blob: 953bebab41925d14d62d6aff9a80dee01c6420be [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/random_utils.h"
#include "util/test_utils.h"
using namespace angle;
class OcclusionQueriesTest : public ANGLETest
{
protected:
OcclusionQueriesTest() : mProgram(0), mRNG(1)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ASSERT_NE(0u, mProgram);
}
void testTearDown() override { glDeleteProgram(mProgram); }
GLuint mProgram;
RNG mRNG;
};
class OcclusionQueriesTestES3 : public OcclusionQueriesTest
{};
TEST_P(OcclusionQueriesTest, IsOccluded)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// draw a quad at depth 0.3
glEnable(GL_DEPTH_TEST);
glUseProgram(mProgram);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.3f);
glUseProgram(0);
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
drawQuad(mProgram, essl1_shaders::PositionAttrib(),
0.8f); // this quad should be occluded by first quad
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint ready = GL_FALSE;
while (ready == GL_FALSE)
{
angle::Sleep(0);
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
}
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
TEST_P(OcclusionQueriesTest, IsNotOccluded)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
// AMD/Windows misbehaving in this test. http://anglebug.com/3286
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
}
// Test that glClear should not be counted by occlusion query.
TEST_P(OcclusionQueriesTest, ClearNotCounted)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
// AMD/Windows misbehaving in this test. http://anglebug.com/3286
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
// http://anglebug.com/4925
ANGLE_SKIP_TEST_IF(IsD3D11());
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
GLQueryEXT query[2];
// First query
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[0]);
// Full screen clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// View port clear
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
// Second query
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[1]);
// View port clear
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// View port clear
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// this quad should not be occluded
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
// Clear again
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// this quad should not be occluded
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 1.0);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result[2] = {GL_TRUE, GL_TRUE};
glGetQueryObjectuivEXT(query[0], GL_QUERY_RESULT_EXT,
&result[0]); // will block waiting for result
glGetQueryObjectuivEXT(query[1], GL_QUERY_RESULT_EXT,
&result[1]); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result[0]);
EXPECT_GL_TRUE(result[1]);
}
// Test that masked glClear should not be counted by occlusion query.
TEST_P(OcclusionQueriesTest, MaskedClearNotCounted)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// http://anglebug.com/4925
ANGLE_SKIP_TEST_IF(IsD3D());
GLQueryEXT query;
// Masked clear
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
// Test that copies should not be counted by occlusion query.
TEST_P(OcclusionQueriesTest, CopyNotCounted)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// http://anglebug.com/4925
ANGLE_SKIP_TEST_IF(IsD3D());
GLQueryEXT query;
// Unrelated draw before the query starts.
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
// Copy to a texture with a different format from backbuffer
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, getWindowWidth(), getWindowHeight(), 0);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
// Test that blit should not be counted by occlusion query.
TEST_P(OcclusionQueriesTestES3, BlitNotCounted)
{
// http://anglebug.com/4925
ANGLE_SKIP_TEST_IF(IsD3D11());
// http://anglebug.com/5101
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
constexpr GLuint kSize = 64;
GLFramebuffer srcFbo;
glBindFramebuffer(GL_FRAMEBUFFER, srcFbo);
GLTexture srcTex;
glBindTexture(GL_TEXTURE_2D, srcTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcTex, 0);
GLFramebuffer dstFbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFbo);
GLTexture dstTex;
glBindTexture(GL_TEXTURE_2D, dstTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, kSize, kSize, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0);
GLQueryEXT query;
// Unrelated draw before the query starts.
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
// Blit flipped and with different formats.
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glBlitFramebuffer(0, 0, 64, 64, 64, 64, 0, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
// Test that multisampled-render-to-texture unresolve should not be counted by occlusion query.
TEST_P(OcclusionQueriesTestES3, UnresolveNotCounted)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
// http://anglebug.com/5086
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
constexpr GLuint kSize = 64;
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
// Create multisampled framebuffer to draw into
GLTexture textureMS;
glBindTexture(GL_TEXTURE_2D, textureMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
textureMS, 0, 4);
GLRenderbuffer depthMS;
glBindRenderbuffer(GL_RENDERBUFFER, depthMS);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw red into the multisampled color buffer.
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create a texture and copy into it, forcing a resolve of the color buffer.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
GLQueryEXT query;
// Make a draw call that will fail the depth test, and therefore shouldn't contribute to
// occlusion query.
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_NEVER);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
swapBuffers();
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
// Test that changing framebuffers work
TEST_P(OcclusionQueriesTest, FramebufferBindingChange)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
constexpr GLsizei kSize = 4;
// Create two framebuffers, and make sure they are synced.
GLFramebuffer fbo[2];
GLTexture color[2];
for (size_t index = 0; index < 2; ++index)
{
glBindTexture(GL_TEXTURE_2D, color[index]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[index]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color[index],
0);
glClearColor(0, index, 1 - index, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, index ? GLColor::green : GLColor::blue);
}
EXPECT_GL_NO_ERROR();
glViewport(0, 0, kSize, kSize);
// Start an occlusion query and issue a draw call to each framebuffer.
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
for (size_t index = 0; index < 2; ++index)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo[index]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
}
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
GLuint result = GL_FALSE;
glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
}
// Test multiple occlusion queries.
TEST_P(OcclusionQueriesTest, MultiQueries)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
// AMD/Windows misbehaving in this test. http://anglebug.com/3286
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
// http://anglebug.com/4925
ANGLE_SKIP_TEST_IF(IsOpenGL() || IsD3D11());
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
GLQueryEXT query[5];
// First query
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[0]);
EXPECT_GL_NO_ERROR();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); // this quad should not be occluded
EXPECT_GL_NO_ERROR();
// Due to implementation might skip in-renderpass flush, we are using glFinish here to force a
// flush. A flush shound't clear the query result.
glFinish();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), -2, 0.25f); // this quad should be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
// First query ends
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f,
0.25f); // this quad should not be occluded
// Second query
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[1]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
0.25f); // this quad should be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
// Third query
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[2]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
0.5f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
// ------------
glFinish();
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
glEnable(GL_SCISSOR_TEST);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
0.5f); // this quad should not be occluded
// Fourth query: begin query then end then begin again
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[3]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
1); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[3]);
EXPECT_GL_NO_ERROR();
// glClear should not be counted toward query);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
// Fifth query spans across frames
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[4]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f,
0.25f); // this quad should not be occluded
swapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
0.5f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(query[0], GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
glGetQueryObjectuivEXT(query[1], GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
glGetQueryObjectuivEXT(query[2], GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
glGetQueryObjectuivEXT(query[3], GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
glGetQueryObjectuivEXT(query[4], GL_QUERY_RESULT_EXT,
&result); // will block waiting for result
EXPECT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
}
TEST_P(OcclusionQueriesTest, Errors)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
GLuint query = 0;
GLuint query2 = 0;
glGenQueriesEXT(1, &query);
EXPECT_GL_FALSE(glIsQueryEXT(query));
EXPECT_GL_FALSE(glIsQueryEXT(query2));
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0); // can't pass 0 as query id
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
query2); // can't initiate a query while one's already active
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_GL_TRUE(glIsQueryEXT(query));
EXPECT_GL_FALSE(glIsQueryEXT(query2)); // have not called begin
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); // this quad should not be occluded
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // no active query for this target
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
query); // can't begin a query as a different type than previously used
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
query2); // have to call genqueries first
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGenQueriesEXT(1, &query2);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
EXPECT_GL_TRUE(glIsQueryEXT(query2));
drawQuad(mProgram, essl1_shaders::PositionAttrib(),
0.3f); // this should draw in front of other quad
glDeleteQueriesEXT(1, &query2); // should delete when query becomes inactive
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // should not incur error; should delete
// query + 1 at end of execution.
EXPECT_GL_NO_ERROR();
swapBuffers();
EXPECT_GL_NO_ERROR();
GLuint ready = GL_FALSE;
glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT,
&ready); // this query is now deleted
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
EXPECT_GL_NO_ERROR();
}
// Test that running multiple simultaneous queries from multiple EGL contexts returns the correct
// result for each query. Helps expose bugs in ANGLE's virtual contexts.
TEST_P(OcclusionQueriesTest, MultiContext)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
// TODO(cwallez@chromium.org): Suppression for http://anglebug.com/3080
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
// Test skipped because the D3D backends cannot support simultaneous queries on multiple
// contexts yet.
ANGLE_SKIP_TEST_IF(GetParam() == ES2_D3D9() || GetParam() == ES2_D3D11() ||
GetParam() == ES3_D3D11());
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// draw a quad at depth 0.5
glEnable(GL_DEPTH_TEST);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = window->getSurface();
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
const size_t passCount = 5;
struct ContextInfo
{
EGLContext context;
GLuint program;
GLuint query;
bool visiblePasses[passCount];
bool shouldPass;
};
ContextInfo contexts[] = {
{
EGL_NO_CONTEXT,
0,
0,
{false, false, false, false, false},
false,
},
{
EGL_NO_CONTEXT,
0,
0,
{false, true, false, true, false},
true,
},
{
EGL_NO_CONTEXT,
0,
0,
{false, false, false, false, false},
false,
},
{
EGL_NO_CONTEXT,
0,
0,
{true, true, false, true, true},
true,
},
{
EGL_NO_CONTEXT,
0,
0,
{false, true, true, true, true},
true,
},
{
EGL_NO_CONTEXT,
0,
0,
{true, false, false, true, false},
true,
},
{
EGL_NO_CONTEXT,
0,
0,
{false, false, false, false, false},
false,
},
{
EGL_NO_CONTEXT,
0,
0,
{false, false, false, false, false},
false,
},
};
for (auto &context : contexts)
{
context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
ASSERT_NE(context.context, EGL_NO_CONTEXT);
eglMakeCurrent(display, surface, surface, context.context);
context.program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ASSERT_NE(context.program, 0u);
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_TEST);
glGenQueriesEXT(1, &context.query);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, context.query);
ASSERT_GL_NO_ERROR();
}
for (size_t pass = 0; pass < passCount; pass++)
{
for (const auto &context : contexts)
{
eglMakeCurrent(display, surface, surface, context.context);
float depth = context.visiblePasses[pass] ? mRNG.randomFloatBetween(0.0f, 0.4f)
: mRNG.randomFloatBetween(0.6f, 1.0f);
drawQuad(context.program, essl1_shaders::PositionAttrib(), depth);
EXPECT_GL_NO_ERROR();
}
}
for (const auto &context : contexts)
{
eglMakeCurrent(display, surface, surface, context.context);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
GLuint result = GL_TRUE;
glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
EXPECT_GL_NO_ERROR();
GLuint expectation = context.shouldPass ? GL_TRUE : GL_FALSE;
EXPECT_EQ(expectation, result);
}
eglMakeCurrent(display, surface, surface, window->getContext());
for (auto &context : contexts)
{
eglDestroyContext(display, context.context);
context.context = EGL_NO_CONTEXT;
}
}
class OcclusionQueriesNoSurfaceTestES3 : public ANGLETestBase,
public ::testing::TestWithParam<angle::PlatformParameters>
{
protected:
OcclusionQueriesNoSurfaceTestES3()
: ANGLETestBase(GetParam()), mUnusedConfig(0), mUnusedDisplay(nullptr)
{
setWindowWidth(kWidth);
setWindowHeight(kHeight);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setDeferContextInit(true);
}
static constexpr int kWidth = 300;
static constexpr int kHeight = 300;
void SetUp() override { ANGLETestBase::ANGLETestSetUp(); }
void TearDown() override { ANGLETestBase::ANGLETestTearDown(); }
void swapBuffers() override {}
EGLConfig mUnusedConfig;
EGLDisplay mUnusedDisplay;
};
// This test provked a bug in the Metal backend that only happened
// when there was no surfaces on the EGLContext and a query had
// just ended after a draw and then switching to a different
// context.
TEST_P(OcclusionQueriesNoSurfaceTestES3, SwitchingContextsWithQuery)
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE,
EGL_TRUE,
EGL_NONE,
};
// The following GL objects are implicitly deleted in
// ContextInfo's destructor before the EGLContext is manually destroyed
struct ContextInfo
{
EGLContext context;
GLBuffer buf;
GLProgram program;
GLFramebuffer fb;
GLTexture tex;
GLQuery query;
};
// ContextInfo contains objects that clean themselves on destruction.
// We want these objects to stick around until the test ends.
std::vector<ContextInfo *> pairs;
for (size_t i = 0; i < 2; ++i)
{
ContextInfo *infos[] = {
new ContextInfo(),
new ContextInfo(),
};
for (ContextInfo *pinfo : infos)
{
pairs.push_back(pinfo);
ContextInfo &info = *pinfo;
info.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
ASSERT_NE(info.context, EGL_NO_CONTEXT);
// Make context current context with no draw and read surface.
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info.context));
// Create something to draw to.
glBindFramebuffer(GL_FRAMEBUFFER, info.fb);
glBindTexture(GL_TEXTURE_2D, info.tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, info.tex,
0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glFlush();
}
// Setup an shader and quad buffer
for (ContextInfo *pinfo : infos)
{
ContextInfo &info = *pinfo;
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info.context));
constexpr char kVS[] = R"(
attribute vec4 position;
void main() {
gl_Position = position;
}
)";
constexpr char kFS[] = R"(
precision mediump float;
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
)";
info.program.makeRaster(kVS, kFS);
glUseProgram(info.program);
constexpr float vertices[] = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
};
glBindBuffer(GL_ARRAY_BUFFER, info.buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
EXPECT_GL_NO_ERROR();
}
ContextInfo &info1 = *infos[0];
ContextInfo &info2 = *infos[1];
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info1.context));
glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, info1.query);
glFlush();
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info2.context));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info1.context));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE);
EXPECT_GL_NO_ERROR();
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info2.context));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info1.context));
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info2.context));
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, info1.context));
}
// destroy GL objects on the correct context.
for (ContextInfo *pinfo : pairs)
{
EGLContext context = pinfo->context;
ASSERT_EGL_TRUE(eglMakeCurrent(display, nullptr, nullptr, context));
EXPECT_GL_NO_ERROR();
delete pinfo;
ASSERT_EGL_TRUE(eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_EGL_TRUE(eglDestroyContext(display, context));
EXPECT_EGL_SUCCESS();
}
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(OcclusionQueriesTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(OcclusionQueriesTestES3);
ANGLE_INSTANTIATE_TEST_ES3(OcclusionQueriesTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(OcclusionQueriesNoSurfaceTestES3);
ANGLE_INSTANTIATE_TEST_ES3(OcclusionQueriesNoSurfaceTestES3);