// // 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 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(floorf(maxPointSize / 4)); GLint pointStep = std::max(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(floorf(s2p(pointX + u * pointWidth))); int yf = static_cast(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(floorf(s * 255)), static_cast(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(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(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(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());