POINTS);
+
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(drawSize));
+
+ glPauseTransformFeedback();
+
+ EXPECT_GL_NO_ERROR();
+ }
+
+ for (size_t i = 0; i < transformFeedbackCount; i++)
+ {
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
+ glEndTransformFeedback();
+ glDeleteTransformFeedbacks(1, &transformFeedbacks[i]);
+
+ EXPECT_GL_NO_ERROR();
+ }
+}
+// Test that running multiple simultaneous queries and transform feedbacks from multiple EGL
+// contexts returns the correct results. Helps expose bugs in ANGLE's virtual contexts.
+TEST_P(TransformFeedbackTest, MultiContext)
+{
+#if defined(ANGLE_PLATFORM_APPLE)
+ if ((IsNVIDIA() || IsAMD()) && GetParam() == ES3_OPENGL())
+ {
+ std::cout << "Test skipped on NVidia and AMD OpenGL on OSX." << std::endl;
+ return;
+ }
+#endif
+
+#if defined(ANGLE_PLATFORM_LINUX)
+ if (IsAMD() && GetParam() == ES3_OPENGL())
+ {
+ std::cout << "Test skipped on AMD OpenGL on Linux." << std::endl;
+ return;
+ }
+#endif
+
+ EGLint contextAttributes[] = {
+ EGL_CONTEXT_MAJOR_VERSION_KHR,
+ GetParam().majorVersion,
+ EGL_CONTEXT_MINOR_VERSION_KHR,
+ GetParam().minorVersion,
+ EGL_NONE,
+ };
+
+ EGLWindow *window = getEGLWindow();
+
+ EGLDisplay display = window->getDisplay();
+ EGLConfig config = window->getConfig();
+ EGLSurface surface = window->getSurface();
+
+ const size_t passCount = 5;
+ struct ContextInfo
+ {
+ EGLContext context;
+ GLuint program;
+ GLuint query;
+ GLuint buffer;
+ size_t primitiveCounts[passCount];
+ };
+ ContextInfo contexts[32];
+
+ const size_t maxDrawSize = 1024;
+
+ std::vector<float> transformFeedbackData(maxDrawSize);
+ for (size_t i = 0; i < maxDrawSize; i++)
+ {
+ transformFeedbackData[i] = static_cast<float>(i + 1);
+ }
+
+ // Initialize the buffers to zero
+ size_t bufferSize = maxDrawSize * passCount;
+ std::vector<float> bufferInitialData(bufferSize, 0);
+
+ for (auto &context : contexts)
+ {
+ context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
+ ASSERT_NE(context.context, EGL_NO_CONTEXT);
+
+ eglMakeCurrent(display, surface, surface, context.context);
+
+ // clang-format off
+ const std::string vertexShaderSource = SHADER_SOURCE
+ ( #version 300 es\n
+ in highp vec4 position;
+ in float transformFeedbackInput;
+ out float transformFeedbackOutput;
+ void main(void)
+ {
+ gl_Position = position;
+ transformFeedbackOutput = transformFeedbackInput;
+ }
+ );
+
+ const std::string fragmentShaderSource = SHADER_SOURCE
+ ( #version 300 es\n
+ out mediump vec4 color;
+ void main(void)
+ {
+ color = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+ );
+ // clang-format on
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("transformFeedbackOutput");
+
+ context.program = CompileProgramWithTransformFeedback(
+ vertexShaderSource, fragmentShaderSource, tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(context.program, 0u);
+ glUseProgram(context.program);
+
+ GLint positionLocation = glGetAttribLocation(context.program, "position");
+ glDisableVertexAttribArray(positionLocation);
+ glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
+
+ GLint tfInputLocation = glGetAttribLocation(context.program, "transformFeedbackInput");
+ glEnableVertexAttribArray(tfInputLocation);
+ glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
+
+ glDepthMask(GL_FALSE);
+ glEnable(GL_DEPTH_TEST);
+ glGenQueriesEXT(1, &context.query);
+ glBeginQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, context.query);
+
+ ASSERT_GL_NO_ERROR();
+
+ glGenBuffers(1, &context.buffer);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, context.buffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
+ &bufferInitialData[0], GL_DYNAMIC_DRAW);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, context.buffer);
+
+ ASSERT_GL_NO_ERROR();
+
+ // For each pass, draw between 0 and maxDrawSize primitives
+ for (auto &primCount : context.primitiveCounts)
+ {
+ primCount = rand() % maxDrawSize;
+ }
+
+ glBeginTransformFeedback(GL_POINTS);
+ }
+
+ for (size_t pass = 0; pass < passCount; pass++)
+ {
+ for (const auto &context : contexts)
+ {
+ eglMakeCurrent(display, surface, surface, context.context);
+
+ glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(context.primitiveCounts[pass]));
+ }
+ }
+
+ for (const auto &context : contexts)
+ {
+ eglMakeCurrent(display, surface, surface, context.context);
+
+ glEndTransformFeedback();
+
+ glEndQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
+
+ GLuint result = 0;
+ glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
+
+ EXPECT_GL_NO_ERROR();
+
+ size_t totalPrimCount = 0;
+ for (const auto &primCount : context.primitiveCounts)
+ {
+ totalPrimCount += primCount;
+ }
+ EXPECT_EQ(static_cast<GLuint>(totalPrimCount), result);
+
+ const float *bufferData = reinterpret_cast<float *>(glMapBufferRange(
+ GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferSize * sizeof(GLfloat), GL_MAP_READ_BIT));
+
+ size_t curBufferIndex = 0;
+ for (const auto &primCount : context.primitiveCounts)
+ {
+ for (size_t prim = 0; prim < primCount; prim++)
+ {
+ EXPECT_EQ(bufferData[curBufferIndex], prim + 1);
+ curBufferIndex++;
+ }
+ }
+
+ while (curBufferIndex < bufferSize)
+ {
+ EXPECT_EQ(bufferData[curBufferIndex], 0.0f);
+ curBufferIndex++;
+ }
+
+ glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
+ }
+
+ eglMakeCurrent(display, surface, surface, window->getContext());
+
+ for (auto &context : contexts)
+ {
+ eglDestroyContext(display, context.context);
+ context.context = EGL_NO_CONTEXT;
+ }
+}
+
+// Test that when two vec2s are packed into the same register, we can still capture both of them.
+TEST_P(TransformFeedbackTest, PackingBug)
+{
+ // TODO(jmadill): With points and rasterizer discard?
+ const std::string &vertexShaderSource =
+ "#version 300 es\n"
+ "in vec2 inAttrib1;\n"
+ "in vec2 inAttrib2;\n"
+ "out vec2 outAttrib1;\n"
+ "out vec2 outAttrib2;\n"
+ "in vec2 position;\n"
+ "void main() {"
+ " outAttrib1 = inAttrib1;\n"
+ " outAttrib2 = inAttrib2;\n"
+ " gl_Position = vec4(position, 0, 1);\n"
+ "}";
+
+ const std::string &fragmentShaderSource =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 color;\n"
+ "void main() {\n"
+ " color = vec4(0);\n"
+ "}";
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("outAttrib1");
+ tfVaryings.push_back("outAttrib2");
+
+ mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(0u, mProgram);
+
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector2) * 2 * 6, nullptr, GL_STREAM_DRAW);
+
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+
+ GLint attrib1Loc = glGetAttribLocation(mProgram, "inAttrib1");
+ GLint attrib2Loc = glGetAttribLocation(mProgram, "inAttrib2");
+
+ std::vector<Vector2> attrib1Data;
+ std::vector<Vector2> attrib2Data;
+ int counter = 0;
+ for (size_t i = 0; i < 6; i++) {
+ attrib1Data.push_back(Vector2(counter + 0.0f, counter + 1.0f));
+ attrib2Data.push_back(Vector2(counter + 2.0f, counter + 3.0f));
+ counter += 4;
+ }
+
+ glEnableVertexAttribArray(attrib1Loc);
+ glEnableVertexAttribArray(attrib2Loc);
+
+ glVertexAttribPointer(attrib1Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib1Data.data());
+ glVertexAttribPointer(attrib2Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib2Data.data());
+
+ glUseProgram(mProgram);
+ glBeginTransformFeedback(GL_TRIANGLES);
+ drawQuad(mProgram, "position", 0.5f);
+ glEndTransformFeedback();
+ glUseProgram(0);
+ ASSERT_GL_NO_ERROR();
+
+ const GLvoid *mapPointer =
+ glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector2) * 2 * 6, GL_MAP_READ_BIT);
+ ASSERT_NE(nullptr, mapPointer);
+
+ const Vector2 *vecPointer = static_cast<const Vector2 *>(mapPointer);
+ for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
+ {
+ unsigned int stream1Index = vectorIndex * 2;
+ unsigned int stream2Index = vectorIndex * 2 + 1;
+ EXPECT_EQ(attrib1Data[vectorIndex], vecPointer[stream1Index]);
+ EXPECT_EQ(attrib2Data[vectorIndex], vecPointer[stream2Index]);
+ }
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that transform feedback varyings that can be optimized out yet do not cause program
+// compilation to fail
+TEST_P(TransformFeedbackTest, OptimizedVaryings)
+{
+ const std::string &vertexShaderSource =
+ "#version 300 es\n"
+ "in vec4 a_vertex;\n"
+ "in vec3 a_normal; \n"
+ "\n"
+ "uniform Transform\n"
+ "{\n"
+ " mat4 u_modelViewMatrix;\n"
+ " mat4 u_projectionMatrix;\n"
+ " mat3 u_normalMatrix;\n"
+ "};\n"
+ "\n"
+ "out vec3 normal;\n"
+ "out vec4 ecPosition;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " normal = normalize(u_normalMatrix * a_normal);\n"
+ " ecPosition = u_modelViewMatrix * a_vertex;\n"
+ " gl_Position = u_projectionMatrix * ecPosition;\n"
+ "}\n";
+
+ const std::string &fragmentShaderSource =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "\n"
+ "in vec3 normal;\n"
+ "in vec4 ecPosition;\n"
+ "\n"
+ "out vec4 fragColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = vec4(normal/2.0+vec3(0.5), 1);\n"
+ "}\n";
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("normal");
+ tfVaryings.push_back("ecPosition");
+
+ mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(0u, mProgram);
+}
+
+// Test an edge case where two varyings are unreferenced in the frag shader.
+TEST_P(TransformFeedbackTest, TwoUnreferencedInFragShader)
+{
+ // TODO(jmadill): With points and rasterizer discard?
+ const std::string &vertexShaderSource =
+ "#version 300 es\n"
+ "in vec3 position;\n"
+ "out vec3 outAttrib1;\n"
+ "out vec3 outAttrib2;\n"
+ "void main() {"
+ " outAttrib1 = position;\n"
+ " outAttrib2 = position;\n"
+ " gl_Position = vec4(position, 1);\n"
+ "}";
+
+ const std::string &fragmentShaderSource =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 color;\n"
+ "in vec3 outAttrib1;\n"
+ "in vec3 outAttrib2;\n"
+ "void main() {\n"
+ " color = vec4(0);\n"
+ "}";
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("outAttrib1");
+ tfVaryings.push_back("outAttrib2");
+
+ mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
+ tfVaryings, GL_INTERLEAVED_ATTRIBS);
+ ASSERT_NE(0u, mProgram);
+
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 2 * 6, nullptr, GL_STREAM_DRAW);
+
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+
+ glUseProgram(mProgram);
+ glBeginTransformFeedback(GL_TRIANGLES);
+ drawQuad(mProgram, "position", 0.5f);
+ glEndTransformFeedback();
+ glUseProgram(0);
+ ASSERT_GL_NO_ERROR();
+
+ const GLvoid *mapPointer =
+ glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector2) * 2 * 6, GL_MAP_READ_BIT);
+ ASSERT_NE(nullptr, mapPointer);
+
+ const auto &quadVertices = GetQuadVertices();
+
+ const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
+ for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
+ {
+ unsigned int stream1Index = vectorIndex * 2;
+ unsigned int stream2Index = vectorIndex * 2 + 1;
+ EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream1Index]);
+ EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream2Index]);
+ }
+
+ ASSERT_GL_NO_ERROR();
+}
+class TransformFeedbackLifetimeTest : public TransformFeedbackTest
+{
+ protected:
+ TransformFeedbackLifetimeTest() : mVertexArray(0) {}
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ glGenVertexArrays(1, &mVertexArray);
+ glBindVertexArray(mVertexArray);
+
+ std::vector<std::string> tfVaryings;
+ tfVaryings.push_back("gl_Position");
+ compileDefaultProgram(tfVaryings, GL_SEPARATE_ATTRIBS);
+
+ glGenBuffers(1, &mTransformFeedbackBuffer);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, NULL,
+ GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
+
+ glGenTransformFeedbacks(1, &mTransformFeedback);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void TearDown() override
+ {
+ glDeleteVertexArrays(1, &mVertexArray);
+ TransformFeedbackTest::TearDown();
+ }
+
+ GLuint mVertexArray;
+};
+
+// Tests a bug with state syncing and deleted transform feedback buffers.
+TEST_P(TransformFeedbackLifetimeTest, DeletedBuffer)
+{
+ // First stream vertex data to mTransformFeedbackBuffer.
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
+
+ glUseProgram(mProgram);
+
+ glBeginTransformFeedback(GL_TRIANGLES);
+ drawQuad(mProgram, "position", 0.5f, 1.0f, true);
+ glEndTransformFeedback();
+
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
+
+ // TODO(jmadill): Remove this when http://anglebug.com/1351 is fixed.
+ glBindVertexArray(0);
+ drawQuad(mProgram, "position", 0.5f);
+ glBindVertexArray(1);
+
+ // Next, draw vertices with mTransformFeedbackBuffer. This will link to mVertexArray.
+ glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
+ GLint loc = glGetAttribLocation(mProgram, "position");
+ ASSERT_NE(-1, loc);
+ glVertexAttribPointer(loc, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
+ glEnableVertexAttribArray(loc);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ // Delete resources, making a stranded pointer to mVertexArray in mTransformFeedbackBuffer.
+ glDeleteBuffers(1, &mTransformFeedbackBuffer);
+ mTransformFeedbackBuffer = 0;
+ glDeleteVertexArrays(1, &mVertexArray);
+ mVertexArray = 0;
+
+ // Then draw again with transform feedback, dereferencing the stranded pointer.
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
+ glBeginTransformFeedback(GL_TRIANGLES);
+ drawQuad(mProgram, "position", 0.5f, 1.0f, true);
+ glEndTransformFeedback();
+ glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
+
+ 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(TransformFeedbackTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+ANGLE_INSTANTIATE_TEST(TransformFeedbackLifetimeTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
+
+} // anonymous namespace