blob: 90db88c27c0e8a56155eb8c78c55410fd6ce5300 [file] [log] [blame]
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// EGLPreRotationTest:
// Tests pertaining to Android pre-rotation.
//
#include <gtest/gtest.h>
#include <vector>
#include "common/Color.h"
#include "common/platform.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/OSWindow.h"
#include "util/Timer.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
using EGLPreRotationSurfaceTestParams = std::tuple<angle::PlatformParameters, bool>;
std::string PrintToStringParamName(
const ::testing::TestParamInfo<EGLPreRotationSurfaceTestParams> &info)
{
std::stringstream ss;
ss << std::get<0>(info.param);
if (std::get<1>(info.param))
{
ss << "__PreRotationEnabled";
}
else
{
ss << "__PreRotationDisabled";
}
return ss.str();
}
// A class to test various Android pre-rotation cases. In order to make it easier to debug test
// failures, the initial window size is 256x256, and each pixel will have a unique and predictable
// value. The red channel will increment with the x axis, and the green channel will increment
// with the y axis. The four corners will have the following values:
//
// Where GLES Render & ReadPixels coords Color (in Hex)
// Lower-left, which is (-1.0,-1.0) & ( 0, 0) in GLES will be black (0x00, 0x00, 0x00, 0xFF)
// Lower-right, which is ( 1.0,-1.0) & (256, 0) in GLES will be red (0xFF, 0x00, 0x00, 0xFF)
// Upper-left, which is (-1.0, 1.0) & ( 0, 256) in GLES will be green (0x00, 0xFF, 0x00, 0xFF)
// Upper-right, which is ( 1.0, 1.0) & (256, 256) in GLES will be yellow (0xFF, 0xFF, 0x00, 0xFF)
class EGLPreRotationSurfaceTest : public ANGLETest<EGLPreRotationSurfaceTestParams>
{
protected:
EGLPreRotationSurfaceTest()
: mDisplay(EGL_NO_DISPLAY),
mWindowSurface(EGL_NO_SURFACE),
mContext(EGL_NO_CONTEXT),
mOSWindow(nullptr),
mSize(256)
{}
// Release any resources created in the test body
void testTearDown() override
{
if (mDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mWindowSurface != EGL_NO_SURFACE)
{
eglDestroySurface(mDisplay, mWindowSurface);
mWindowSurface = EGL_NO_SURFACE;
}
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
eglTerminate(mDisplay);
mDisplay = EGL_NO_DISPLAY;
}
mOSWindow->destroy();
OSWindow::Delete(&mOSWindow);
ASSERT_TRUE(mWindowSurface == EGL_NO_SURFACE && mContext == EGL_NO_CONTEXT);
}
void testSetUp() override
{
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLSurfaceTest", mSize, mSize);
}
void initializeDisplay()
{
const angle::PlatformParameters platform = ::testing::get<0>(GetParam());
GLenum platformType = platform.getRenderer();
GLenum deviceType = platform.getDeviceType();
std::vector<const char *> enabledFeatures;
std::vector<const char *> disabledFeatures;
if (::testing::get<1>(GetParam()))
{
enabledFeatures.push_back("enablePreRotateSurfaces");
}
else
{
disabledFeatures.push_back("enablePreRotateSurfaces");
}
enabledFeatures.push_back(nullptr);
disabledFeatures.push_back(nullptr);
std::vector<EGLAttrib> displayAttributes;
displayAttributes.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
displayAttributes.push_back(platformType);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
displayAttributes.push_back(EGL_DONT_CARE);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
displayAttributes.push_back(EGL_DONT_CARE);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
displayAttributes.push_back(deviceType);
displayAttributes.push_back(EGL_FEATURE_OVERRIDES_ENABLED_ANGLE);
displayAttributes.push_back(reinterpret_cast<EGLAttrib>(enabledFeatures.data()));
displayAttributes.push_back(EGL_FEATURE_OVERRIDES_DISABLED_ANGLE);
displayAttributes.push_back(reinterpret_cast<EGLAttrib>(disabledFeatures.data()));
displayAttributes.push_back(EGL_NONE);
mDisplay = eglGetPlatformDisplay(EGL_PLATFORM_ANGLE_ANGLE,
reinterpret_cast<void *>(mOSWindow->getNativeDisplay()),
displayAttributes.data());
ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
EGLint majorVersion, minorVersion;
ASSERT_TRUE(eglInitialize(mDisplay, &majorVersion, &minorVersion) == EGL_TRUE);
eglBindAPI(EGL_OPENGL_ES_API);
ASSERT_EGL_SUCCESS();
}
void initializeContext()
{
EGLint contextAttibutes[] = {EGL_CONTEXT_CLIENT_VERSION,
::testing::get<0>(GetParam()).majorVersion, EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, nullptr, contextAttibutes);
ASSERT_EGL_SUCCESS();
}
void initializeSurfaceWithRGBA8888Config()
{
const EGLint configAttributes[] = {
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 0, EGL_STENCIL_SIZE, 0, EGL_SAMPLE_BUFFERS, 0, EGL_NONE};
EGLint configCount;
EGLConfig config;
ASSERT_TRUE(eglChooseConfig(mDisplay, configAttributes, &config, 1, &configCount) ||
(configCount != 1) == EGL_TRUE);
mConfig = config;
EGLint surfaceType = EGL_NONE;
eglGetConfigAttrib(mDisplay, mConfig, EGL_SURFACE_TYPE, &surfaceType);
std::vector<EGLint> windowAttributes;
windowAttributes.push_back(EGL_NONE);
if (surfaceType & EGL_WINDOW_BIT)
{
// Create first window surface
mWindowSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(),
windowAttributes.data());
ASSERT_EGL_SUCCESS();
}
initializeContext();
}
void initializeSurfaceWithRGBA8888d24s8Config()
{
const EGLint configAttributes[] = {
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_SAMPLE_BUFFERS, 0, EGL_NONE};
EGLint configCount;
EGLConfig config;
ASSERT_TRUE(eglChooseConfig(mDisplay, configAttributes, &config, 1, &configCount) ||
(configCount != 1) == EGL_TRUE);
mConfig = config;
EGLint surfaceType = EGL_NONE;
eglGetConfigAttrib(mDisplay, mConfig, EGL_SURFACE_TYPE, &surfaceType);
std::vector<EGLint> windowAttributes;
windowAttributes.push_back(EGL_NONE);
if (surfaceType & EGL_WINDOW_BIT)
{
// Create first window surface
mWindowSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(),
windowAttributes.data());
ASSERT_EGL_SUCCESS();
}
initializeContext();
}
void testDrawingAndReadPixels()
{
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, mSize - 1, GLColor::yellow);
ASSERT_GL_NO_ERROR();
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, mSize - 1, GLColor::yellow);
ASSERT_GL_NO_ERROR();
{
// Now, test a 4x4 area in the center of the window, which should tell us if a non-1x1
// ReadPixels is oriented correctly for the device's orientation:
GLint xOffset = 126;
GLint yOffset = 126;
GLsizei width = 4;
GLsizei height = 4;
std::vector<GLColor> pixels(width * height);
glReadPixels(xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
EXPECT_GL_NO_ERROR();
// Expect that all red values equate to x and green values equate to y
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int index = (y * width) + x;
GLColor expectedPixel(xOffset + x, yOffset + y, 0, 255);
GLColor actualPixel = pixels[index];
EXPECT_EQ(expectedPixel, actualPixel);
}
}
}
{
// Now, test a 8x4 area off-the-center of the window, just to make sure that works too:
GLint xOffset = 13;
GLint yOffset = 26;
GLsizei width = 8;
GLsizei height = 4;
std::vector<GLColor> pixels2(width * height);
glReadPixels(xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &pixels2[0]);
EXPECT_GL_NO_ERROR();
// Expect that all red values equate to x and green values equate to y
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int index = (y * width) + x;
GLColor expectedPixel(xOffset + x, yOffset + y, 0, 255);
GLColor actualPixel = pixels2[index];
EXPECT_EQ(expectedPixel, actualPixel);
}
}
}
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
}
EGLDisplay mDisplay;
EGLSurface mWindowSurface;
EGLContext mContext;
EGLConfig mConfig;
OSWindow *mOSWindow;
int mSize;
};
// Provide a predictable pattern for testing pre-rotation
TEST_P(EGLPreRotationSurfaceTest, OrientedWindowWithDraw)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 redGreen;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = redGreen;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLint redGreenLocation = glGetAttribLocation(program, "redGreen");
ASSERT_NE(-1, redGreenLocation);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
glBindVertexArray(vertexArray);
std::vector<GLushort> indices = {0, 1, 2, 2, 3, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// quad vertices
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
std::vector<GLfloat> redGreenData = {// green(0,1), black(0,0), red(1,0), yellow(1,1)
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * redGreenData.size(), &redGreenData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(redGreenLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(redGreenLocation);
ASSERT_GL_NO_ERROR();
testDrawingAndReadPixels();
}
// Use dFdx() and dFdy() and still provide a predictable pattern for testing pre-rotation
// In this case, the color values will be the following: (dFdx(v_data.x), dFdy(v_data.y), 0, 1).
// To help make this meaningful for pre-rotation, the derivatives will vary in the four corners of
// the window:
//
// +------------+------------+ +--------+--------+
// | ( 0, 219) | (239, 249) | | Green | Yellow |
// +------------+------------+ OR +--------+--------+
// | ( 0, 0) | (229, 0) | | Black | Red |
// +------------+------------+ +--------+--------+
TEST_P(EGLPreRotationSurfaceTest, OrientedWindowWithDerivativeDraw)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
constexpr char kVS[] =
"#version 300 es\n"
"in highp vec2 position;\n"
"in highp vec2 redGreen;\n"
"out highp vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = redGreen;\n"
"}";
constexpr char kFS[] =
"#version 300 es\n"
"in highp vec2 v_data;\n"
"out highp vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(dFdx(v_data.x), dFdy(v_data.y), 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLint redGreenLocation = glGetAttribLocation(program, "redGreen");
ASSERT_NE(-1, redGreenLocation);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
glBindVertexArray(vertexArray);
std::vector<GLushort> indices = {// 4 squares each made up of 6 vertices:
// 1st square, in the upper-left part of window
0, 1, 2, 2, 3, 0,
// 2nd square, in the upper-right part of window
4, 5, 6, 6, 7, 4,
// 3rd square, in the lower-left part of window
8, 9, 10, 10, 11, 8,
// 4th square, in the lower-right part of window
12, 13, 14, 14, 15, 12};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// 4 squares each made up of quad vertices
// 1st square, in the upper-left part of window
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
// 2nd square, in the upper-right part of window
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
// 3rd square, in the lower-left part of window
-1.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
// 4th square, in the lower-right part of window
0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
std::vector<GLfloat> redGreenData = {// green(0,110), black(0,0), red(115,0), yellow(120,125)
// 4 squares each made up of 4 pairs of half-color values:
// 1st square, in the upper-left part of window
0.0f, 110.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 110.0f,
// 2nd square, in the upper-right part of window
0.0f, 125.0f, 0.0f, 0.0f, 120.0f, 0.0f, 120.0f, 125.0f,
// 3rd square, in the lower-left part of window
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
// 4th square, in the lower-right part of window
0.0f, 0.0f, 0.0f, 0.0f, 115.0f, 0.0f, 115.0f, 0.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * redGreenData.size(), &redGreenData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(redGreenLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(redGreenLocation);
ASSERT_GL_NO_ERROR();
// Draw and check the 4 corner pixels, to ensure we're getting the expected "colors"
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, nullptr);
GLColor expectedPixelLowerLeft(0, 0, 0, 255);
GLColor expectedPixelLowerRight(229, 0, 0, 255);
GLColor expectedPixelUpperLeft(0, 219, 0, 255);
GLColor expectedPixelUpperRight(239, 249, 0, 255);
EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixelLowerLeft);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, expectedPixelLowerRight);
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, expectedPixelUpperLeft);
EXPECT_PIXEL_COLOR_EQ(mSize - 1, mSize - 1, expectedPixelUpperRight);
ASSERT_GL_NO_ERROR();
// Make the image visible
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
// Draw again and check the 4 center pixels, to ensure we're getting the expected "colors"
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ((mSize / 2) - 1, (mSize / 2) - 1, expectedPixelLowerLeft);
EXPECT_PIXEL_COLOR_EQ((mSize / 2) - 1, (mSize / 2), expectedPixelUpperLeft);
EXPECT_PIXEL_COLOR_EQ((mSize / 2), (mSize / 2) - 1, expectedPixelLowerRight);
EXPECT_PIXEL_COLOR_EQ((mSize / 2), (mSize / 2), expectedPixelUpperRight);
ASSERT_GL_NO_ERROR();
}
// Android-specific test that changes a window's rotation, which requires ContextVk::syncState() to
// handle the new rotation
TEST_P(EGLPreRotationSurfaceTest, ChangeRotationWithDraw)
{
// This test uses functionality that is only available on Android
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && !IsAndroid());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 redGreen;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = redGreen;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLint redGreenLocation = glGetAttribLocation(program, "redGreen");
ASSERT_NE(-1, redGreenLocation);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
glBindVertexArray(vertexArray);
std::vector<GLushort> indices = {0, 1, 2, 2, 3, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// quad vertices
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
std::vector<GLfloat> redGreenData = {// green(0,1), black(0,0), red(1,0), yellow(1,1)
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * redGreenData.size(), &redGreenData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(redGreenLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(redGreenLocation);
ASSERT_GL_NO_ERROR();
// Change the rotation back and forth between landscape and portrait, and make sure that the
// drawing and reading happen consistently with the desired rotation.
// Last rotation needs to be portrait, since other tests expect it to be the default.
for (int i = 0; i < 4; i++)
{
bool landscape;
EGLint actualWidth = 0;
EGLint actualHeight = 0;
EGLint desiredWidth = 0;
EGLint desiredHeight = 0;
if ((i % 2) == 0)
{
landscape = true;
desiredWidth = 300;
desiredHeight = 200;
}
else
{
landscape = false;
desiredWidth = 200;
desiredHeight = 300;
}
mOSWindow->resize(desiredWidth, desiredHeight);
// setOrientation() uses a reverse-JNI call, which sends data to other parts of Android.
// Sometime later (i.e. asynchronously), the window is updated. Sleep a little here, and
// then allow for multiple eglSwapBuffers calls to eventually see the new rotation.
mOSWindow->setOrientation(desiredWidth, desiredHeight);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
while ((actualWidth != desiredWidth) && (actualHeight != desiredHeight))
{
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
if (landscape)
{
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, GLColor::red);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, GLColor::green);
}
ASSERT_GL_NO_ERROR();
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
eglQuerySurface(mDisplay, mWindowSurface, EGL_HEIGHT, &actualHeight);
eglQuerySurface(mDisplay, mWindowSurface, EGL_WIDTH, &actualWidth);
}
}
}
// A slight variation of EGLPreRotationSurfaceTest, where the initial window size is 400x300, yet
// the drawing is still 256x256. In addition, gl_FragCoord is used in a "clever" way, as the color
// of the 256x256 drawing area, which reproduces an interesting pre-rotation case from the
// following dEQP tests:
//
// - dEQP.GLES31/functional_texture_multisample_samples_*_sample_position
//
// This will test the rotation of gl_FragCoord, as well as the viewport, scissor, and rendering
// area calculations, especially when the Android device is rotated.
class EGLPreRotationLargeSurfaceTest : public EGLPreRotationSurfaceTest
{
protected:
EGLPreRotationLargeSurfaceTest() : mSize(256) {}
void testSetUp() override
{
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLSurfaceTest", 400, 300);
}
int mSize;
};
// Provide a predictable pattern for testing pre-rotation
TEST_P(EGLPreRotationLargeSurfaceTest, OrientedWindowWithFragCoordDraw)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
constexpr char kFS[] =
"void main() {\n"
" gl_FragColor = vec4(gl_FragCoord.x / 256.0, gl_FragCoord.y / 256.0, 0.0, 1.0);\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffer;
glBindVertexArray(vertexArray);
std::vector<GLushort> indices = {0, 1, 2, 2, 3, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// quad vertices
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
testDrawingAndReadPixels();
}
// Pre-rotation tests for glBlitFramebuffer. A slight variation of EGLPreRotationLargeSurfaceTest,
// where the initial window size is still 400x300, and the drawing is still 256x256. In addition,
// glBlitFramebuffer is tested in a variety of ways. Separate tests are used to make debugging
// simpler, but they all share common setup. These tests reproduce interesting pre-rotation cases
// from dEQP tests such as the following:
//
// - dEQP.GLES3/functional_fbo_blit_default_framebuffer_*
// - dEQP.GLES3/functional_fbo_invalidate_*
constexpr GLuint kCoordMidWayShort = 127;
constexpr GLuint kCoordMidWayLong = 128;
constexpr GLColor kColorMidWayShortShort = GLColor(127, 127, 0, 255);
constexpr GLColor kColorMidWayShortLong = GLColor(127, 128, 0, 255);
constexpr GLColor kColorMidWayLongShort = GLColor(128, 127, 0, 255);
constexpr GLColor kColorMidWayLongLong = GLColor(128, 128, 0, 255);
// When scaling horizontally, the "black" and "green" colors have a 1 in the red component
constexpr GLColor kColorScaleHorizBlack = GLColor(1, 0, 0, 255);
constexpr GLColor kColorScaleHorizGreen = GLColor(1, 255, 0, 255);
// When scaling vertically, the "black" and "red" colors have a 1 in the green component
constexpr GLColor kColorScaleVertBlack = GLColor(0, 1, 0, 255);
constexpr GLColor kColorScaleVertRed = GLColor(255, 1, 0, 255);
class EGLPreRotationBlitFramebufferTest : public EGLPreRotationLargeSurfaceTest
{
protected:
EGLPreRotationBlitFramebufferTest() {}
GLuint createProgram()
{
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 redGreen;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = redGreen;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
return CompileProgram(kVS, kFS);
}
void initializeGeometry(GLuint program,
GLBuffer *indexBuffer,
GLVertexArray *vertexArray,
GLBuffer *vertexBuffers)
{
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLint redGreenLocation = glGetAttribLocation(program, "redGreen");
ASSERT_NE(-1, redGreenLocation);
glBindVertexArray(*vertexArray);
std::vector<GLushort> indices = {0, 1, 2, 2, 3, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// quad vertices
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2,
nullptr);
glEnableVertexAttribArray(positionLocation);
std::vector<GLfloat> redGreenData = {// green(0,1), black(0,0), red(1,0), yellow(1,1)
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * redGreenData.size(), &redGreenData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(redGreenLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2,
nullptr);
glEnableVertexAttribArray(redGreenLocation);
}
void initializeFBO(GLFramebuffer *framebuffer, GLTexture *texture)
{
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mSize, mSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, *framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texture, 0);
}
// Ensures that the correct colors are where they should be when the entire 256x256 pattern has
// been rendered or blitted to a location relative to an x and y offset.
void test256x256PredictablePattern(GLint xOffset, GLint yOffset)
{
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + mSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + mSize - 1, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + kCoordMidWayShort,
kColorMidWayShortShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + kCoordMidWayLong,
kColorMidWayShortLong);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + kCoordMidWayShort,
kColorMidWayLongShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + kCoordMidWayLong,
kColorMidWayLongLong);
}
};
// Draw a predictable pattern (for testing pre-rotation) into an FBO, and then use glBlitFramebuffer
// to blit that pattern into various places within the 400x300 window
TEST_P(EGLPreRotationBlitFramebufferTest, BasicBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
//
// Test blitting the entire FBO image to a 256x256 part of the default framebuffer (no scaling)
//
// Blit from the FBO to the default framebuffer (i.e. the swapchain)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, 0, 0, mSize, mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, 0, 0, mSize, mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Clear to black and blit to a different part of the window
glClear(GL_COLOR_BUFFER_BIT);
GLint xOffset = 40;
GLint yOffset = 30;
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
test256x256PredictablePattern(xOffset, yOffset);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Blit the ms0 stencil buffer to the default framebuffer with rotation on android.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitStencilWithRotation)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888d24s8Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
mOSWindow->setOrientation(300, 400);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, 64, 128);
GLRenderbuffer depthstencilbuf;
glBindRenderbuffer(GL_RENDERBUFFER, depthstencilbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_DEPTH24_STENCIL8, 64, 128);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Replace stencil to 1.
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 255);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.8f);
// Blit stencil buffer to default frambuffer.
GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 64, 128, 0, 0, 64, 128, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
glDisable(GL_STENCIL_TEST);
drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Draw blue color if the stencil is equal to 1.
// If the blit finished successfully, the stencil test should all pass.
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 255);
drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.3f);
// Check the result, especially the boundaries.
EXPECT_PIXEL_COLOR_EQ(0, 127, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(32, 127, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(32, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(63, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(63, 64, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(32, 64, GLColor::blue);
// Some pixels around x=0/63 (related to the pre-rotation degree) still fail on android.
// From the image in the window, the failures near one of the image's edge look like "aliasing".
// We need to fix blit with pre-rotation. http://anglebug.com/42263612
// EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(0, 64, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(63, 1, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(63, 127, GLColor::blue);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
}
// Blit the multisample stencil buffer to the default framebuffer with rotation on android.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitMultisampleStencilWithRotation)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888d24s8Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
mOSWindow->setOrientation(300, 400);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 128, 64);
GLRenderbuffer depthstencilbuf;
glBindRenderbuffer(GL_RENDERBUFFER, depthstencilbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 128, 64);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Replace stencil to 1.
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 255);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.8f);
// Blit multisample stencil buffer to default frambuffer.
GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 128, 64, 0, 0, 128, 64, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
glDisable(GL_STENCIL_TEST);
drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Draw blue color if the stencil is equal to 1.
// If the blit finished successfully, the stencil test should all pass.
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 255);
drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.3f);
// Check the result, especially the boundaries.
EXPECT_PIXEL_COLOR_EQ(127, 32, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(64, 32, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, 63, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(64, 63, GLColor::blue);
// Some pixels around x=0/127 or y=0 (related to the pre-rotation degree)still fail on android.
// We need to fix blit with pre-rotation. http://anglebug.com/42263612
// Failures of Rotated90Degrees.
// EXPECT_PIXEL_COLOR_EQ(127, 1, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(127, 63, GLColor::blue);
// Failures of Rotated180Degrees.
// EXPECT_PIXEL_COLOR_EQ(64, 0, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(127, 0, GLColor::blue);
// Failures of Rotated270Degrees.
// EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// EXPECT_PIXEL_COLOR_EQ(0, 32, GLColor::blue);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
}
// Blit stencil to default framebuffer with flip and prerotation.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitStencilWithFlip)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// We need to fix blit with pre-rotation. http://anglebug.com/42263612
ANGLE_SKIP_TEST_IF(IsPixel4() || IsPixel4XL() || IsWindows());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888d24s8Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
mOSWindow->setOrientation(300, 400);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
constexpr int kSize = 128;
glViewport(0, 0, kSize, kSize);
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, kSize, kSize);
GLRenderbuffer depthstencilbuf;
glBindRenderbuffer(GL_RENDERBUFFER, depthstencilbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthstencilbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Replace stencil to 1.
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 255);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.8f);
// Blit stencil buffer to default frambuffer with X-flip.
GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, kSize, kSize, kSize, 0, 0, kSize,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
glDisable(GL_STENCIL_TEST);
drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Draw blue color if the stencil is equal to 1.
// If the blit finished successfully, the stencil test should all pass.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 255);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Check the result, especially the boundaries.
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
}
// Blit color buffer to default framebuffer with Y-flip/X-flip.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitColorToDefault)
{
// This test uses functionality that is only available on Android
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && !IsAndroid());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
constexpr int kSize = 128;
glViewport(0, 0, kSize, kSize);
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
EGLint desiredWidth = 300;
EGLint desiredHeight = 400;
mOSWindow->resize(desiredWidth, desiredHeight);
mOSWindow->setOrientation(desiredWidth, desiredHeight);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Blit color buffer to default frambuffer without flip.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Check the result, especially the boundaries.
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
// Blit color buffer to default frambuffer with Y-flip.
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, kSize, kSize, 0, kSize, kSize, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_NEAR(0, 0, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 253, 0, 255, 1.0); // Yellow
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 0, 0, 255, 1.0); // Red
// Blit color buffer to default frambuffer with X-flip.
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, kSize, kSize, kSize, 0, 0, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_NEAR(0, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(kSize - 1, 0, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(0, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 0, 253, 0, 255, 1.0); // Green
ASSERT_GL_NO_ERROR();
}
// Blit color buffer from default framebuffer with Y-flip/X-flip.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitColorFromDefault)
{
// This test uses functionality that is only available on Android
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && !IsAndroid());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
constexpr int kSize = 128;
glViewport(0, 0, kSize, kSize);
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
EGLint desiredWidth = 300;
EGLint desiredHeight = 400;
mOSWindow->resize(desiredWidth, desiredHeight);
mOSWindow->setOrientation(desiredWidth, desiredHeight);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Blit color buffer from default frambuffer without flip.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get());
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
// Check the result, especially the boundaries.
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
// Blit color buffer from default frambuffer with Y-flip.
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get());
glBlitFramebuffer(0, 0, kSize, kSize, 0, kSize, kSize, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
EXPECT_PIXEL_NEAR(0, 0, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 253, 0, 255, 1.0); // Yellow
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 0, 0, 255, 1.0); // Red
// Blit color buffer from default frambuffer with X-flip.
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.get());
glBlitFramebuffer(0, 0, kSize, kSize, kSize, 0, 0, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
EXPECT_PIXEL_NEAR(0, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(kSize - 1, 0, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(0, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 0, 253, 0, 255, 1.0); // Green
ASSERT_GL_NO_ERROR();
}
// Blit multisample color buffer to resolved framebuffer.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitMultisampleColorToResolved)
{
// This test uses functionality that is only available on Android
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && !IsAndroid());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
constexpr int kSize = 128;
glViewport(0, 0, kSize, kSize);
GLRenderbuffer colorMS;
glBindRenderbuffer(GL_RENDERBUFFER, colorMS.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, kSize, kSize);
GLRenderbuffer colorResolved;
glBindRenderbuffer(GL_RENDERBUFFER, colorResolved.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer framebufferMS;
glBindFramebuffer(GL_FRAMEBUFFER, framebufferMS.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorMS);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
GLFramebuffer framebufferResolved;
glBindFramebuffer(GL_FRAMEBUFFER, framebufferResolved.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
colorResolved.get());
EGLint desiredWidth = 300;
EGLint desiredHeight = 400;
mOSWindow->resize(desiredWidth, desiredHeight);
mOSWindow->setOrientation(desiredWidth, desiredHeight);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferMS.get());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferMS.get());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferResolved.get());
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferResolved.get());
// Check the result, especially the boundaries.
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Balck
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
ASSERT_GL_NO_ERROR();
}
// Blit color buffer to default framebuffer with linear filter.
TEST_P(EGLPreRotationBlitFramebufferTest, BlitColorWithLinearFilter)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
mOSWindow->setOrientation(300, 400);
angle::Sleep(1000);
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
constexpr int kSize = 128;
glViewport(0, 0, kSize, kSize);
GLRenderbuffer colorbuf;
glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Check the result, especially the boundaries.
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
EXPECT_PIXEL_NEAR(kSize - 1, 0, 253, 0, 0, 255, 1.0); // Red
EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 253, 0, 255, 1.0); // Green
EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 253, 253, 0, 255, 1.0); // Yellow
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
}
// Draw a predictable pattern (for testing pre-rotation) into an FBO, and then use glBlitFramebuffer
// to blit the left and right halves of that pattern into various places within the 400x300 window
TEST_P(EGLPreRotationBlitFramebufferTest, LeftAndRightBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to an offset part of the 400x300 window
GLint xOffset = 40;
GLint yOffset = 30;
//
// Test blitting half of the FBO image to a 128x256 or 256x128 part of the default framebuffer
// (no scaling)
//
// 1st) Clear to black and blit the left and right halves of the texture to the left and right
// halves of that different part of the window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize / 2, mSize, xOffset, yOffset, xOffset + (mSize / 2),
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(mSize / 2, 0, mSize, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize / 2, mSize, xOffset, yOffset, xOffset + (mSize / 2),
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(mSize / 2, 0, mSize, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
test256x256PredictablePattern(xOffset, yOffset);
ASSERT_GL_NO_ERROR();
// 2nd) Clear to black and this time blit the left half of the source texture to the right half
// of the destination window, and then blit the right half of the source texture to the left
// half of the destination window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(mSize / 2, 0, mSize, mSize, xOffset, yOffset, xOffset + (mSize / 2),
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize / 2, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(mSize / 2, 0, mSize, mSize, xOffset, yOffset, xOffset + (mSize / 2),
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize / 2, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort + 1, yOffset + 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort + 1, yOffset + mSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + mSize - 1, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayShort, kColorMidWayShortShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayLong, kColorMidWayShortLong);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayShort, kColorMidWayLongShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayLong, kColorMidWayLongLong);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into an FBO, and then use glBlitFramebuffer
// to blit the top and bottom halves of that pattern into various places within the 400x300 window
TEST_P(EGLPreRotationBlitFramebufferTest, TopAndBottomBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to an offset part of the 400x300 window
GLint xOffset = 40;
GLint yOffset = 30;
//
// Test blitting half of the FBO image to a 128x256 or 256x128 part of the default framebuffer
// (no scaling)
//
// 1st) Clear to black and blit the top and bottom halves of the texture to the top and bottom
// halves of that different part of the window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize, mSize / 2, xOffset, yOffset, xOffset + mSize,
yOffset + (mSize / 2), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, mSize / 2, mSize, mSize, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize / 2, xOffset, yOffset, xOffset + mSize,
yOffset + (mSize / 2), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, mSize / 2, mSize, mSize, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
test256x256PredictablePattern(xOffset, yOffset);
ASSERT_GL_NO_ERROR();
// 2nd) Clear to black and this time blit the top half of the source texture to the bottom half
// of the destination window, and then blit the bottom half of the source texture to the top
// half of the destination window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize, mSize / 2, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, mSize / 2, mSize, mSize, xOffset, yOffset, xOffset + mSize,
yOffset + (mSize / 2), GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize / 2, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, mSize / 2, mSize, mSize, xOffset, yOffset, xOffset + mSize,
yOffset + (mSize / 2), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayShort + 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayShort, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayShort + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayShort, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + mSize - 1, kColorMidWayShortShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + 0, kColorMidWayShortLong);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + mSize - 1, kColorMidWayLongShort);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + 0, kColorMidWayLongLong);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into an FBO, and then use glBlitFramebuffer
// to blit that pattern into various places within the 400x300 window, but being scaled to one-half
// size
TEST_P(EGLPreRotationBlitFramebufferTest, ScaledBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to an offset part of the 400x300 window
GLint xOffset = 40;
GLint yOffset = 30;
//
// Test blitting the entire FBO image to a 128x256 or 256x128 part of the default framebuffer
// (requires scaling)
//
// 1st) Clear to black and blit the FBO to the left and right halves of that different part of
// the window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + (mSize / 2), yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + (mSize / 2), yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset + (mSize / 2), yOffset, xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + 0, kColorScaleHorizBlack);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + mSize - 1, kColorScaleHorizGreen);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayShort, yOffset + mSize - 1, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + 0, kColorScaleHorizBlack);
EXPECT_PIXEL_COLOR_EQ(xOffset + kCoordMidWayLong, yOffset + mSize - 1, kColorScaleHorizGreen);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + mSize - 1, GLColor::yellow);
// 2nd) Clear to black and blit the FBO to the top and bottom halves of that different part of
// the window
glClear(GL_COLOR_BUFFER_BIT);
glViewport(xOffset, yOffset, mSize, mSize);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + (mSize / 2),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + (mSize / 2),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset + (mSize / 2), xOffset + mSize,
yOffset + mSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + 0, kColorScaleVertBlack);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + 0, kColorScaleVertRed);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayShort, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayShort, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + kCoordMidWayLong, kColorScaleVertBlack);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + kCoordMidWayLong, kColorScaleVertRed);
EXPECT_PIXEL_COLOR_EQ(xOffset + 0, yOffset + mSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(xOffset + mSize - 1, yOffset + mSize - 1, GLColor::yellow);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into a 256x256 portion of the 400x300
// window, and then use glBlitFramebuffer to blit that pattern into an FBO
TEST_P(EGLPreRotationBlitFramebufferTest, FboDestBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to an offset part of the 400x300 window
GLint xOffset = 40;
GLint yOffset = 30;
//
// Test blitting a 256x256 part of the default framebuffer to the entire FBO (no scaling)
//
// To get the entire predictable pattern into the default framebuffer at the desired offset,
// blit it from the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(xOffset, yOffset, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Clear the FBO to black and blit from the window to the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glViewport(0, 0, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(xOffset, yOffset, xOffset + mSize, yOffset + mSize, 0, 0, mSize, mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Ensure the predictable pattern seems correct in the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into a 256x256 portion of the 400x300
// window, and then use glBlitFramebuffer to blit that pattern into an FBO, but with coordinates
// that are partially out-of-bounds of the source
TEST_P(EGLPreRotationBlitFramebufferTest, FboDestOutOfBoundsSourceBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to the origin of the 400x300 window
GLint xOffset = 0;
GLint yOffset = 0;
//
// Test blitting a 256x256 part of the default framebuffer to the entire FBO (no scaling)
//
// To get the entire predictable pattern into the default framebuffer at the desired offset,
// blit it from the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(xOffset, yOffset, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Clear the FBO to black and blit from the window to the FBO, but give source coordinates that
// are partially outside of the window
xOffset = -10;
yOffset = -15;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glViewport(0, 0, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(xOffset, yOffset, xOffset + mSize, yOffset + mSize, 0, 0, mSize, mSize,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Ensure the predictable pattern seems correct in the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
// NOTE: There is a strip of black on the left and bottom edges of the PBO, corresponding to
// the source coordinates that were outside of the source. The strip of black is xOffset
// pixels wide on the left side, and yOffset pixels tall on the bottom side.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(-xOffset - 1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(-xOffset - 1, 255, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, -yOffset - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255, -yOffset - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255 + xOffset, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255 + xOffset, -yOffset - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, 255 + yOffset, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(-xOffset - 1, 255 + yOffset, GLColor::black);
// FBO coordinate (-xOffset, -yOffset) (or (10, 15)) has the values from the bottom-left corner
// of the source (which happens to be black). Thus, the following two tests are equivalent:
EXPECT_PIXEL_COLOR_EQ(-xOffset, -yOffset, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(10, 15, GLColor::black);
// Note: the following is equivalent to (0, 0):
EXPECT_PIXEL_COLOR_EQ(10 + xOffset, 15 + yOffset, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(-xOffset + 1, -yOffset + 1, GLColor(1, 1, 0, 255));
EXPECT_PIXEL_COLOR_EQ(-xOffset + 10, -yOffset + 10, GLColor(10, 10, 0, 255));
EXPECT_PIXEL_COLOR_EQ(-xOffset + 20, -yOffset + 20, GLColor(20, 20, 0, 255));
EXPECT_PIXEL_COLOR_EQ(-xOffset + 100, -yOffset + 100, GLColor(100, 100, 0, 255));
EXPECT_PIXEL_COLOR_EQ(-xOffset + 200, -yOffset + 200, GLColor(200, 200, 0, 255));
EXPECT_PIXEL_COLOR_EQ(-xOffset + 230, -yOffset + 230, GLColor(230, 230, 0, 255));
// Note how the offset works differently when added to the same coordinate value as above. The
// black strip causes the value to be 2X less the offset in each direction. Thus, coordinate
// (230+xOffset, 230+yOffset) yields actual coordinate (220, 215) and red-green values
// (230+(2*xOffset), 230+(2*yOffset)) or (210, 200). The following two tests are equivalent:
EXPECT_PIXEL_COLOR_EQ(230 + xOffset, 230 + yOffset,
GLColor(230 + (2 * xOffset), 230 + (2 * yOffset), 0, 255));
EXPECT_PIXEL_COLOR_EQ(220, 215, GLColor(210, 200, 0, 255));
// FBO coordinate (245, 240) has the highest pixel values from the source. The value of the
// FBO pixel at (245, 240) is smaller than the same coordinate in the source because of the
// blit's offsets. That is, the value is (245-xOffset, 240-yOffset) or (235, 225). Thus, the
// following two tests are the same:
EXPECT_PIXEL_COLOR_EQ(255 + xOffset, 255 + yOffset,
GLColor(255 + (2 * xOffset), 255 + (2 * yOffset), 0, 255));
EXPECT_PIXEL_COLOR_EQ(245, 240, GLColor(235, 225, 0, 255));
// Again, the "mid-way" coordinates will get values that aren't truly mid-way:
EXPECT_PIXEL_COLOR_EQ(
xOffset + kCoordMidWayShort, yOffset + kCoordMidWayShort,
GLColor(kCoordMidWayShort + (2 * xOffset), kCoordMidWayShort + (2 * yOffset), 0, 255));
EXPECT_PIXEL_COLOR_EQ(
xOffset + kCoordMidWayShort, yOffset + kCoordMidWayLong,
GLColor(kCoordMidWayShort + (2 * xOffset), kCoordMidWayLong + (2 * yOffset), 0, 255));
EXPECT_PIXEL_COLOR_EQ(
xOffset + kCoordMidWayLong, yOffset + kCoordMidWayShort,
GLColor(kCoordMidWayLong + (2 * xOffset), kCoordMidWayShort + (2 * yOffset), 0, 255));
EXPECT_PIXEL_COLOR_EQ(
xOffset + kCoordMidWayLong, yOffset + kCoordMidWayLong,
GLColor(kCoordMidWayLong + (2 * xOffset), kCoordMidWayLong + (2 * yOffset), 0, 255));
// Almost Red
EXPECT_PIXEL_COLOR_EQ(255, -yOffset, GLColor(255 + xOffset, 0, 0, 255));
// Almost Green
EXPECT_PIXEL_COLOR_EQ(-xOffset, 255, GLColor(0, 255 + yOffset, 0, 255));
// Almost Yellow
EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor(255 + xOffset, 255 + yOffset, 0, 255));
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into a 256x256 portion of the 400x300
// window, and then use glBlitFramebuffer to blit that pattern into an FBO, but with coordinates
// that are partially out-of-bounds of the source, and cause a "stretch" to occur
TEST_P(EGLPreRotationBlitFramebufferTest, FboDestOutOfBoundsSourceWithStretchBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to the origin of the 400x300 window
GLint xOffset = 0;
GLint yOffset = 0;
//
// Test blitting a 256x256 part of the default framebuffer to the entire FBO (no scaling)
//
// To get the entire predictable pattern into the default framebuffer at the desired offset,
// blit it from the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(xOffset, yOffset, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Clear the FBO to black and blit from the window to the FBO, but give source coordinates that
// are partially outside of the window, but "stretch" the result by 0.5 (i.e. 2X shrink in x)
xOffset = -10;
yOffset = -15;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glViewport(0, 0, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(xOffset, yOffset, xOffset + mSize, yOffset + mSize, 0, 0, mSize / 2, mSize,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Ensure the predictable pattern seems correct in the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
// NOTE: There is a strip of black on the left and bottom edges of the PBO, corresponding to
// the source coordinates that were outside of the source. The strip of black is xOffset/2
// pixels wide on the left side, and yOffset pixels tall on the bottom side.
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 255, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR((-xOffset / 2) - 1, 0, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR((-xOffset / 2) - 1, 255, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(0, -yOffset - 1, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(255 / 2, -yOffset - 1, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR((255 + xOffset) / 2, 0, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR((255 + xOffset) / 2, -yOffset - 1, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 255 + yOffset, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR((-xOffset / 2) - 1, 255 + yOffset, GLColor::black, 1);
// FBO coordinate (-xOffset, -yOffset) (or (10, 15)) has the values from the bottom-left corner
// of the source (which happens to be black). Thus, the following two tests are equivalent:
EXPECT_PIXEL_COLOR_NEAR(-xOffset / 2, -yOffset, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(10 + xOffset, 15 + yOffset, GLColor::black, 1);
EXPECT_PIXEL_COLOR_NEAR(220 / 2, 215, GLColor(210, 200, 0, 255), 1);
EXPECT_PIXEL_COLOR_NEAR((254 + xOffset) / 2, 255 + yOffset,
GLColor(254 + (2 * xOffset), 255 + (2 * yOffset), 0, 255), 1);
EXPECT_PIXEL_COLOR_NEAR(254 / 2, 240, GLColor(244, 225, 0, 255), 1);
// Almost Red
EXPECT_PIXEL_COLOR_NEAR(254 / 2, -yOffset, GLColor(254 + xOffset, 0, 0, 255), 1);
// Almost Green
EXPECT_PIXEL_COLOR_NEAR(-xOffset / 2, 255, GLColor(0, 255 + yOffset, 0, 255), 1);
// Almost Yellow
EXPECT_PIXEL_COLOR_NEAR(254 / 2, 255, GLColor(254 + xOffset, 255 + yOffset, 0, 255), 1);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Draw a predictable pattern (for testing pre-rotation) into a 256x256 portion of the 400x300
// window, and then use glBlitFramebuffer to blit that pattern into an FBO, but with source and FBO
// coordinates that are partially out-of-bounds of the source
TEST_P(EGLPreRotationBlitFramebufferTest, FboDestOutOfBoundsSourceAndDestBlitFramebuffer)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers[2];
initializeGeometry(program, &indexBuffer, &vertexArray, vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO and render the predictable pattern to it
GLFramebuffer fbo;
GLTexture texture;
initializeFBO(&fbo, &texture);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
// Ensure the predictable pattern seems correct in the FBO
test256x256PredictablePattern(0, 0);
ASSERT_GL_NO_ERROR();
// Prepare to blit to the default framebuffer and read from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Blit to the origin of the 400x300 window
GLint xOffset = 0;
GLint yOffset = 0;
//
// Test blitting a 256x256 part of the default framebuffer to the entire FBO (no scaling)
//
// To get the entire predictable pattern into the default framebuffer at the desired offset,
// blit it from the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(xOffset, yOffset, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap buffers to put the image in the window (so the test can be visually checked)
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_GL_NO_ERROR();
// Blit again to check the colors in the back buffer
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mSize, mSize, xOffset, yOffset, xOffset + mSize, yOffset + mSize,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Clear the FBO to black and blit from the window to the FBO, but give source coordinates that
// are partially outside of the window, and give destination coordinates that are partially
// outside of the FBO
xOffset = -10;
yOffset = -15;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glViewport(0, 0, mSize, mSize);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(xOffset, yOffset, (2 * xOffset) + mSize, (2 * yOffset) + mSize, -xOffset,
-yOffset, mSize, mSize, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Ensure the predictable pattern seems correct in the FBO
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
// NOTE: There is a strip of black on the left and bottom edges of the PBO, corresponding to
// the source coordinates that were outside of the source. The strip of black is xOffset*2
// pixels wide on the left side, and yOffset*2 pixels tall on the bottom side.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::black);
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) - 1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) - 1, 255, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, (-yOffset * 2) - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255, (-yOffset * 2) - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255 + xOffset, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(255 + xOffset, (-yOffset * 2) - 1, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(0, 255 + yOffset, GLColor::black);
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) - 1, 255 + yOffset, GLColor::black);
// FBO coordinate (-xOffset*2, -yOffset*2) (or (20, 30)) has the values from the bottom-left
// corner of the source (which happens to be black). Thus, the following two tests are
// equivalent:
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2), (-yOffset * 2), GLColor::black);
EXPECT_PIXEL_COLOR_EQ(20, 30, GLColor::black);
// Note: the following is equivalent to (0, 0):
EXPECT_PIXEL_COLOR_EQ(20 + (xOffset * 2), 30 + (yOffset * 2), GLColor::black);
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 1, (-yOffset * 2) + 1, GLColor(1, 1, 0, 255));
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 10, (-yOffset * 2) + 10, GLColor(10, 10, 0, 255));
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 20, (-yOffset * 2) + 20, GLColor(20, 20, 0, 255));
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 100, (-yOffset * 2) + 100, GLColor(100, 100, 0, 255));
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 200, (-yOffset * 2) + 200, GLColor(200, 200, 0, 255));
EXPECT_PIXEL_COLOR_EQ((-xOffset * 2) + 230, (-yOffset * 2) + 225, GLColor(230, 225, 0, 255));
// Almost Red
EXPECT_PIXEL_COLOR_EQ(255, -yOffset * 2, GLColor(255 + (xOffset * 2), 0, 0, 255));
// Almost Green
EXPECT_PIXEL_COLOR_EQ(-xOffset * 2, 255, GLColor(0, 255 + (yOffset * 2), 0, 255));
// Almost Yellow
EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor(255 + (xOffset * 2), 255 + (yOffset * 2), 0, 255));
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
class EGLPreRotationInterpolateAtOffsetTest : public EGLPreRotationSurfaceTest
{
protected:
EGLPreRotationInterpolateAtOffsetTest() {}
GLuint createProgram()
{
// Init program
constexpr char kVS[] =
"#version 310 es\n"
"#extension GL_OES_shader_multisample_interpolation : require\n"
"in highp vec2 position;\n"
"uniform float screen_width;\n"
"uniform float screen_height;\n"
"out highp vec2 v_screenPosition;\n"
"out highp vec2 v_offset;\n"
"void main (void)\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_screenPosition = (position.xy + vec2(1.0, 1.0)) / 2.0 * vec2(screen_width, "
"screen_height);\n"
" v_offset = position.xy * 0.5f;\n"
"}";
constexpr char kFS[] =
"#version 310 es\n"
"#extension GL_OES_shader_multisample_interpolation : require\n"
"in highp vec2 v_screenPosition;\n"
"in highp vec2 v_offset;\n"
"layout(location = 0) out mediump vec4 FragColor;\n"
"void main() {\n"
" const highp float threshold = 0.15625; // 4 subpixel bits. Assume 3 accurate bits "
"+ 0.03125 for other errors\n"
"\n"
" highp vec2 pixelCenter = floor(v_screenPosition) + vec2(0.5, 0.5);\n"
" highp vec2 offsetValue = interpolateAtOffset(v_screenPosition, v_offset);\n"
" highp vec2 refValue = pixelCenter + v_offset;\n"
"\n"
" bool valuesEqual = all(lessThan(abs(offsetValue - refValue), vec2(threshold)));\n"
" if (valuesEqual)\n"
" FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" else\n"
" FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}";
return CompileProgram(kVS, kFS);
}
void initializeGeometry(GLuint program,
GLBuffer *indexBuffer,
GLVertexArray *vertexArray,
GLBuffer *vertexBuffers)
{
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
GLuint screenWidthId = glGetUniformLocation(program, "screen_width");
GLuint screenHeightId = glGetUniformLocation(program, "screen_height");
glUniform1f(screenWidthId, (GLfloat)mSize);
glUniform1f(screenHeightId, (GLfloat)mSize);
glBindVertexArray(*vertexArray);
std::vector<GLushort> indices = {0, 1, 2, 2, 3, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * indices.size(), &indices[0],
GL_STATIC_DRAW);
std::vector<GLfloat> positionData = {// quad vertices
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2,
nullptr);
glEnableVertexAttribArray(positionLocation);
}
};
// Draw with interpolateAtOffset() builtin function to pre-rotated default FBO
TEST_P(EGLPreRotationInterpolateAtOffsetTest, InterpolateAtOffsetWithDefaultFBO)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_shader_multisample_interpolation"));
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers;
initializeGeometry(program, &indexBuffer, &vertexArray, &vertexBuffers);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(mSize - 1, mSize - 1, GLColor(0, 255, 0, 255));
ASSERT_GL_NO_ERROR();
// Make the image visible
eglSwapBuffers(mDisplay, mWindowSurface);
ASSERT_EGL_SUCCESS();
}
// Draw with interpolateAtOffset() builtin function to pre-rotated custom FBO
TEST_P(EGLPreRotationInterpolateAtOffsetTest, InterpolateAtOffsetWithCustomFBO)
{
// http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(isVulkanRenderer() && IsLinux() && IsIntel());
// Flaky on Linux SwANGLE http://anglebug.com/42263074
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// To aid in debugging, we want this window visible
setWindowVisible(mOSWindow, true);
initializeDisplay();
initializeSurfaceWithRGBA8888Config();
eglMakeCurrent(mDisplay, mWindowSurface, mWindowSurface, mContext);
ASSERT_EGL_SUCCESS();
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_shader_multisample_interpolation"));
// Init program
GLuint program = createProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLBuffer indexBuffer;
GLVertexArray vertexArray;
GLBuffer vertexBuffers;
initializeGeometry(program, &indexBuffer, &vertexArray, &vertexBuffers);
ASSERT_GL_NO_ERROR();
// Create a texture-backed FBO
GLFramebuffer fbo;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mSize, mSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, mSize, mSize);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(mSize - 1, 0, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(0, mSize - 1, GLColor(0, 255, 0, 255));
EXPECT_PIXEL_COLOR_EQ(mSize - 1, mSize - 1, GLColor(0, 255, 0, 255));
ASSERT_GL_NO_ERROR();
}
} // anonymous namespace
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLPreRotationInterpolateAtOffsetTest);
ANGLE_INSTANTIATE_TEST_COMBINE_1(EGLPreRotationInterpolateAtOffsetTest,
PrintToStringParamName,
testing::Bool(),
WithNoFixture(ES31_VULKAN()));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLPreRotationSurfaceTest);
ANGLE_INSTANTIATE_TEST_COMBINE_1(EGLPreRotationSurfaceTest,
PrintToStringParamName,
testing::Bool(),
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_VULKAN_SWIFTSHADER()));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLPreRotationLargeSurfaceTest);
ANGLE_INSTANTIATE_TEST_COMBINE_1(EGLPreRotationLargeSurfaceTest,
PrintToStringParamName,
testing::Bool(),
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_VULKAN_SWIFTSHADER()));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLPreRotationBlitFramebufferTest);
ANGLE_INSTANTIATE_TEST_COMBINE_1(EGLPreRotationBlitFramebufferTest,
PrintToStringParamName,
testing::Bool(),
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_VULKAN_SWIFTSHADER()));