blob: c0d133428948d37c5396444f1cfde9b097846d8b [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 InstancingTest : public ANGLETest
{
protected:
InstancingTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
mVertexAttribDivisorANGLE = NULL;
mDrawArraysInstancedANGLE = NULL;
mDrawElementsInstancedANGLE = NULL;
char *extensionString = (char*)glGetString(GL_EXTENSIONS);
if (strstr(extensionString, "GL_ANGLE_instanced_arrays"))
{
mVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
mDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
mDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
}
ASSERT_TRUE(mVertexAttribDivisorANGLE != NULL);
ASSERT_TRUE(mDrawArraysInstancedANGLE != NULL);
ASSERT_TRUE(mDrawElementsInstancedANGLE != NULL);
// Initialize the vertex and index vectors
GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f};
GLfloat qvertex4[3] = { quadRadius, quadRadius, 0.0f};
mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
GLfloat coord1[2] = {0.0f, 0.0f};
GLfloat coord2[2] = {0.0f, 1.0f};
GLfloat coord3[2] = {1.0f, 1.0f};
GLfloat coord4[2] = {1.0f, 0.0f};
mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
mTexcoords.insert(mTexcoords.end(), coord4, coord4 + 2);
mIndices.push_back(0);
mIndices.push_back(1);
mIndices.push_back(2);
mIndices.push_back(0);
mIndices.push_back(2);
mIndices.push_back(3);
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
// Tile a 2x2 grid of the tiles
for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
{
for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
{
GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
mInstances.insert(mInstances.end(), instance, instance + 3);
}
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
ASSERT_GL_NO_ERROR();
}
GLuint setupDrawArraysTest(const std::string &vs)
{
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
GLuint program = CompileProgram(vs, fs);
if (program == 0)
{
return 0;
}
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(program);
return program;
}
void runDrawArraysTest(GLuint program, GLint first, GLsizei count, GLsizei instanceCount, float *offset)
{
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position");
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Offset
GLint uniformLoc = glGetUniformLocation(program, "u_offset");
ASSERT_NE(uniformLoc, -1);
glUniform3fv(uniformLoc, 1, offset);
// Do the instanced draw
mDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
ASSERT_GL_NO_ERROR();
swapBuffers();
}
virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
{
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
GLuint program = CompileProgram(vs, fs);
ASSERT_NE(program, 0u);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(program, "a_position");
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
// If this ASSERT fails then the vertex shader code should be refactored
ASSERT_EQ(shouldAttribZeroBeInstanced, (instancePosLoc == 0));
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(program);
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Do the instanced draw
mDrawElementsInstancedANGLE(GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_SHORT, mIndices.data(), mInstances.size() / 3);
swapBuffers();
ASSERT_GL_NO_ERROR();
checkQuads();
}
void checkQuads()
{
// Check that various pixels are the expected color.
for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
{
unsigned int baseOffset = quadIndex * 3;
int quadx = static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
int quady = static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
}
}
// Loaded entry points
PFNGLVERTEXATTRIBDIVISORANGLEPROC mVertexAttribDivisorANGLE;
PFNGLDRAWARRAYSINSTANCEDANGLEPROC mDrawArraysInstancedANGLE;
PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
// Vertex data
std::vector<GLfloat> mQuadVertices;
std::vector<GLfloat> mNonIndexedVertices;
std::vector<GLfloat> mTexcoords;
std::vector<GLfloat> mInstances;
std::vector<GLushort> mIndices;
const GLfloat quadRadius = 0.30f;
};
class InstancingTestAllConfigs : public InstancingTest
{
protected:
InstancingTestAllConfigs() {}
};
class InstancingTestNo9_3 : public InstancingTest
{
protected:
InstancingTestNo9_3() {}
};
// This test uses a vertex shader with the first attribute (attribute zero) instanced.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent to D3D,
// to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_instancePos;
attribute vec3 a_position;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
}
);
runDrawElementsTest(vs, true);
}
// Same as AttributeZeroInstanced, but attribute zero is not instanced.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as expected.
TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);
}
);
runDrawElementsTest(vs, false);
}
// Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
// the non-instanced vertex attributes.
TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
uniform vec3 u_offset;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);
}
);
GLuint program = setupDrawArraysTest(vs);
ASSERT_NE(program, 0u);
float offset1[3] = { 0, 0, 0 };
runDrawArraysTest(program, 0, 6, 2, offset1);
float offset2[3] = { 0.0f, 1.0f, 0 };
runDrawArraysTest(program, 6, 6, 2, offset2);
checkQuads();
glDeleteProgram(program);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
// We test on D3D9 and D3D11 9_3 because they use special codepaths when attribute zero is instanced, unlike D3D11.
ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3());
// TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
ANGLE_INSTANTIATE_TEST(InstancingTestNo9_3, ES2_D3D9(), ES2_D3D11());