// // 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(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());