blob: b03d8601aaf4e0a3b313f24a20ddf5d2d1b9aca8 [file] [log] [blame]
//
// 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"
#include "util/EGLWindow.h"
#include "util/gles_loader_autogen.h"
#include "util/random_utils.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
class TransformFeedbackTestBase : public ANGLETest
{
protected:
TransformFeedbackTestBase() : mProgram(0), mTransformFeedbackBuffer(0), mTransformFeedback(0)
{
setWindowWidth(48);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
glGenBuffers(1, &mTransformFeedbackBuffer);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, nullptr,
GL_STATIC_DRAW);
glGenTransformFeedbacks(1, &mTransformFeedback);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
mProgram = 0;
}
if (mTransformFeedbackBuffer != 0)
{
glDeleteBuffers(1, &mTransformFeedbackBuffer);
mTransformFeedbackBuffer = 0;
}
if (mTransformFeedback != 0)
{
glDeleteTransformFeedbacks(1, &mTransformFeedback);
mTransformFeedback = 0;
}
}
GLuint mProgram;
static const size_t mTransformFeedbackBufferSize = 1 << 24;
GLuint mTransformFeedbackBuffer;
GLuint mTransformFeedback;
};
class TransformFeedbackTest : public TransformFeedbackTestBase
{
protected:
void compileDefaultProgram(const std::vector<std::string> &tfVaryings, GLenum bufferMode)
{
ASSERT_EQ(0u, mProgram);
mProgram = CompileProgramWithTransformFeedback(
essl1_shaders::vs::Simple(), essl1_shaders::fs::Red(), tfVaryings, bufferMode);
ASSERT_NE(0u, mProgram);
}
void setupOverrunTest(const std::vector<GLfloat> &vertices);
void midRecordOpDoesNotContributeTest(std::function<void()> op);
};
// Test that using a transform feedback program without transform feedback active works, and that
// using it with transform feedback afterwards also works.
TEST_P(TransformFeedbackTest, NoCaptureThenCapture)
{
constexpr char kFS[] = R"(#version 300 es
out mediump vec4 color;
void main()
{
color = vec4(0.6, 0.0, 0.0, 1.0);
})";
// Set the program's transform feedback varyings (just gl_Position)
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Position");
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(drawColor, essl3_shaders::vs::Simple(), kFS, tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(drawColor);
GLint positionLocation = glGetAttribLocation(drawColor, essl3_shaders::PositionAttrib());
ASSERT_NE(positionLocation, -1);
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);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
ASSERT_GL_NO_ERROR();
// Don't bind a buffer for transform feedback output and don't active transform feedback.
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw again, with xfb capture enabled.
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
// Ensure that both draw calls succeed.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_GL_NO_ERROR();
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
// Ensure that only one draw call produced transform feedback data.
EXPECT_EQ(2u, primitivesWritten);
EXPECT_GL_NO_ERROR();
// Ensure that triangles were actually captured.
void *mappedBuffer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 24, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mappedBuffer);
const GLfloat expect[] = {
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, -1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f,
};
float *mappedFloats = static_cast<float *>(mappedBuffer);
for (uint32_t i = 0; i < 24; ++i)
{
EXPECT_EQ(mappedFloats[i], expect[i]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
TEST_P(TransformFeedbackTest, ZeroSizedViewport)
{
// http://anglebug.com/5154
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
// 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
GLQuery 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, essl1_shaders::PositionAttrib(), 0.5f);
// End the query and transform feedback
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)
{
// http://anglebug.com/5154
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
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
GLQuery 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, essl1_shaders::PositionAttrib(), 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(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
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, essl1_shaders::PositionAttrib());
// 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
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
glDrawArrays(GL_POINTS, 0, 6);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// End the query and transform feedback
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 transform feedback can cover multiple render passes.
TEST_P(TransformFeedbackTest, SpanMultipleRenderPasses)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
// anglebug.com/5429
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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, essl1_shaders::PositionAttrib());
const GLfloat vertices[] = {
-0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 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
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
// Draw the first set of three points
glDrawArrays(GL_POINTS, 0, 3);
// Break the render pass
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Draw the second set of three points
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices + 9);
glDrawArrays(GL_POINTS, 0, 3);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// End the query and transform feedback
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glEndTransformFeedback();
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
// Verify the number of primitives written
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(6u, primitivesWritten);
// Verify the captured buffer.
glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
const int w = getWindowWidth();
const int h = getWindowHeight();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 2, h / 2, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Test that uploading data to buffer that's in use then using it for transform feedback works.
TEST_P(TransformFeedbackTest, UseAsUBOThenUpdateThenCapture)
{
// http://anglebug.com/5833
ANGLE_SKIP_TEST_IF(IsVulkan() && IsQualcomm());
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
const std::array<uint32_t, 12> kInitialData = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
const std::array<uint32_t, 12> kUpdateData = {
0x12345678u, 0x9ABCDEF0u, 0x13579BDFu, 0x2468ACE0u, 0x23456781u, 0xABCDEF09u,
0x3579BDF1u, 0x468ACE02u, 0x34567812u, 0xBCDEF09Au, 0x579BDF13u, 0x68ACE024u,
};
GLBuffer buffer;
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kInitialData), kInitialData.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kVerifyUBO[] = R"(#version 300 es
precision mediump float;
uniform block {
uvec4 data[3];
} ubo;
out vec4 colorOut;
void main()
{
bool data0Ok = all(equal(ubo.data[0], uvec4(0, 1, 2, 3)));
bool data1Ok = all(equal(ubo.data[1], uvec4(4, 5, 6, 7)));
bool data2Ok = all(equal(ubo.data[2], uvec4(8, 9, 10, 11)));
if (data0Ok && data1Ok && data2Ok)
colorOut = vec4(0, 1.0, 0, 1.0);
else
colorOut = vec4(0, 0, 1.0, 1.0);
})";
ANGLE_GL_PROGRAM(verifyUbo, essl3_shaders::vs::Simple(), kVerifyUBO);
drawQuad(verifyUbo, essl3_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Update buffer data
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(kInitialData), kUpdateData.data());
EXPECT_GL_NO_ERROR();
// 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, essl1_shaders::PositionAttrib());
// First pass: draw 3 points to the XFB buffer
glEnable(GL_RASTERIZER_DISCARD);
const GLfloat vertices[] = {
-1.0f, 3.0f, 0.5f, -1.0f, -1.0f, 0.5f, 3.0f, -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, buffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 3);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEndTransformFeedback();
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glDisable(GL_RASTERIZER_DISCARD);
// Second pass: draw from the feedback buffer
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
// Make sure both draws succeeded
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow);
}
void TransformFeedbackTest::midRecordOpDoesNotContributeTest(std::function<void()> op)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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, essl1_shaders::PositionAttrib());
const GLfloat vertices[] = {
-0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 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
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
// Draw the first set of three points
glDrawArrays(GL_POINTS, 0, 3);
// Perform the operation in the middle of recording
op();
// Draw the second set of three points
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices + 9);
glDrawArrays(GL_POINTS, 0, 3);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// End the query and transform feedback
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glEndTransformFeedback();
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
// Verify the number of primitives written
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(6u, primitivesWritten);
// Verify the captured buffer.
glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// Test that draw-based clear between draws does not contribute to transform feedback.
TEST_P(TransformFeedbackTest, ClearWhileRecordingDoesNotContribute)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
// anglebug.com/5434
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
auto clear = []() {
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
};
midRecordOpDoesNotContributeTest(clear);
const int w = getWindowWidth();
const int h = getWindowHeight();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, h / 4 + 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, h / 4 + 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, 3 * h / 4 - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, 3 * h / 4 - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(w / 2, h / 2, GLColor::magenta);
EXPECT_GL_NO_ERROR();
}
// Test that copy in the middle of rendering doesn't contribute to transform feedback.
TEST_P(TransformFeedbackTest, CopyWhileRecordingDoesNotContribute)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
// anglebug.com/5434
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
auto copy = []() {
GLTexture texture;
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
};
midRecordOpDoesNotContributeTest(copy);
const int w = getWindowWidth();
const int h = getWindowHeight();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 2, h / 2, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Test that blit in the middle of rendering doesn't contribute to transform feedback.
TEST_P(TransformFeedbackTest, BlitWhileRecordingDoesNotContribute)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
// anglebug.com/5434
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
auto blit = []() {
GLFramebuffer dstFbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFbo);
GLTexture dstTex;
glBindTexture(GL_TEXTURE_2D, dstTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0);
glBlitFramebuffer(0, 0, 1, 1, 1, 1, 0, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
};
midRecordOpDoesNotContributeTest(blit);
const int w = getWindowWidth();
const int h = getWindowHeight();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, h / 4 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 4 + 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * w / 4 - 1, 3 * h / 4 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w / 2, h / 2, GLColor::red);
EXPECT_GL_NO_ERROR();
}
// Test that XFB does not allow writing more vertices than fit in the bound buffers.
// TODO(jmadill): Enable this test after fixing the last case where the buffer size changes after
// calling glBeginTransformFeedback.
TEST_P(TransformFeedbackTest, DISABLED_TooSmallBuffers)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_RASTERIZER_DISCARD);
// 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);
GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
glUseProgram(mProgram);
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);
const size_t verticesToDraw = 6;
const size_t stride = sizeof(float) * 4;
const size_t bytesNeeded = stride * verticesToDraw;
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
// Set up the buffer to be the right size
uint8_t tfData[stride * verticesToDraw] = {0};
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded, &tfData, GL_STATIC_DRAW);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, verticesToDraw);
EXPECT_GL_NO_ERROR();
glEndTransformFeedback();
// Set up the buffer to be too small
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded - 1, &tfData, GL_STATIC_DRAW);
glBeginTransformFeedback(GL_POINTS);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, verticesToDraw);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glEndTransformFeedback();
// Set up the buffer to be the right size but make it smaller after glBeginTransformFeedback
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded, &tfData, GL_STATIC_DRAW);
glBeginTransformFeedback(GL_POINTS);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded - 1, &tfData, GL_STATIC_DRAW);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, verticesToDraw);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glEndTransformFeedback();
}
// Test that buffer binding happens only on the current transform feedback object
TEST_P(TransformFeedbackTest, BufferBinding)
{
// http://anglebug.com/5154
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
// Reset any state
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 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);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 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);
glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &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);
glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
EXPECT_EQ(0, currentBufferBinding);
// But the generic bind point is unaffected by glBindTransformFeedback.
glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
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(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
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)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr char kVS[] =
"#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"
"}";
constexpr char kFS[] =
"#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(kVS, kFS, 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);
void *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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Test that we can link inactive structure type vayrings with xfb and capture varyings only used in
// the vertex shader.
TEST_P(TransformFeedbackTest, InactiveStructureVarying)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr char kVS[] =
R"(#version 300 es
in vec2 position;
in float attrib;
flat out struct
{
int test1;
float test2;
} outStruct;
out float varyingAttrib;
void main() {
gl_Position = vec4(position, 0, 1);
varyingAttrib = attrib;
})";
constexpr char kFS[] =
R"(#version 300 es
out mediump vec4 color;
void main() {
color = vec4(0.0, 1.0, 0.0, 1.0);
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("varyingAttrib");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, 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);
void *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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Test that multiple paused transform feedbacks do not generate errors or crash
TEST_P(TransformFeedbackTest, MultiplePaused)
{
// Crashes on Mac Intel GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
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;
constexpr char kVS[] = R"(#version 300 es
in highp vec4 position;
in float transformFeedbackInput;
out float transformFeedbackOutput;
void main(void)
{
gl_Position = position;
transformFeedbackOutput = transformFeedbackInput;
})";
constexpr char kFS[] = R"(#version 300 es
out mediump vec4 color;
void main(void)
{
color = vec4(1.0, 1.0, 1.0, 1.0);
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("transformFeedbackOutput");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, 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)
{
// These tests are flaky, do not lift these unless you find the root cause and the fix.
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsOpenGL());
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL());
// Flaky on Win Intel Vulkan. http://anglebug.com/4497
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
// Keep a fixed seed RNG so we are deterministic.
RNG rng(0);
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];
};
static constexpr uint32_t kContextCount = 32;
ContextInfo contexts[kContextCount];
const size_t maxDrawSize = 512;
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);
constexpr char kVS[] = R"(#version 300 es
in highp vec4 position;
in float transformFeedbackInput;
out float transformFeedbackOutput;
void main(void)
{
gl_Position = position;
transformFeedbackOutput = transformFeedbackInput;
})";
constexpr char kFS[] = R"(#version 300 es
out mediump vec4 color;
void main(void)
{
color = vec4(1.0, 1.0, 1.0, 1.0);
})";
for (ContextInfo &context : contexts)
{
context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
ASSERT_NE(context.context, EGL_NO_CONTEXT);
eglMakeCurrent(display, surface, surface, context.context);
std::vector<std::string> tfVaryings;
tfVaryings.push_back("transformFeedbackOutput");
context.program =
CompileProgramWithTransformFeedback(kVS, kFS, 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 (size_t &primCount : context.primitiveCounts)
{
primCount = rng.randomIntBetween(1, 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;
unsigned int failures = 0;
for (const auto &primCount : context.primitiveCounts)
{
for (size_t prim = 0; prim < primCount; prim++)
{
failures += (bufferData[curBufferIndex] != (prim + 1)) ? 1 : 0;
curBufferIndex++;
}
}
EXPECT_EQ(0u, failures);
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(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// TODO(anglebug.com/5360): Timing out on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
// TODO(jmadill): With points and rasterizer discard?
constexpr char kVS[] =
"#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"
"}";
constexpr char kFS[] =
"#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(kVS, kFS, 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 void *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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
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)
{
constexpr char kVS[] =
"#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";
constexpr char kFS[] =
"#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(kVS, kFS, 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(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
// TODO(jmadill): With points and rasterizer discard?
constexpr char kVS[] =
"#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"
"}";
constexpr char kFS[] =
"#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(kVS, kFS, 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 void *mapPointer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector3) * 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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test that the transform feedback write offset is reset to the buffer's offset when
// glBeginTransformFeedback is called
TEST_P(TransformFeedbackTest, OffsetResetOnBeginTransformFeedback)
{
// http://anglebug.com/5069
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX() && IsAMD());
// http://anglebug.com/5069
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 position;\n"
"out vec4 outAttrib;\n"
"void main() {"
" outAttrib = position;\n"
" gl_Position = vec4(0);\n"
"}";
constexpr char kFS[] =
"#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("outAttrib");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_NE(0u, mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector4) * 2, nullptr, GL_STREAM_DRAW);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glUseProgram(mProgram);
Vector4 drawVertex0(4, 3, 2, 1);
Vector4 drawVertex1(8, 7, 6, 5);
Vector4 drawVertex2(12, 11, 10, 9);
glEnableVertexAttribArray(positionLocation);
glBeginTransformFeedback(GL_POINTS);
// Write vertex 0 at offset 0
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex0);
glDrawArrays(GL_POINTS, 0, 1);
// Append vertex 1
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex1);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
glBeginTransformFeedback(GL_POINTS);
// Write vertex 2 at offset 0
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex2);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
const void *mapPointer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector4) * 2, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mapPointer);
const Vector4 *vecPointer = static_cast<const Vector4 *>(mapPointer);
ASSERT_EQ(drawVertex2, vecPointer[0]);
ASSERT_EQ(drawVertex1, vecPointer[1]);
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test that the captured buffer can be copied to other buffers.
TEST_P(TransformFeedbackTest, CaptureAndCopy)
{
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, essl1_shaders::PositionAttrib());
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);
glDrawArrays(GL_POINTS, 0, 6);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEndTransformFeedback();
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glDisable(GL_RASTERIZER_DISCARD);
// Allocate a buffer with one byte
uint8_t singleByte[] = {0xaa};
// Create a new buffer and copy the first byte of captured data to it
GLBuffer copyBuffer;
glBindBuffer(GL_COPY_WRITE_BUFFER, copyBuffer);
glBufferData(GL_COPY_WRITE_BUFFER, 1, singleByte, GL_DYNAMIC_DRAW);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glCopyBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, 1);
EXPECT_GL_NO_ERROR();
}
class TransformFeedbackLifetimeTest : public TransformFeedbackTest
{
protected:
TransformFeedbackLifetimeTest() : mVertexArray(0) {}
void testSetUp() override
{
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, nullptr,
GL_DYNAMIC_DRAW);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
glGenTransformFeedbacks(1, &mTransformFeedback);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteVertexArrays(1, &mVertexArray);
TransformFeedbackTest::testTearDown();
}
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, essl1_shaders::PositionAttrib(), 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, essl1_shaders::PositionAttrib(), 0.5f);
glBindVertexArray(1);
// Next, draw vertices with mTransformFeedbackBuffer. This will link to mVertexArray.
glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
GLint loc = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
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, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
glEndTransformFeedback();
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
ASSERT_GL_NO_ERROR();
}
class TransformFeedbackTestES31 : public TransformFeedbackTestBase
{};
// Test that program link fails in case that transform feedback names including same array element.
TEST_P(TransformFeedbackTestES31, SameArrayElementVaryings)
{
constexpr char kVS[] =
"#version 310 es\n"
"in vec3 position;\n"
"out vec3 outAttribs[3];\n"
"void main() {"
" outAttribs[0] = position;\n"
" outAttribs[1] = vec3(0, 0, 0);\n"
" outAttribs[2] = position;\n"
" gl_Position = vec4(position, 1);\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"in vec3 outAttribs[3];\n"
"void main() {\n"
" color = vec4(0);\n"
"}";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("outAttribs");
tfVaryings.push_back("outAttribs[1]");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test that program link fails in case to capture array element on a non-array varying.
TEST_P(TransformFeedbackTestES31, ElementCaptureOnNonArrayVarying)
{
constexpr char kVS[] =
"#version 310 es\n"
"in vec3 position;\n"
"out vec3 outAttrib;\n"
"void main() {"
" outAttrib = position;\n"
" gl_Position = vec4(position, 1);\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"in vec3 outAttrib;\n"
"void main() {\n"
" color = vec4(0);\n"
"}";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("outAttrib[1]");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test that program link fails in case to capure an outbound array element.
TEST_P(TransformFeedbackTestES31, CaptureOutboundElement)
{
constexpr char kVS[] =
"#version 310 es\n"
"in vec3 position;\n"
"out vec3 outAttribs[3];\n"
"void main() {"
" outAttribs[0] = position;\n"
" outAttribs[1] = vec3(0, 0, 0);\n"
" outAttribs[2] = position;\n"
" gl_Position = vec4(position, 1);\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"in vec3 outAttribs[3];\n"
"void main() {\n"
" color = vec4(0);\n"
"}";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("outAttribs[3]");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test transform feedback names can be specified using array element.
TEST_P(TransformFeedbackTestES31, DifferentArrayElementVaryings)
{
// Remove this when http://anglebug.com/4140 is fixed.
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr char kVS[] =
"#version 310 es\n"
"in vec3 position;\n"
"out vec3 outAttribs[3];\n"
"void main() {"
" outAttribs[0] = position;\n"
" outAttribs[1] = vec3(0, 0, 0);\n"
" outAttribs[2] = position;\n"
" gl_Position = vec4(position, 1);\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"in vec3 outAttribs[3];\n"
"void main() {\n"
" color = vec4(0);\n"
"}";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("outAttribs[0]");
tfVaryings.push_back("outAttribs[2]");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, 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(Vector3) * 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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test transform feedback varying for base-level members of struct.
TEST_P(TransformFeedbackTestES31, StructMemberVaryings)
{
// Remove this when http://anglebug.com/4140 is fixed.
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr char kVS[] = R"(#version 310 es
in vec3 position;
struct S {
vec3 field0;
vec3 field1;
vec3 field2;
};
out S s;
void main() {
s.field0 = position;
s.field1 = vec3(0, 0, 0);
s.field2 = position;
gl_Position = vec4(position, 1);
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
struct S {
vec3 field0;
vec3 field1;
vec3 field2;
};
out vec4 color;
in S s;
void main() {
color = vec4(s.field1, 1);
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("s.field0");
tfVaryings.push_back("s.field2");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, 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(Vector3) * 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]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test transform feedback varying for struct is not allowed.
TEST_P(TransformFeedbackTestES31, InvalidStructVaryings)
{
constexpr char kVS[] = R"(#version 310 es
in vec3 position;
struct S {
vec3 field0;
vec3 field1;
};
out S s;
void main() {
s.field0 = position;
s.field1 = vec3(0, 0, 0);
gl_Position = vec4(position, 1);
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
struct S {
vec3 field0;
vec3 field1;
};
out vec4 color;
in S s;
void main() {
color = vec4(s.field1, 1);
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("s");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test transform feedback can capture the whole array
TEST_P(TransformFeedbackTestES31, CaptureArray)
{
constexpr char kVS[] = R"(#version 310 es
in vec4 a_position;
in float a_varA;
in float a_varB1;
in float a_varB2;
out float v_varA[1];
out float v_varB[2];
void main()
{
gl_Position = a_position;
gl_PointSize = 1.0;
v_varA[0] = a_varA;
v_varB[0] = a_varB1;
v_varB[1] = a_varB2;
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
in float v_varA[1];
in float v_varB[2];
out vec4 fragColor;
void main()
{
vec4 res = vec4(0.0);
res += vec4(v_varA[0]);
res += vec4(v_varB[0]);
res += vec4(v_varB[1]);
fragColor = res;
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("v_varA");
tfVaryings.push_back("v_varB");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_NE(0u, mProgram);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 3 * 6, nullptr, GL_STREAM_DRAW);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
GLint varA = glGetAttribLocation(mProgram, "a_varA");
ASSERT_NE(-1, varA);
GLint varB1 = glGetAttribLocation(mProgram, "a_varB1");
ASSERT_NE(-1, varB1);
GLint varB2 = glGetAttribLocation(mProgram, "a_varB2");
ASSERT_NE(-1, varB2);
std::array<float, 6> data1 = {24.0f, 25.0f, 30.0f, 33.0f, 37.5f, 44.0f};
std::array<float, 6> data2 = {48.0f, 5.0f, 55.0f, 3.1415f, 87.0f, 42.0f};
std::array<float, 6> data3 = {128.0f, 1.0f, 0.0f, -1.0f, 16.0f, 1024.0f};
glVertexAttribPointer(varA, 1, GL_FLOAT, GL_FALSE, 0, data1.data());
glEnableVertexAttribArray(varA);
glVertexAttribPointer(varB1, 1, GL_FLOAT, GL_FALSE, 0, data2.data());
glEnableVertexAttribArray(varB1);
glVertexAttribPointer(varB2, 1, GL_FLOAT, GL_FALSE, 0, data3.data());
glEnableVertexAttribArray(varB2);
glUseProgram(mProgram);
glBeginTransformFeedback(GL_TRIANGLES);
drawQuad(mProgram, "a_position", 0.5f);
glEndTransformFeedback();
glUseProgram(0);
ASSERT_GL_NO_ERROR();
void *mappedBuffer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 3 * 6, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mappedBuffer);
float *mappedFloats = static_cast<float *>(mappedBuffer);
for (int i = 0; i < 6; i++)
{
std::array<float, 3> mappedData = {mappedFloats[i * 3], mappedFloats[i * 3 + 1],
mappedFloats[i * 3 + 2]};
std::array<float, 3> data = {data1[i], data2[i], data3[i]};
EXPECT_EQ(data, mappedData) << "iteration #" << i;
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test that nonexistent transform feedback varyings don't assert when linking.
TEST_P(TransformFeedbackTest, NonExistentTransformFeedbackVarying)
{
std::vector<std::string> tfVaryings;
tfVaryings.push_back("bogus");
mProgram = CompileProgramWithTransformFeedback(
essl3_shaders::vs::Simple(), essl3_shaders::fs::Red(), tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test that nonexistent transform feedback varyings don't assert when linking. In this test the
// nonexistent varying is prefixed with "gl_".
TEST_P(TransformFeedbackTest, NonExistentTransformFeedbackVaryingWithGLPrefix)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Bogus");
mProgram = CompileProgramWithTransformFeedback(
essl3_shaders::vs::Simple(), essl3_shaders::fs::Red(), tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_EQ(0u, mProgram);
}
// Test transform feedback names can be reserved names in GLSL, as long as they're not reserved in
// GLSL ES.
TEST_P(TransformFeedbackTest, VaryingReservedOpenGLName)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr char kVS[] =
"#version 300 es\n"
"in vec3 position;\n"
"out vec3 buffer;\n"
"void main() {\n"
" buffer = position;\n"
" gl_Position = vec4(position, 1);\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 color;\n"
"in vec3 buffer;\n"
"void main() {\n"
" color = vec4(0);\n"
"}";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("buffer");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ASSERT_NE(0u, mProgram);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 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(Vector3) * 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)
{
EXPECT_EQ(quadVertices[vectorIndex], vecPointer[vectorIndex]);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test that calling BeginTransformFeedback when no program is currentwill generate an
// INVALID_OPERATION error.
TEST_P(TransformFeedbackTest, NoCurrentProgram)
{
glUseProgram(0);
glBeginTransformFeedback(GL_TRIANGLES);
// GLES 3.0.5 section 2.15.2: "The error INVALID_OPERATION is also generated by
// BeginTransformFeedback if no binding points would be used, either because no program object
// is active or because the active program object has specified no output variables to record."
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that calling BeginTransformFeedback when no transform feedback varyings are in use will
// generate an INVALID_OPERATION error.
TEST_P(TransformFeedbackTest, NoTransformFeedbackVaryingsInUse)
{
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glUseProgram(program);
glBeginTransformFeedback(GL_TRIANGLES);
// GLES 3.0.5 section 2.15.2: "The error INVALID_OPERATION is also generated by
// BeginTransformFeedback if no binding points would be used, either because no program object
// is active or because the active program object has specified no output variables to record."
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that you can pause transform feedback without drawing first.
TEST_P(TransformFeedbackTest, SwitchProgramBeforeDraw)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Position");
compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
ANGLE_GL_PROGRAM(nonTFProgram, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
// Set up transform feedback, but pause it.
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glUseProgram(mProgram);
glBeginTransformFeedback(GL_TRIANGLES);
glPauseTransformFeedback();
// Switch programs and draw while transform feedback is paused.
glUseProgram(nonTFProgram);
GLint positionLocation = glGetAttribLocation(nonTFProgram, essl1_shaders::PositionAttrib());
glDisableVertexAttribArray(positionLocation);
glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
}
// Test that ending transform feedback with a different program bound does not cause internal
// errors.
TEST_P(TransformFeedbackTest, EndWithDifferentProgram)
{
// AMD drivers fail because they perform transform feedback when it should be paused.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
// https://crbug.com/1207380 Pixel 2 is crashing during ES3_Vulkan_AsyncQueue testing
ANGLE_SKIP_TEST_IF(IsVulkan() && IsPixel2());
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Position");
compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
ANGLE_GL_PROGRAM(nonTFProgram, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
// Set up transform feedback, but pause it.
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
// Make sure the buffer has zero'd data
std::vector<float> data(mTransformFeedbackBufferSize / sizeof(float), 0.0f);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, data.data(),
GL_STATIC_DRAW);
glUseProgram(mProgram);
glBeginTransformFeedback(GL_TRIANGLES);
glPauseTransformFeedback();
// Transform feedback should not happen
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Draw using a different program.
glUseProgram(nonTFProgram);
GLint positionLocation = glGetAttribLocation(nonTFProgram, essl1_shaders::PositionAttrib());
glDisableVertexAttribArray(positionLocation);
glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
// End transform feedback without unpausing and with a different program bound. This triggers
// the bug.
glEndTransformFeedback();
glUseProgram(mProgram);
glBeginTransformFeedback(GL_TRIANGLES);
// On a buggy driver without the workaround this will cause a GL error because the driver
// thinks transform feedback is still paused, but rendering will still write to the transform
// feedback buffers.
glPauseTransformFeedback();
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
glEndTransformFeedback();
// Make sure that transform feedback did not happen. We always paused transform feedback before
// rendering, but a buggy driver will fail to pause.
const void *mapPointer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector4) * 4, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mapPointer);
const Vector4 *vecPointer = static_cast<const Vector4 *>(mapPointer);
ASSERT_EQ(vecPointer[0], Vector4(0, 0, 0, 0));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
ASSERT_GL_NO_ERROR();
}
// Test that switching contexts with paused transform feedback does not cause internal errors.
TEST_P(TransformFeedbackTest, EndWithDifferentProgramContextSwitch)
{
// AMD drivers fail because they perform transform feedback when it should be paused.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Position");
compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
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,
};
auto context1 = eglGetCurrentContext();
auto context2 = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
ASSERT_NE(context2, EGL_NO_CONTEXT);
// Compile a program on the second context.
eglMakeCurrent(display, surface, surface, context2);
ANGLE_GL_PROGRAM(nonTFProgram, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
eglMakeCurrent(display, surface, surface, context1);
// Set up transform feedback, but pause it.
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
// Make sure the buffer has zero'd data
std::vector<float> data(mTransformFeedbackBufferSize / sizeof(float), 0.0f);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, data.data(),
GL_STATIC_DRAW);
glUseProgram(mProgram);
glBeginTransformFeedback(GL_TRIANGLES);
glPauseTransformFeedback();
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Leave transform feedback active but paused while we switch to a second context and render
// something.
eglMakeCurrent(display, surface, surface, context2);
glUseProgram(nonTFProgram);
GLint positionLocation = glGetAttribLocation(nonTFProgram, essl1_shaders::PositionAttrib());
glDisableVertexAttribArray(positionLocation);
glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Switch back to the first context and end transform feedback. On a buggy driver, this will
// cause the transform feedback object to enter an invalid "inactive, but paused" state unless
// the workaround is applied.
eglMakeCurrent(display, surface, surface, context1);
glEndTransformFeedback();
glBeginTransformFeedback(GL_TRIANGLES);
// On a buggy driver without the workaround this will cause a GL error because the driver
// thinks transform feedback is still paused, but rendering will still write to the transform
// feedback buffers.
glPauseTransformFeedback();
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
glEndTransformFeedback();
// Make sure that transform feedback did not happen. We always paused transform feedback before
// rendering, but a buggy driver will fail to pause.
const void *mapPointer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector4) * 4, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mapPointer);
const Vector4 *vecPointer = static_cast<const Vector4 *>(mapPointer);
ASSERT_EQ(vecPointer[0], Vector4(0, 0, 0, 0));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
eglDestroyContext(display, context2);
ASSERT_GL_NO_ERROR();
}
// Test an out of memory event.
TEST_P(TransformFeedbackTest, BufferOutOfMemory)
{
// The GL back-end throws an internal error that we can't deal with in this test.
ANGLE_SKIP_TEST_IF(IsOpenGL());
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);
GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
const GLfloat vertices[] = {-1.0f, -0.5f, 0.0f, 0.5f, 1.0f, 1.0f, -0.5f, 0.0f,
0.5f, 1.0f, -1.0f, 0.0f, -0.5f, 0.0f, 1.0f};
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
// Draw normally.
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glUseProgram(mProgram);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 5);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Attempt to generate OOM and begin XFB.
constexpr GLsizeiptr kLargeSize = std::numeric_limits<GLsizeiptr>::max();
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kLargeSize, nullptr, GL_STATIC_DRAW);
// It's not spec guaranteed to return OOM here.
GLenum err = glGetError();
EXPECT_TRUE(err == GL_NO_ERROR || err == GL_OUT_OF_MEMORY);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 5);
glEndTransformFeedback();
}
void TransformFeedbackTest::setupOverrunTest(const std::vector<GLfloat> &vertices)
{
std::vector<uint8_t> zeroData(mTransformFeedbackBufferSize, 0);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
glBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBufferSize, zeroData.data());
// Draw a simple points XFB.
std::vector<std::string> tfVaryings;
tfVaryings.push_back("gl_Position");
compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
// First pass: draw 6 points to the XFB buffer
glEnable(GL_RASTERIZER_DISCARD);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, vertices.data());
glEnableVertexAttribArray(positionLocation);
// Bind the buffer for transform feedback output and start transform feedback
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 6);
}
void VerifyVertexFloats(const GLfloat *mapPtrFloat,
const std::vector<GLfloat> &vertices,
size_t copies,
size_t numFloats)
{
for (size_t floatIndex = 0; floatIndex < vertices.size() * copies; ++floatIndex)
{
size_t vertIndex = floatIndex % vertices.size();
ASSERT_EQ(mapPtrFloat[floatIndex], vertices[vertIndex]) << "at float index " << floatIndex;
}
// The rest should be zero.
for (size_t floatIndex = vertices.size() * copies; floatIndex < numFloats; ++floatIndex)
{
ASSERT_EQ(mapPtrFloat[floatIndex], 0) << "at float index " << floatIndex;
}
}
// Tests that stopping XFB works as expected.
TEST_P(TransformFeedbackTest, Overrun)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
const std::vector<GLfloat> vertices = {
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, -1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f,
};
setupOverrunTest(vertices);
glEndTransformFeedback();
// Draw a second time without XFB.
glDrawArrays(GL_POINTS, 0, 6);
ASSERT_GL_NO_ERROR();
// Verify only the first data was output.
const void *mapPtr = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
mTransformFeedbackBufferSize, GL_MAP_READ_BIT);
const GLfloat *mapPtrFloat = reinterpret_cast<const float *>(mapPtr);
size_t numFloats = mTransformFeedbackBufferSize / sizeof(GLfloat);
VerifyVertexFloats(mapPtrFloat, vertices, 1, numFloats);
}
// Similar to the overrun test but with Pause instead of End.
TEST_P(TransformFeedbackTest, OverrunWithPause)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Mac Intel GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
const std::vector<GLfloat> vertices = {
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, -1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f,
};
setupOverrunTest(vertices);
glPauseTransformFeedback();
// Draw a second time without XFB.
glDrawArrays(GL_POINTS, 0, 6);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Verify only the first data was output.
const void *mapPtr = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
mTransformFeedbackBufferSize, GL_MAP_READ_BIT);
const GLfloat *mapPtrFloat = reinterpret_cast<const float *>(mapPtr);
size_t numFloats = mTransformFeedbackBufferSize / sizeof(GLfloat);
VerifyVertexFloats(mapPtrFloat, vertices, 1, numFloats);
}
// Similar to the overrun test but with Pause instead of End.
TEST_P(TransformFeedbackTest, OverrunWithPauseAndResume)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Adreno Pixel 2 GL drivers. Not a supported configuration.
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAdreno() && IsAndroid());
// Fails on Windows Intel GL drivers. http://anglebug.com/4697
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
const std::vector<GLfloat> vertices = {
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, -1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f,
};
setupOverrunTest(vertices);
glPauseTransformFeedback();
// Draw a second time without XFB.
glDrawArrays(GL_POINTS, 0, 6);
// Draw a third time with XFB.
glResumeTransformFeedback();
glDrawArrays(GL_POINTS, 0, 6);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Verify only the first and third data was output.
const void *mapPtr = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
mTransformFeedbackBufferSize, GL_MAP_READ_BIT);
const GLfloat *mapPtrFloat = reinterpret_cast<const float *>(mapPtr);
size_t numFloats = mTransformFeedbackBufferSize / sizeof(GLfloat);
VerifyVertexFloats(mapPtrFloat, vertices, 2, numFloats);
}
// Similar to the overrun Pause/Resume test but with more than one Pause and Resume.
TEST_P(TransformFeedbackTest, OverrunWithMultiplePauseAndResume)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// Fails on Adreno Pixel 2 GL drivers. Not a supported configuration.
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAdreno() && IsAndroid());
// Fails on Windows Intel GL drivers. http://anglebug.com/4697
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
// Fails on Mac AMD GL drivers. http://anglebug.com/4775
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsOSX());
// Crashes on Mac Intel GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
const std::vector<GLfloat> vertices = {
-1.0f, 1.0f, 0.5f, 1.0f, -1.0f, -1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.5f, 1.0f, 1.0f, -1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f,
};
setupOverrunTest(vertices);
for (int iteration = 0; iteration < 2; ++iteration)
{
// Draw without XFB.
glPauseTransformFeedback();
glDrawArrays(GL_POINTS, 0, 6);
// Draw with XFB.
glResumeTransformFeedback();
glDrawArrays(GL_POINTS, 0, 6);
}
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Verify only the first and third data was output.
const void *mapPtr = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
mTransformFeedbackBufferSize, GL_MAP_READ_BIT);
const GLfloat *mapPtrFloat = reinterpret_cast<const float *>(mapPtr);
size_t numFloats = mTransformFeedbackBufferSize / sizeof(GLfloat);
VerifyVertexFloats(mapPtrFloat, vertices, 3, numFloats);
}
// Tests begin/draw/end/*bindBuffer*/begin/draw/end.
TEST_P(TransformFeedbackTest, EndThenBindNewBufferAndRestart)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// 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, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
glEnableVertexAttribArray(positionLocation);
GLBuffer secondBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, secondBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, nullptr,
GL_STATIC_DRAW);
std::vector<GLfloat> posData1 = {0.1f, 0.0f, 0.0f, 1.0f, 0.2f, 0.0f, 0.0f, 1.0f, 0.3f, 0.0f,
0.0f, 1.0f, 0.4f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f};
std::vector<GLfloat> posData2 = {0.6f, 0.0f, 0.0f, 1.0f, 0.7f, 0.0f, 0.0f, 1.0f, 0.8f, 0.0f,
0.0f, 1.0f, 0.9f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
size_t posBytes = posData1.size() * sizeof(posData1[0]);
ASSERT_EQ(posBytes, posData2.size() * sizeof(posData2[0]));
GLBuffer posBuffer1;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer1);
glBufferData(GL_ARRAY_BUFFER, posBytes, posData1.data(), GL_STATIC_DRAW);
GLBuffer posBuffer2;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer2);
glBufferData(GL_ARRAY_BUFFER, posBytes, posData2.data(), GL_STATIC_DRAW);
// Draw a first time with first buffer.
glBindBuffer(GL_ARRAY_BUFFER, posBuffer1);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 5);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Bind second buffer and draw with new data.
glBindBuffer(GL_ARRAY_BUFFER, posBuffer2);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, secondBuffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 5);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Read back buffer datas.
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
void *posMap1 = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, posBytes, GL_MAP_READ_BIT);
ASSERT_NE(posMap1, nullptr);
std::vector<GLfloat> actualData1(posData1.size());
memcpy(actualData1.data(), posMap1, posBytes);
EXPECT_EQ(posData1, actualData1);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, secondBuffer);
void *posMap2 = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, posBytes, GL_MAP_READ_BIT);
ASSERT_NE(posMap2, nullptr);
std::vector<GLfloat> actualData2(posData2.size());
memcpy(actualData2.data(), posMap2, posBytes);
EXPECT_EQ(posData2, actualData2);
}
// Draw without transform feedback, then with it. In this test, there are no uniforms. Regression
// test based on conformance2/transform_feedback/simultaneous_binding.html for the transform
// feedback emulation path in Vulkan that bundles default uniforms and transform feedback buffers
// in the same descriptor set. A previous bug was that the first non-transform-feedback draw call
// didn't allocate this descriptor set as there were neither uniforms nor transform feedback to be
// updated. A second bug was that the second draw call didn't attempt to update the transform
// feedback buffers, as they were not "dirty".
TEST_P(TransformFeedbackTest, DrawWithoutTransformFeedbackThenWith)
{
// Fails on Mac Intel GL drivers. http://anglebug.com/4992
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX());
constexpr char kVS[] =
R"(#version 300 es
in float in_value;
out float out_value;
void main() {
out_value = in_value * 2.;
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 unused;
void main() {
unused = vec4(0.5);
})";
std::vector<std::string> tfVaryings;
tfVaryings.push_back("out_value");
mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_SEPARATE_ATTRIBS);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
GLBuffer vertexBuffer, indexBuffer, xfbBuffer;
GLVertexArray vao;
constexpr std::array<float, 4> kAttribInitData = {1, 2, 3, 4};
constexpr std::array<unsigned short, 4> kIndexInitData = {0, 1, 2, 3};
constexpr std::array<float, 4> kXfbInitData = {0, 0, 0, 0};
// Initialize buffers.
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, kAttribInitData.size() * sizeof(kAttribInitData[0]),
kAttribInitData.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, kIndexInitData.size() * sizeof(kIndexInitData[0]),
kIndexInitData.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, xfbBuffer);
glBufferData(GL_ARRAY_BUFFER, kXfbInitData.size() * sizeof(kXfbInitData[0]),
kXfbInitData.data(), GL_STATIC_DRAW);
// This tests that having a transform feedback buffer bound in an unbound VAO
// does not affect anything.
GLVertexArray unboundVao;
glBindVertexArray(unboundVao);
glBindBuffer(GL_ARRAY_BUFFER, xfbBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 1, GL_FLOAT, false, 0, nullptr);
glBindVertexArray(0);
// Create the real VAO used for the test.
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 1, GL_FLOAT, false, 0, nullptr);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
// First, issue an indexed draw call without transform feedback.
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_SHORT, 0);
// Then issue a draw call with transform feedback.
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 4);
glEndTransformFeedback();
// Verify transform feedback buffer.
void *mappedBuffer = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
kXfbInitData.size() * sizeof(float), GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mappedBuffer);
float *xfbOutput = static_cast<float *>(mappedBuffer);
for (size_t index = 0; index < kXfbInitData.size(); ++index)
{
EXPECT_EQ(xfbOutput[index], kAttribInitData[index] * 2);
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// Test that transform feedback with scissor test enabled works.
TEST_P(TransformFeedbackTest, RecordAndDrawWithScissorTest)
{
// http://crbug.com/1135841
ANGLE_SKIP_TEST_IF(IsAMD() && IsOSX());
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glScissor(0, 0, getWindowWidth() / 2 + 1, getWindowHeight() / 2 + 1);
glEnable(GL_SCISSOR_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);
GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
// 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
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
glDrawArrays(GL_POINTS, 0, 3);
glDrawArrays(GL_POINTS, 3, 3);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// End the query and transform feedback
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);
// 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_PIXEL_EQ(getWindowWidth() / 2 + 1, getWindowHeight() / 2 + 1, 0, 0, 0, 255);
EXPECT_GL_NO_ERROR();
}
// Test XFB with depth write enabled.
class TransformFeedbackWithDepthBufferTest : public TransformFeedbackTest
{
public:
TransformFeedbackWithDepthBufferTest() : TransformFeedbackTest() { setConfigDepthBits(24); }
};
TEST_P(TransformFeedbackWithDepthBufferTest, RecordAndDrawWithDepthWriteEnabled)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glEnable(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);
GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
// 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
GLQuery primitivesWrittenQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
glDrawArrays(GL_POINTS, 0, 3);
glDrawArrays(GL_POINTS, 3, 3);
glDisableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// End the query and transform feedback
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);
// 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 changing the transform feedback binding offset works.
TEST_P(TransformFeedbackTest, RecordTwiceWithBindingOffsetChange)
{
constexpr char kVS[] = R"(
varying vec4 v;
void main()
{
v = vec4(0.25, 0.5, 0.75, 1.0);
})";
constexpr char kFS[] = R"(
precision mediump float;
void main()
{
gl_FragColor = vec4(0);
})";
// Capture the varying "v"
const std::vector<std::string> tfVaryings = {"v"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
constexpr std::array<GLenum, 3> kUsages = {GL_STATIC_DRAW, GL_STREAM_DRAW, GL_DYNAMIC_DRAW};
constexpr uint32_t kVaryingSize = 4;
constexpr uint32_t kFirstOffset = 8;
constexpr uint32_t kSecondOffset = 24;
constexpr uint32_t kBufferSize = 40;
const std::vector<float> initialData(kBufferSize, 0);
std::vector<float> expectedData = initialData;
expectedData[kFirstOffset + 0] = expectedData[kSecondOffset + 0] = 0.25f;
expectedData[kFirstOffset + 1] = expectedData[kSecondOffset + 1] = 0.5f;
expectedData[kFirstOffset + 2] = expectedData[kSecondOffset + 2] = 0.75f;
expectedData[kFirstOffset + 3] = expectedData[kSecondOffset + 3] = 1.0f;
for (GLenum usage : kUsages)
{
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
GLBuffer xfbBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kBufferSize * sizeof(float), initialData.data(),
GL_DYNAMIC_DRAW);
// Record into first offset
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer, kFirstOffset * sizeof(float),
kVaryingSize * sizeof(float));
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
// Record into second offset
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer, kSecondOffset * sizeof(float),
kVaryingSize * sizeof(float));
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
const float *bufferData = static_cast<float *>(glMapBufferRange(
GL_TRANSFORM_FEEDBACK_BUFFER, 0, kBufferSize * sizeof(float), GL_MAP_READ_BIT));
EXPECT_GL_NO_ERROR();
for (uint32_t index = 0; index < kBufferSize; ++index)
{
EXPECT_NEAR(bufferData[index], expectedData[index], 1e-6)
<< "index: " << index << " usage: " << usage;
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
}
class TransformFeedbackTestES32 : public TransformFeedbackTest
{
public:
TransformFeedbackTestES32() : TransformFeedbackTest()
{
setConfigDepthBits(24);
setConfigStencilBits(8);
}
};
// Test that simultaneous use of transform feedback primitives written and primitives generated
// queries works.
TEST_P(TransformFeedbackTestES32, PrimitivesWrittenAndGenerated)
{
// TODO(anglebug.com/4533) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// No ES3.2 support on our bots. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsPixel2() && IsVulkan());
// No VK_EXT_transform_feedback support on the following configurations.
// http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAMD() && IsWindows());
ANGLE_SKIP_TEST_IF(IsVulkan() && IsNVIDIA() && IsWindows7());
// http://anglebug.com/5539
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux());
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, essl1_shaders::PositionAttrib());
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, -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);
EXPECT_GL_NO_ERROR();
// Create a number of queries. The test overview is as follows (PW = PrimitivesWritten, PG =
// Primitives Generated):
//
// PW0 begin
// - Draw 3
// PG0 begin
// - Draw 4
// PW0 end
// - Draw 5
// - Copy
// - Draw 6
// PW1 begin
// - Draw 7
// - Copy
// - Draw 8
// PG0 end
// PG1 begin
// - Draw 9
// - Copy
// PW1 end
// - Draw 10
// - Copy
// PG1 end
// PW2 begin
// PG2 begin
// - Draw 11
// - Copy
// - Draw 12
// PG2 end
// PW2 end
//
// This tests a variety of scenarios where either of PW or PG is active or not when the other
// begins or ends, as well as testing render pass restarts with the queries active and begin and
// end of queries outside or mid render pass.
constexpr size_t kQueryCount = 3;
GLQuery primitivesWrittenQueries[kQueryCount];
GLQuery primitivesGeneratedQueries[kQueryCount];
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
/* PG PW */
/* / */ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQueries[0]);
/* | */ glDrawArrays(GL_POINTS, 0, 3);
/* / 0 */ glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQueries[0]);
/* | | */ glDrawArrays(GL_POINTS, 0, 4);
/* | \ */ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
/* | */ glDrawArrays(GL_POINTS, 0, 5);
/* | */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
/* 0 */ glDrawArrays(GL_POINTS, 0, 6);
/* | / */ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQueries[1]);
/* | | */ glDrawArrays(GL_POINTS, 0, 7);
/* | | */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
/* | | */ glDrawArrays(GL_POINTS, 0, 8);
/* \ 1 */ glEndQuery(GL_PRIMITIVES_GENERATED);
/* / | */ glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQueries[1]);
/* | | */ glDrawArrays(GL_POINTS, 0, 9);
/* | | */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
/* 1 \ */ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
/* | */ glDrawArrays(GL_POINTS, 0, 10);
/* | */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
/* \ */ glEndQuery(GL_PRIMITIVES_GENERATED);
/* / */ glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQueries[2]);
/* / | */ glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQueries[2]);
/* | | */ glDrawArrays(GL_POINTS, 0, 11);
/* 2 2 */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
/* | | */ glDrawArrays(GL_POINTS, 0, 12);
/* \ | */ glEndQuery(GL_PRIMITIVES_GENERATED);
/* \ */ glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glEndTransformFeedback();
EXPECT_GL_NO_ERROR();
// Check that the queries have correct results. Verify the first of each query with
// GL_QUERY_RESULT_AVAILABLE for no particular reason other than testing different paths.
GLuint readyPW = GL_FALSE;
GLuint readyPG = GL_FALSE;
while (readyPW == GL_FALSE || readyPG == GL_FALSE)
{
glGetQueryObjectuiv(primitivesWrittenQueries[0], GL_QUERY_RESULT_AVAILABLE, &readyPW);
glGetQueryObjectuiv(primitivesGeneratedQueries[0], GL_QUERY_RESULT_AVAILABLE, &readyPG);
}
EXPECT_GL_NO_ERROR();
constexpr GLuint kPrimitivesWrittenExpected[kQueryCount] = {
3 + 4,
7 + 8 + 9,
11 + 12,
};
constexpr GLuint kPrimitivesGeneratedExpected[kQueryCount] = {
4 + 5 + 6 + 7 + 8,
9 + 10,
11 + 12,
};
for (size_t queryIndex = 0; queryIndex < kQueryCount; ++queryIndex)
{
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(primitivesWrittenQueries[queryIndex], GL_QUERY_RESULT,
&primitivesWritten);
GLuint primitivesGenerated = 0;
glGetQueryObjectuiv(primitivesGeneratedQueries[queryIndex], GL_QUERY_RESULT,
&primitivesGenerated);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesWritten, kPrimitivesWrittenExpected[queryIndex]) << queryIndex;
EXPECT_EQ(primitivesGenerated, kPrimitivesGeneratedExpected[queryIndex]) << queryIndex;
}
}
// Test that primitives generated query and rasterizer discard interact well.
TEST_P(TransformFeedbackTestES32, PrimitivesGeneratedVsRasterizerDiscard)
{
// No ES3.2 support on our bots. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsPixel2() && IsVulkan());
// No pipelineStatisticsQuery or VK_EXT_transform_feedback support on the following
// configurations. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAMD() && IsWindows());
ANGLE_SKIP_TEST_IF(IsVulkan() && IsNVIDIA() && IsWindows7());
// http://anglebug.com/5539
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux());
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(0.1f);
glClearStencil(0x5A);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// First, disable all output.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x3E, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
int w = getWindowWidth();
int h = getWindowHeight();
// Render to a part of the output. It should produce nothing.
glScissor(0, 0, w / 4, h / 2);
glEnable(GL_SCISSOR_TEST);
glUniform4f(colorUniformLocation, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Then enable the primitives generated query, and issue another draw call. Still no output
// should be produced.
GLQuery primitivesGeneratedQuery;
glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQuery);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable rasterizer discard. Still no output should be produced.
glEnable(GL_RASTERIZER_DISCARD);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable color output. Render to another part. No output should be produced.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glScissor(w / 4, 0, w / 4, h / 2);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable depth and stencil output. Render to another part. No output should be produced.
glDepthMask(GL_TRUE);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glScissor(w / 2, 0, w / 4, h / 2);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Disable rasterizer discard. Render to another part. Should produce output.
glDisable(GL_RASTERIZER_DISCARD);
glScissor(3 * w / 4, 0, w / 4, h / 2);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// Break the render pass by validating the results. Note that the query is still active, and
// rasterizer discard is not.
EXPECT_PIXEL_RECT_EQ(0, 0, 3 * w / 4, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h / 2, GLColor::red);
// Start another render pass. Render to the another part. Should produce output.
glScissor(0, h / 2, w / 4, h / 2);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable rasterizer discard. Render to another part. No output should be produced.
glEnable(GL_RASTERIZER_DISCARD);
glScissor(w / 4, h / 2, w / 4, h / 2);
glUniform4f(colorUniformLocation, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// Break the render pass by validating the results. Note that the query is still active, and
// so is rasterizer discard.
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 4, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 4, h / 2, w / 4, h / 2, GLColor::blue);
// Start another render pass. Render to the another part. No output should be produced.
glScissor(w / 2, h / 2, w / 4, h / 2);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Disable rasterizer discard. Render to another part. Should produce output.
glDisable(GL_RASTERIZER_DISCARD);
glScissor(3 * w / 4, h / 2, w / 4, h / 2);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// Verify color results
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 4, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, h / 2, w / 4, h / 2, GLColor::yellow);
// Verify that depth/stencil has correct results.
glDepthFunc(GL_LESS);
glStencilFunc(GL_EQUAL, 0x3E, 0xFF);
glScissor(0, 0, w, h);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.55f);
ASSERT_GL_NO_ERROR();
// Validate that depth/stencil is modified only where color is modified above.
EXPECT_PIXEL_RECT_EQ(0, 0, 3 * w / 4, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h / 2, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 4, h / 2, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(w / 4, h / 2, w / 4, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 4, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, h / 2, w / 4, h / 2, GLColor::cyan);
// End the query and verify the count.
glEndQuery(GL_PRIMITIVES_GENERATED);
EXPECT_GL_NO_ERROR();
GLuint primitivesGenerated = 0;
glGetQueryObjectuiv(primitivesGeneratedQuery, GL_QUERY_RESULT, &primitivesGenerated);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesGenerated, 20u); // 10 draw calls, 2 triangles each.
}
// Test that multiple primitives generated querys and rasterizer discard interact well.
TEST_P(TransformFeedbackTestES32, MultiPrimitivesGeneratedVsRasterizerDiscard)
{
// No ES3.2 support on our bots. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsPixel2() && IsVulkan());
// No pipelineStatisticsQuery or VK_EXT_transform_feedback support on the following
// configurations. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAMD() && IsWindows());
ANGLE_SKIP_TEST_IF(IsVulkan() && IsNVIDIA() && IsWindows7());
// http://anglebug.com/5539
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux());
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
// Enable rasterizer discard.
glEnable(GL_RASTERIZER_DISCARD);
// Start first primitives generated query
GLQuery primitivesGeneratedQuery;
glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQuery);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// End the query and verify the count.
glEndQuery(GL_PRIMITIVES_GENERATED);
ASSERT_GL_NO_ERROR();
GLuint primitivesGenerated = 0;
glGetQueryObjectuiv(primitivesGeneratedQuery, GL_QUERY_RESULT, &primitivesGenerated);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(primitivesGenerated, 2u); // 1 draw call, 2 triangles each.
// Start second primitives generated query
glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQuery);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// End the query and verify the count.
glEndQuery(GL_PRIMITIVES_GENERATED);
ASSERT_GL_NO_ERROR();
primitivesGenerated = 0;
glGetQueryObjectuiv(primitivesGeneratedQuery, GL_QUERY_RESULT, &primitivesGenerated);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(primitivesGenerated, 2u); // 1 draw call, 2 triangles each.
glDisable(GL_RASTERIZER_DISCARD);
}
// Test that primitives generated query and rasterizer discard interact well when the framebuffer
// changes.
TEST_P(TransformFeedbackTestES32, PrimitivesGeneratedVsRasterizerDiscardAndFramebufferChange)
{
// No ES3.2 support on our bots. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsPixel2() && IsVulkan());
// No pipelineStatisticsQuery or VK_EXT_transform_feedback support on the following
// configurations. http://anglebug.com/5435
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAMD() && IsWindows());
ANGLE_SKIP_TEST_IF(IsVulkan() && IsNVIDIA() && IsWindows7());
// http://anglebug.com/5539
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux());
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(0.1f);
glClearStencil(0x5A);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
constexpr GLsizei kFBOSize = 16;
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kFBOSize, kFBOSize);
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kFBOSize, kFBOSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// First, disable all output.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x3E, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
int w = getWindowWidth();
int h = getWindowHeight();
// Render to a part of the output. It should produce nothing.
glScissor(0, 0, w / 4, h);
glEnable(GL_SCISSOR_TEST);
glUniform4f(colorUniformLocation, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Then enable the primitives generated query, and issue another draw call. Still no output
// should be produced.
GLQuery primitivesGeneratedQuery;
glBeginQuery(GL_PRIMITIVES_GENERATED, primitivesGeneratedQuery);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable rasterizer discard. Still no output should be produced.
glEnable(GL_RASTERIZER_DISCARD);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable color output. Render to another part. No output should be produced.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glScissor(w / 4, 0, w / 4, h);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable depth and stencil output and disable rasterizer discard. Render to another part.
// Should produce output.
glDisable(GL_RASTERIZER_DISCARD);
glDepthMask(GL_TRUE);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glScissor(w / 2, 0, w / 4, h);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable rasterizer discard again. Render to another part. No output should be produced.
glEnable(GL_RASTERIZER_DISCARD);
glScissor(3 * w / 4, 0, w / 4, h);
glUniform4f(colorUniformLocation, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// Break the render pass by validating the results. Note that the query is still active, and
// so is rasterizer discard.
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 4, h, GLColor::red);
// Switch to another framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Start another render pass. Render to a part of the framebuffer. No output should be
// produced.
glScissor(0, 0, kFBOSize / 2, kFBOSize);
glUniform4f(colorUniformLocation, 0.4f, 0.3f, 0.2f, 0.1f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Enable rasterizer discard. Render to another part. Should produce output.
glDisable(GL_RASTERIZER_DISCARD);
glScissor(kFBOSize / 2, 0, kFBOSize / 2, kFBOSize);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
// Disable color write. Render to the same part. No output should be produced.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glUniform4f(colorUniformLocation, 0.4f, 0.3f, 0.2f, 0.1f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.6f);
ASSERT_GL_NO_ERROR();
// Break the render pass by validating the results. Note that the query is still active, and
// rasterizer discard is not.
EXPECT_PIXEL_RECT_EQ(0, 0, kFBOSize / 2, kFBOSize, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(kFBOSize / 2, 0, kFBOSize / 2, kFBOSize, GLColor::green);
// Verify that depth/stencil has correct results in the FBO.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_EQUAL, 0x3E, 0xFF);
glScissor(0, 0, kFBOSize, kFBOSize);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.55f);
// Validate that depth/stencil is modified only where color is modified above.
EXPECT_PIXEL_RECT_EQ(0, 0, kFBOSize / 2, kFBOSize, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(kFBOSize / 2, 0, kFBOSize / 2, kFBOSize, GLColor::magenta);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Verify that depth/stencil has correct results.
glScissor(0, 0, w, h);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.55f);
// Validate that depth/stencil is modified only where color is modified above.
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 4, h, GLColor::yellow);
// End the query and verify the count.
glEndQuery(GL_PRIMITIVES_GENERATED);
EXPECT_GL_NO_ERROR();
GLuint primitivesGenerated = 0;
glGetQueryObjectuiv(primitivesGeneratedQuery, GL_QUERY_RESULT, &primitivesGenerated);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesGenerated, 20u); // 10 draw calls, 2 triangles each.
}
class TransformFeedbackTestIOBlocks : public TransformFeedbackTestES31
{};
// Verify that capture of I/O block fields works, both when the instance name is specified and when
// not. This test uses interleaved components.
TEST_P(TransformFeedbackTestIOBlocks, Interleaved)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_io_blocks"));
// http://anglebug.com/5488
ANGLE_SKIP_TEST_IF(IsQualcomm() && IsOpenGLES());
// http://anglebug.com/5493
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsVulkan());
constexpr char kVS[] = R"(#version 310 es
#extension GL_EXT_shader_io_blocks : require
out VSBlock1
{
vec4 a;
vec4 b[2];
} blockOut1;
out VSBlock2
{
vec4 c;
mat3 d;
vec4 e;
};
out vec4 looseVarying;
void main()
{
blockOut1.a = vec4(0.15, 0.18, 0.21, 0.24);
blockOut1.b[0] = vec4(0.27, 0.30, 0.33, 0.36);
blockOut1.b[1] = vec4(0.39, 0.42, 0.45, 0.48);
c = vec4(0.51, 0.54, 0.57, 0.6);
d = mat3(vec3(0.63, 0.66, 0.69), vec3(0.72, 0.75, 0.78), vec3(0.81, 0.84, 0.87));
e = vec4(0.9, 0.93, 0.96, 0.99);
looseVarying = vec4(0.25, 0.5, 0.75, 1.0);
})";
constexpr char kFS[] = R"(#version 310 es
#extension GL_EXT_shader_io_blocks : require
precision mediump float;
layout(location = 0) out mediump vec4 color;
in VSBlock2
{
vec4 c;
mat3 d;
vec4 e;
};
void main()
{
color = vec4(c.x, d[0].y, e.z, 1.0);
})";
std::vector<std::string> tfVaryings = {"VSBlock1.b", "d", "looseVarying"};
constexpr size_t kCapturedVaryingsCount = 3;
constexpr std::array<size_t, kCapturedVaryingsCount> kCaptureSizes = {8, 9, 4};
const std::vector<float> kExpected[kCapturedVaryingsCount] = {
{0.27, 0.30, 0.33, 0.36, 0.39, 0.42, 0.45, 0.48},
{0.63, 0.66, 0.69, 0.72, 0.75, 0.78, 0.81, 0.84, 0.87},
{0.25, 0.5, 0.75, 1.0},
};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
EXPECT_GL_NO_ERROR();
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
GLBuffer xfbBuffer;
size_t totalSize = 0;
for (size_t index = 0; index < kCapturedVaryingsCount; ++index)
{
totalSize += kCaptureSizes[index];
}
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, totalSize * sizeof(float), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
const float *bufferData = static_cast<float *>(glMapBufferRange(
GL_TRANSFORM_FEEDBACK_BUFFER, 0, totalSize * sizeof(float), GL_MAP_READ_BIT));
size_t currentOffset = 0;
for (size_t index = 0; index < kCapturedVaryingsCount; ++index)
{
for (size_t component = 0; component < kCaptureSizes[index]; ++component)
{
EXPECT_NEAR(bufferData[currentOffset + component], kExpected[index][component], 0.001f)
<< index << " " << component;
}
currentOffset += kCaptureSizes[index];
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
// Verify that capture of I/O block fields works. This test uses separate components.
TEST_P(TransformFeedbackTestIOBlocks, Separate)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_io_blocks"));
// http://anglebug.com/5487
ANGLE_SKIP_TEST_IF(IsLinux() && (IsIntel() || IsAMD()) && IsOpenGL());
// http://anglebug.com/5488
ANGLE_SKIP_TEST_IF(IsQualcomm() && IsOpenGLES());
// http://anglebug.com/5493
ANGLE_SKIP_TEST_IF(IsLinux() && (IsAMD() || IsARM()) && IsVulkan());
constexpr char kVS[] = R"(#version 310 es
#extension GL_EXT_shader_io_blocks : require
out VSBlock
{
float a;
vec2 b;
};
out float c;
void main()
{
a = 0.25;
b = vec2(0.5, 0.75);
c = 1.0;
})";
constexpr char kFS[] = R"(#version 310 es
#extension GL_EXT_shader_io_blocks : require
precision mediump float;
layout(location = 0) out mediump vec4 color;
in VSBlock
{
float a;
vec2 b;
};
void main()
{
color = vec4(a, b, 1.0);
})";
std::vector<std::string> tfVaryings = {"a", "b", "c"};
constexpr size_t kCapturedVaryingsCount = 3;
constexpr std::array<size_t, kCapturedVaryingsCount> kCaptureSizes = {1, 2, 1};
const std::vector<float> kExpected[kCapturedVaryingsCount] = {
{0.25},
{0.5, 0.75},
{1.0},
};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVS, kFS, tfVaryings, GL_SEPARATE_ATTRIBS);
EXPECT_GL_NO_ERROR();
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
std::array<GLBuffer, kCapturedVaryingsCount> xfbBuffers;
for (size_t index = 0; index < kCapturedVaryingsCount; ++index)
{
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffers[index]);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kCaptureSizes[index] * sizeof(float), nullptr,
GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, index, xfbBuffers[index]);
}
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
for (size_t index = 0; index < kCapturedVaryingsCount; ++index)
{
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffers[index]);
const float *bufferData = static_cast<float *>(
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kCaptureSizes[index] * sizeof(float),
GL_MAP_READ_BIT));
for (size_t component = 0; component < kCaptureSizes[index]; ++component)
{
EXPECT_NEAR(bufferData[component], kExpected[index][component], 0.001f)
<< index << " " << component;
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
}
// Tests transform feedback with no buffer bound.
TEST_P(TransformFeedbackTest, MissingBuffer)
{
constexpr char kVS[] = R"(#version 300 es
in vec2 position;
in float attrib;
out float varyingAttrib;
void main() {
gl_Position = vec4(position, 0, 1);
varyingAttrib = attrib;
})";
const std::vector<std::string> tfVaryings = {"varyingAttrib"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(prog, kVS, essl3_shaders::fs::Green(), tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(prog);
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
std::vector<float> attribData;
for (unsigned int cnt = 0; cnt < 100; ++cnt)
{
attribData.push_back(static_cast<float>(cnt));
}
GLint attribLocation = glGetAttribLocation(prog, "attrib");
ASSERT_NE(-1, attribLocation);
glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, &attribData[0]);
glEnableVertexAttribArray(attribLocation);
// GLES 3.1 spec: 12.1. TRANSFORM FEEDBACK
// The error INVALID_OPERATION is generated by BeginTransformFeedback if any binding point used
// in transform feedback mode does not have a buffer object bound.
glBeginTransformFeedback(GL_TRIANGLES);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that transform feedback query works when render pass is started while transform feedback is
// paused.
TEST_P(TransformFeedbackTest, TransformFeedbackQueryPausedDrawThenResume)
{
constexpr char kVS[] = R"(
attribute vec4 pos;
varying vec4 v;
void main()
{
v = vec4(0.25, 0.5, 0.75, 1.0);
gl_Position = pos;
})";
constexpr char kFS[] = R"(
precision mediump float;
varying vec4 v;
void main()
{
gl_FragColor = v;
})";
const std::vector<std::string> tfVaryings = {"v"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
const GLfloat vertices[] = {
-0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f,
};
GLint positionLocation = glGetAttribLocation(program, "pos");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(0.1f);
glClearStencil(0x5A);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
// Test the following:
//
// - Start xfb and query
// - Draw
// - Pause query
// - break the render pass
//
// - Draw without xfb, starts a new render pass
// - Without breaking the render pass, resume xfb
// - Draw with xfb
// - End query and xfb
//
// The test ensures that the query is made active on resume.
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
EXPECT_GL_NO_ERROR();
GLQuery xfbQuery;
glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, xfbQuery);
EXPECT_GL_NO_ERROR();
// Draw with xfb.
glDrawArrays(GL_POINTS, 0, 3);
glPauseTransformFeedback();
// Issue a copy to make sure the render pass is broken.
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
// Start a render pass without xfb.
glUseProgram(drawRed);
glDrawArrays(GL_POINTS, 0, 3);
// Resume xfb and issue another draw call.
glUseProgram(program);
glResumeTransformFeedback();
glDrawArrays(GL_POINTS, 0, 3);
// End the query and verify results.
glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
glEndTransformFeedback();
GLuint primitivesWritten = 0;
glGetQueryObjectuiv(xfbQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(primitivesWritten, 6u);
void *mappedBuffer = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
sizeof(float) * 4 * 3 * 2, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, mappedBuffer);
float *mappedFloats = static_cast<float *>(mappedBuffer);
for (unsigned int cnt = 0; cnt < 6; ++cnt)
{
EXPECT_NEAR(mappedFloats[4 * cnt + 0], 0.25f, 0.01f) << cnt;
EXPECT_NEAR(mappedFloats[4 * cnt + 1], 0.5f, 0.01f) << cnt;
EXPECT_NEAR(mappedFloats[4 * cnt + 2], 0.75f, 0.01f) << cnt;
EXPECT_NEAR(mappedFloats[4 * cnt + 3], 1.0f, 0.01f) << cnt;
}
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackTest);
ANGLE_INSTANTIATE_TEST_ES3(TransformFeedbackTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackLifetimeTest);
ANGLE_INSTANTIATE_TEST_ES3(TransformFeedbackLifetimeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackTestES31);
ANGLE_INSTANTIATE_TEST_ES31(TransformFeedbackTestES31);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackTestIOBlocks);
ANGLE_INSTANTIATE_TEST_ES31(TransformFeedbackTestIOBlocks);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackTestES32);
ANGLE_INSTANTIATE_TEST_ES32(TransformFeedbackTestES32);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TransformFeedbackWithDepthBufferTest);
ANGLE_INSTANTIATE_TEST(TransformFeedbackWithDepthBufferTest, ES3_METAL());
} // anonymous namespace