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//
// Copyright 2020 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.
//
// Tests for shader interpolation qualifiers
//
#include "common/mathutil.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
constexpr int kPixelColorThreshhold = 8;
class ShaderInterpTest : public ANGLETest
{
protected:
ShaderInterpTest() : ANGLETest()
{
setWindowWidth(128);
setWindowHeight(128);
}
void draw(GLuint program, float skew)
{
glUseProgram(program);
std::array<Vector4, 3> vertices;
vertices[0] = {-1.0, -1.0, 0.0, 1.0};
vertices[1] = {1.0, -1.0, 0.0, 1.0};
vertices[2] = {0.0, 1.0 * skew, 0.0, skew};
std::array<Vector4, 3> colors;
colors[0] = {1.0, 0.0, 0.0, 1.0};
colors[1] = {0.0, 1.0, 0.0, 1.0};
colors[2] = {0.0, 0.0, 1.0, 1.0};
GLint positionLocation = glGetAttribLocation(program, "position");
GLint colorLocation = glGetAttribLocation(program, "vertex_color");
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, vertices.data());
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors.data());
glEnableVertexAttribArray(positionLocation);
glEnableVertexAttribArray(colorLocation);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
};
// Test that regular "smooth" interpolation works correctly
TEST_P(ShaderInterpTest, Smooth)
{
const char *vertSrc = R"(#version 300 es
precision highp float;
in vec4 position;
in vec4 vertex_color;
smooth out vec4 interp_color;
void main()
{
gl_Position = position;
interp_color = vertex_color;
}
)";
const char *fragSrc = R"(#version 300 es
precision highp float;
smooth in vec4 interp_color;
out vec4 fragColor;
void main()
{
fragColor = interp_color;
}
)";
ANGLE_GL_PROGRAM(program, vertSrc, fragSrc);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw(program, 1.0);
EXPECT_PIXEL_COLOR_NEAR(64, 64, GLColor(62, 64, 128, 255), kPixelColorThreshhold);
glClear(GL_COLOR_BUFFER_BIT);
draw(program, 2.0);
EXPECT_PIXEL_COLOR_NEAR(64, 64, GLColor(83, 86, 86, 255), kPixelColorThreshhold);
}
// Test that uninterpolated "Flat" interpolation works correctly
TEST_P(ShaderInterpTest, Flat)
{
// TODO: anglebug.com/4085
// No vendors currently support VK_EXT_provoking_vertex, which is necessary for conformant flat
// shading. SwiftShader does technically support this extension, but as it has not yet been
// ratified by Khronos, the vulkan validation layers do not recognize the create info struct,
// causing it to be stripped and thus causing the extension to behave as if it is disabled.
ANGLE_SKIP_TEST_IF(IsVulkan());
const char *vertSrc = R"(#version 300 es
precision highp float;
in vec4 position;
in vec4 vertex_color;
flat out vec4 interp_color;
void main()
{
gl_Position = position;
interp_color = vertex_color;
}
)";
const char *fragSrc = R"(#version 300 es
precision highp float;
flat in vec4 interp_color;
out vec4 fragColor;
void main()
{
fragColor = interp_color;
}
)";
ANGLE_GL_PROGRAM(program, vertSrc, fragSrc);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw(program, 1.0);
GLColor smooth_reference;
glReadPixels(64, 64, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &smooth_reference);
EXPECT_PIXEL_COLOR_EQ(64, 64, GLColor(0, 0, 255, 255));
}
// Test that "noperspective" interpolation correctly interpolates in screenspace
TEST_P(ShaderInterpTest, NoPerspective)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_NV_shader_noperspective_interpolation"));
const char *vertSrcSmooth = R"(#version 300 es
precision highp float;
in vec4 position;
in vec4 vertex_color;
smooth out vec4 interp_color;
void main()
{
gl_Position = position;
interp_color = vertex_color;
}
)";
const char *fragSrcSmooth = R"(#version 300 es
precision highp float;
smooth in vec4 interp_color;
out vec4 fragColor;
void main()
{
fragColor = interp_color;
}
)";
ANGLE_GL_PROGRAM(programSmooth, vertSrcSmooth, fragSrcSmooth);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
draw(programSmooth, 1.0);
GLColor smooth_reference;
glReadPixels(64, 64, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &smooth_reference);
const char *vertSrcNoPerspective = R"(#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
#ifndef GL_NV_shader_noperspective_interpolation
#error GL_NV_shader_noperspective_interpolation is not defined
#endif
precision highp float;
in vec4 position;
in vec4 vertex_color;
noperspective out vec4 interp_color;
void main()
{
gl_Position = position;
interp_color = vertex_color;
}
)";
const char *fragSrcNoPerspective = R"(#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
#ifndef GL_NV_shader_noperspective_interpolation
#error GL_NV_shader_noperspective_interpolation is not defined
#endif
precision highp float;
noperspective in vec4 interp_color;
out vec4 fragColor;
void main()
{
fragColor = interp_color;
}
)";
ANGLE_GL_PROGRAM(programNoPerspective, vertSrcNoPerspective, fragSrcNoPerspective);
glClear(GL_COLOR_BUFFER_BIT);
draw(programNoPerspective, 1.0);
EXPECT_PIXEL_COLOR_EQ(64, 64, smooth_reference);
glClear(GL_COLOR_BUFFER_BIT);
draw(programNoPerspective, 2.0);
EXPECT_PIXEL_COLOR_EQ(64, 64, smooth_reference);
}
ANGLE_INSTANTIATE_TEST_ES3(ShaderInterpTest);