blob: edeaeb46001ff3709e973b87473a3e9cec6b93bb [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 "ANGLETest.h"
using namespace angle;
class DrawBuffersTest : public ANGLETest
{
protected:
DrawBuffersTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
virtual void SetUp()
{
ANGLETest::SetUp();
// This test seems to fail on an nVidia machine when the window is hidden
SetWindowVisible(true);
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glGenTextures(4, mTextures);
for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
}
GLfloat data[] =
{
-1.0f, 1.0f,
-1.0f, -2.0f,
2.0f, 1.0f
};
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6, data, GL_STATIC_DRAW);
GLint maxDrawBuffers;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_EQ(maxDrawBuffers, 8);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteFramebuffers(1, &mFBO);
glDeleteTextures(4, mTextures);
glDeleteBuffers(1, &mBuffer);
ANGLETest::TearDown();
}
void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
{
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
strstr << "layout(location = " << index << ") "
"out vec4 value" << index << ";\n";
}
}
strstr << "void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " value" << index << " = vec4("
<< r << ".0, " << g << ".0, "
<< b << ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(vertexShaderSource, strstr.str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(*programOut);
GLint location = glGetAttribLocation(*programOut, "position");
ASSERT_NE(location, -1);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
glEnableVertexAttribArray(location);
}
void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
{
const std::string vertexShaderSource =
"attribute vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
std::stringstream strstr;
strstr << "#extension GL_EXT_draw_buffers : enable\n"
"precision highp float;\n"
"void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " gl_FragData[" << index << "] = vec4("
<< r << ".0, " << g << ".0, "
<< b << ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(vertexShaderSource, strstr.str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(*programOut);
GLint location = glGetAttribLocation(*programOut, "position");
ASSERT_NE(location, -1);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, 8, NULL);
glEnableVertexAttribArray(location);
}
void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
{
if (getClientVersion() == 3)
{
setupMRTProgramESSL3(bufferEnabled, programOut);
}
else
{
ASSERT_EQ(getClientVersion(), 2);
setupMRTProgramESSL1(bufferEnabled, programOut);
}
}
void verifyAttachment(unsigned int index, GLuint textureName)
{
for (unsigned int colorAttachment = 0; colorAttachment < 8; colorAttachment++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachment, GL_TEXTURE_2D, 0, 0);
}
glBindTexture(GL_TEXTURE_2D, textureName);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureName, 0);
unsigned int r = (((index + 1) & 1) > 0) ? 255 : 0;
unsigned int g = (((index + 1) & 2) > 0) ? 255 : 0;
unsigned int b = (((index + 1) & 4) > 0) ? 255 : 0;
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, r, g, b, 255);
}
GLuint mFBO;
GLuint mTextures[4];
GLuint mBuffer;
};
TEST_P(DrawBuffersTest, Gaps)
{
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
bool flags[8] = { false, true };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_NONE,
GL_COLOR_ATTACHMENT1
};
glUseProgram(program);
glDrawBuffersEXT(2, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment(1, mTextures[0]);
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, FirstAndLast)
{
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = { true, false, false, true };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_COLOR_ATTACHMENT0,
GL_NONE,
GL_NONE,
GL_COLOR_ATTACHMENT3
};
glUseProgram(program);
glDrawBuffersEXT(4, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment(0, mTextures[0]);
verifyAttachment(3, mTextures[1]);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, FirstHalfNULL)
{
bool flags[8] = { false };
GLenum bufs[8] = { GL_NONE };
for (unsigned int texIndex = 0; texIndex < 4; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
flags[texIndex + 4] = true;
bufs[texIndex + 4] = GL_COLOR_ATTACHMENT4 + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
glUseProgram(program);
glDrawBuffersEXT(8, bufs);
glDrawArrays(GL_TRIANGLES, 0, 3);
for (unsigned int texIndex = 0; texIndex < 4; texIndex++)
{
verifyAttachment(texIndex + 4, mTextures[texIndex]);
}
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
{
// Bind two render targets but use a shader which writes only to the first one.
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = { true, false };
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] =
{
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_NONE,
GL_NONE,
};
glUseProgram(program);
glDrawBuffersEXT(4, bufs);
// This call should not crash when we dynamically generate the HLSL code.
glDrawArrays(GL_TRIANGLES, 0, 3);
verifyAttachment(0, mTextures[0]);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(DrawBuffersTest, ES2_D3D11(), ES3_D3D11());