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//
// 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 "system_utils.h"
#include "test_utils/ANGLETest.h"
#include "random_utils.h"
using namespace angle;
class OcclusionQueriesTest : public ANGLETest
{
protected:
OcclusionQueriesTest() : mProgram(0), mRNG(1)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string passthroughVS = SHADER_SOURCE
(
attribute highp vec4 position;
void main(void)
{
gl_Position = position;
}
);
const std::string passthroughPS = SHADER_SOURCE
(
precision highp float;
void main(void)
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
mProgram = CompileProgram(passthroughVS, passthroughPS);
ASSERT_NE(0u, mProgram);
}
void TearDown() override
{
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
RNG mRNG;
};
TEST_P(OcclusionQueriesTest, IsOccluded)
{
if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_occlusion_query_boolean"))
{
std::cout << "Test skipped because ES3 or GL_EXT_occlusion_query_boolean are not available."
<< std::endl;
return;
}
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// draw a quad at depth 0.3
glEnable(GL_DEPTH_TEST);
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.3f);
glUseProgram(0);
EXPECT_GL_NO_ERROR();
GLuint query = 0;
glGenQueriesEXT(1, &query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
drawQuad(mProgram, "position", 0.8f); // this quad should be occluded by first quad
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint ready = GL_FALSE;
while (ready == GL_FALSE)
{
angle::Sleep(0);
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
}
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
EXPECT_GL_NO_ERROR();
glDeleteQueriesEXT(1, &query);
EXPECT_GLENUM_EQ(GL_FALSE, result);
}
TEST_P(OcclusionQueriesTest, IsNotOccluded)
{
if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_occlusion_query_boolean"))
{
std::cout << "Test skipped because ES3 or GL_EXT_occlusion_query_boolean are not available."
<< std::endl;
return;
}
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
GLuint query = 0;
glGenQueriesEXT(1, &query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result); // will block waiting for result
EXPECT_GL_NO_ERROR();
glDeleteQueriesEXT(1, &query);
EXPECT_GLENUM_EQ(GL_TRUE, result);
}
TEST_P(OcclusionQueriesTest, Errors)
{
if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_occlusion_query_boolean"))
{
std::cout << "Test skipped because ES3 or GL_EXT_occlusion_query_boolean are not available."
<< std::endl;
return;
}
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
GLuint query = 0;
GLuint query2 = 0;
glGenQueriesEXT(1, &query);
EXPECT_EQ(glIsQueryEXT(query), GL_FALSE);
EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0); // can't pass 0 as query id
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // can't initiate a query while one's already active
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_EQ(glIsQueryEXT(query), GL_TRUE);
EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE); // have not called begin
drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // no active query for this target
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query); // can't begin a query as a different type than previously used
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // have to call genqueries first
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGenQueriesEXT(1, &query2);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
EXPECT_EQ(glIsQueryEXT(query2), GL_TRUE);
drawQuad(mProgram, "position", 0.3f); // this should draw in front of other quad
glDeleteQueriesEXT(1, &query2); // should delete when query becomes inactive
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // should not incur error; should delete query + 1 at end of execution.
EXPECT_GL_NO_ERROR();
swapBuffers();
EXPECT_GL_NO_ERROR();
GLuint ready = GL_FALSE;
glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); // this query is now deleted
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_GL_NO_ERROR();
}
// Test that running multiple simultaneous queries from multiple EGL contexts returns the correct
// result for each query. Helps expose bugs in ANGLE's virtual contexts.
TEST_P(OcclusionQueriesTest, MultiContext)
{
if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_occlusion_query_boolean"))
{
std::cout << "Test skipped because ES3 or GL_EXT_occlusion_query_boolean are not available."
<< std::endl;
return;
}
if (GetParam() == ES2_D3D9() || GetParam() == ES2_D3D11() || GetParam() == ES3_D3D11())
{
std::cout << "Test skipped because the D3D backends cannot support simultaneous queries on "
"multiple contexts yet."
<< std::endl;
return;
}
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// draw a quad at depth 0.5
glEnable(GL_DEPTH_TEST);
drawQuad(mProgram, "position", 0.5f);
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = window->getSurface();
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
const size_t passCount = 5;
struct ContextInfo
{
EGLContext context;
GLuint program;
GLuint query;
bool visiblePasses[passCount];
bool shouldPass;
};
ContextInfo contexts[] = {
{
EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
},
{
EGL_NO_CONTEXT, 0, 0, {false, true, false, true, false}, true,
},
{
EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
},
{
EGL_NO_CONTEXT, 0, 0, {true, true, false, true, true}, true,
},
{
EGL_NO_CONTEXT, 0, 0, {false, true, true, true, true}, true,
},
{
EGL_NO_CONTEXT, 0, 0, {true, false, false, true, false}, true,
},
{
EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
},
{
EGL_NO_CONTEXT, 0, 0, {false, false, false, false, false}, false,
},
};
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);
const std::string passthroughVS = SHADER_SOURCE
(
attribute highp vec4 position;
void main(void)
{
gl_Position = position;
}
);
const std::string passthroughPS = SHADER_SOURCE
(
precision highp float;
void main(void)
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
);
context.program = CompileProgram(passthroughVS, passthroughPS);
ASSERT_NE(context.program, 0u);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glGenQueriesEXT(1, &context.query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, context.query);
ASSERT_GL_NO_ERROR();
}
for (size_t pass = 0; pass < passCount; pass++)
{
for (const auto &context : contexts)
{
eglMakeCurrent(display, surface, surface, context.context);
float depth = context.visiblePasses[pass] ? mRNG.randomFloatBetween(0.0f, 0.4f)
: mRNG.randomFloatBetween(0.6f, 1.0f);
drawQuad(context.program, "position", depth);
EXPECT_GL_NO_ERROR();
}
}
for (const auto &context : contexts)
{
eglMakeCurrent(display, surface, surface, context.context);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
EXPECT_GL_NO_ERROR();
GLuint expectation = context.shouldPass ? GL_TRUE : GL_FALSE;
EXPECT_EQ(expectation, result);
}
eglMakeCurrent(display, surface, surface, window->getContext());
for (auto &context : contexts)
{
eglDestroyContext(display, context.context);
context.context = EGL_NO_CONTEXT;
}
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(OcclusionQueriesTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
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