| // |
| // 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. |
| // |
| |
| // Test that invokes a usecase where there is a feedback loop but the framebuffer |
| // depth attachment is only read from |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| class ReadOnlyFeedbackLoopTest : public ANGLETest<> |
| { |
| protected: |
| ReadOnlyFeedbackLoopTest() |
| { |
| setWindowWidth(256); |
| setWindowHeight(256); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glDepthRangef(-1.0f, 1.0f); |
| |
| glEnable(GL_BLEND); |
| glDisable(GL_DEPTH_TEST); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| }; |
| |
| class ReadOnlyFeedbackLoopTestES31 : public ReadOnlyFeedbackLoopTest |
| {}; |
| |
| // Fill out a depth texture to specific values and use it both as a sampler and a depth texture |
| // with depth write disabled. This is to test a "read-only feedback loop" that needs to be |
| // supported to match industry standard. |
| TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| const GLuint width = getWindowWidth(); |
| const GLuint height = getWindowHeight(); |
| |
| GLTexture colorTex; |
| GLTexture depthTex; |
| GLTexture finalTex; |
| |
| GLFramebuffer gbufferFbo; |
| GLFramebuffer finalFbo; |
| |
| ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(), |
| essl1_shaders::fs::Texture2D()); |
| |
| glBindTexture(GL_TEXTURE_2D, colorTex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindTexture(GL_TEXTURE_2D, depthTex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Attach a color and depth texture to the FBO |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); |
| EXPECT_GL_NO_ERROR(); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); |
| EXPECT_GL_NO_ERROR(); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // Set the color texture to blue and depth texture to 1.0f |
| glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Enable Depth test with passing always to write depth. |
| glEnable(GL_DEPTH_TEST); |
| glDepthMask(GL_TRUE); |
| glDepthFunc(GL_ALWAYS); |
| |
| // Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as |
| // previously cleared. |
| const GLfloat depthValue = 0.0f; |
| drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindTexture(GL_TEXTURE_2D, finalTex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, finalFbo); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Enable Depth test without depth write. |
| glEnable(GL_DEPTH_TEST); |
| glDepthMask(GL_FALSE); |
| glDepthFunc(GL_GREATER); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0); |
| EXPECT_GL_NO_ERROR(); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); |
| EXPECT_GL_NO_ERROR(); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glBindTexture(GL_TEXTURE_2D, depthTex); |
| |
| // Fill finalTex with values read from depthTex. This should work even though depthTex |
| // is also bound as the depth attachment, because depth write is disabled. |
| // The write to finalTex only succeeds for the middle region due to depth test. |
| drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f); |
| |
| // Copy finalTex to default framebuffer for verification. Depth values written in the first |
| // draw call are expected in the middle, while the clear value in the clear before the |
| // second draw call are expected at the border. |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glDisable(GL_DEPTH_TEST); |
| glDepthMask(GL_FALSE); |
| glBindTexture(GL_TEXTURE_2D, finalTex); |
| drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f); |
| EXPECT_GL_NO_ERROR(); |
| |
| GLint depthColorValue = (depthValue)*128 + 128; |
| EXPECT_NEAR(depthColorValue, angle::ReadColor(width / 2, height / 2).R, 1); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); |
| } |
| |
| // Tests that we can support a feedback loop between a depth textures and the depth buffer. |
| // The test emulates the read-only feedback loop in Manhattan. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopSupported) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 2; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Clear depth to 0.5. |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| // Disable depth. Although this does not remove the feedback loop as defined by the |
| // spec it mimics what gfxbench does in its rendering tests. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Verify we can sample the depth texture and get 0.5. |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Tests corner cases with read-only depth-stencil feedback loops. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopStateChanges) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 2; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| glUseProgram(program); |
| |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| GLFramebuffer framebuffer1; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| GLFramebuffer framebuffer2; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Clear depth to 0.5. |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| glFlush(); |
| |
| // Disable depth. Although this does not remove the feedback loop as defined by the |
| // spec it mimics what gfxbench does in its rendering tests. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Draw with loop. |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Draw with no loop and second FBO. Starts RP in writable mode. |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Draw with loop, restarts RP. |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Tests depth/stencil clear after read-only depth/stencil feedback loop draw. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilClear) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 2; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| glUseProgram(program); |
| |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Clear depth to 0.5. |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| // Disable depth to establish read-only depth/stencil feedback loop. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Verify we can sample the depth texture and get 0.5. |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); |
| |
| // Clear depth to another value |
| glDepthMask(true); |
| glClearDepthf(1.0f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure the last clear and the draw are not reordered by mistake. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure depth is correctly cleared. |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LESS); |
| |
| ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); |
| drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Tests scissored depth/stencil clear after read-only depth/stencil feedback loop draw. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenScissoredDepthStencilClear) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 2; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| glUseProgram(program); |
| |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Clear depth to 0.5. |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| // Disable depth to establish read-only depth/stencil feedback loop. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Verify we can sample the depth texture and get 0.5. |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); |
| |
| // Clear depth to another value in a scissor |
| glDepthMask(true); |
| glEnable(GL_SCISSOR_TEST); |
| glViewport(kSize / 2, kSize / 2, kSize / 2, kSize / 2); |
| glClearDepthf(1.0f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure the draw worked. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure depth is correctly cleared. |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LESS); |
| |
| ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); |
| drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Tests depth/stencil blit after read-only depth/stencil feedback loop draw. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilBlit) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 2; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| glUseProgram(program); |
| |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Clear depth to 0.5. |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| // Disable depth to establish read-only depth/stencil feedback loop. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Verify we can sample the depth texture and get 0.5. |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); |
| |
| // Blit depth to another framebuffer. |
| GLFramebuffer framebuffer2; |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer2); |
| |
| GLTexture colorTexture2; |
| glBindTexture(GL_TEXTURE_2D, colorTexture2); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture2, |
| 0); |
| |
| GLTexture depthTexture2; |
| glBindTexture(GL_TEXTURE_2D, depthTexture2); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture2, |
| 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); |
| |
| glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_DEPTH_BUFFER_BIT, GL_NEAREST); |
| |
| // Make sure the draw worked. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure depth is correctly blitted. |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer2); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_GREATER); |
| |
| ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); |
| drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.05f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); |
| ASSERT_GL_NO_ERROR(); |
| |
| glDepthFunc(GL_LESS); |
| ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(drawRed, essl1_shaders::PositionAttrib(), -0.05f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Tests that if the framebuffer is cleared, a feedback loop between a depth textures and the depth |
| // buffer is established, and a scissored clear is issued, that the clear is not mistakenly |
| // scissored. |
| TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopWithClearAndScissoredDraw) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLuint kSize = 16; |
| glViewport(0, 0, kSize, kSize); |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| varying vec2 v_texCoord; |
| uniform sampler2D depth; |
| void main() |
| { |
| if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| } |
| else |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| |
| GLTexture colorTexture; |
| glBindTexture(GL_TEXTURE_2D, colorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); |
| |
| GLTexture depthTexture; |
| glBindTexture(GL_TEXTURE_2D, depthTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, |
| GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Clear color to blue and depth to 0.5. |
| glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| glClearDepthf(0.5f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| // Disable depth. Although this does not remove the feedback loop as defined by the |
| // spec it mimics what gfxbench does in its rendering tests. |
| glDepthMask(false); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Verify we can sample the depth texture and get 0.5. Use a scissor. |
| glScissor(0, 0, kSize / 2, kSize); |
| glEnable(GL_SCISSOR_TEST); |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Make sure the scissored region passes the depth test and is changed to green. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::green); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::green); |
| |
| // Make sure the region outside the scissor is cleared to blue. |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue); |
| } |
| |
| // Tests that sampling from stencil while simultaneously bound as read-only attachment works. Depth |
| // is being written at the same time. |
| TEST_P(ReadOnlyFeedbackLoopTestES31, SampleStencilWhileReadOnlyAttachment) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLsizei kSize = 64; |
| |
| // Create FBO with color, depth and stencil |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| |
| GLTexture depthStencil; |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, |
| 0); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Initialize depth/stencil |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glStencilMask(0xFF); |
| |
| glBindTexture(GL_TEXTURE_2D, 0); |
| ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(drawColor); |
| GLint colorUniformLocation = |
| glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(colorUniformLocation, -1); |
| |
| // Draw red with depth = 1 and stencil = 0xAA |
| glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); |
| drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass by making a copy of the color texture. |
| GLTexture copyTex; |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Disable stencil output and bind stencil as sampler. |
| glDepthFunc(GL_LESS); |
| glStencilFunc(GL_EQUAL, 0xAA, 0xFF); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| |
| constexpr char kVS[] = R"(#version 310 es |
| precision highp float; |
| in vec4 position; |
| out vec2 texCoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texCoord = position.xy * 0.5 + vec2(0.5); |
| })"; |
| |
| constexpr char kFS[] = R"(#version 310 es |
| precision mediump float; |
| precision mediump usampler2D; |
| |
| in vec2 texCoord; |
| |
| uniform usampler2D stencil; |
| |
| out vec4 color; |
| |
| void main() |
| { |
| bool stencilPass = texture(stencil, texCoord).x == 0xAAu; |
| |
| color = vec4(0, stencilPass, 0, 1); |
| } |
| )"; |
| |
| ANGLE_GL_PROGRAM(validateStencil, kVS, kFS); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(validateStencil); |
| glUniform1i(glGetUniformLocation(validateStencil, "stencil"), 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(validateStencil, "position", 0.95); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer readFramebuffer; |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); |
| glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); |
| EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); |
| EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green); |
| |
| // Validate that depth was overwritten in the previous render pass |
| glDepthFunc(GL_GREATER); |
| glDepthMask(GL_FALSE); |
| |
| glUseProgram(drawColor); |
| glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f); |
| drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); |
| EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue); |
| } |
| |
| // Tests that sampling from depth while simultaneously bound as read-only attachment works. Stencil |
| // is being written at the same time. |
| TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthWhileReadOnlyAttachment) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLsizei kSize = 64; |
| |
| // Create FBO with color, depth and stencil |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| |
| GLTexture depthStencil; |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, |
| 0); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Initialize depth/stencil |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glStencilMask(0xFF); |
| |
| glBindTexture(GL_TEXTURE_2D, 0); |
| ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(drawColor); |
| GLint colorUniformLocation = |
| glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(colorUniformLocation, -1); |
| |
| // Draw red with depth = 1 and stencil = 0xAA |
| glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); |
| drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass by making a copy of the color texture. |
| GLTexture copyTex; |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Disable depth output and bind depth as sampler. |
| glDepthFunc(GL_LESS); |
| glDepthMask(GL_FALSE); |
| glStencilFunc(GL_ALWAYS, 0xBB, 0xEE); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); |
| |
| constexpr char kVS[] = R"(#version 310 es |
| precision highp float; |
| in vec4 position; |
| out vec2 texCoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texCoord = position.xy * 0.5 + vec2(0.5); |
| })"; |
| |
| constexpr char kFS[] = R"(#version 310 es |
| precision mediump float; |
| |
| in vec2 texCoord; |
| |
| uniform sampler2D depth; |
| |
| out vec4 color; |
| |
| void main() |
| { |
| bool depthPass = abs(texture(depth, texCoord).x - 1.0) < 0.1; |
| |
| color = vec4(0, depthPass, 0, 1); |
| } |
| )"; |
| |
| ANGLE_GL_PROGRAM(validateDepth, kVS, kFS); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(validateDepth); |
| glUniform1i(glGetUniformLocation(validateDepth, "depth"), 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(validateDepth, "position", 0.95); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer readFramebuffer; |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); |
| glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); |
| EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); |
| EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green); |
| |
| // Validate that stencil was overwritten in the previous render pass |
| glStencilFunc(GL_EQUAL, 0xBB, 0xFF); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| |
| glUseProgram(drawColor); |
| glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f); |
| drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); |
| EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue); |
| } |
| |
| // Tests that sampling from depth and stencil while simultaneously bound as read-only attachment |
| // works. |
| TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthAndStencilWhileReadOnlyAttachment) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); |
| |
| constexpr GLsizei kSize = 64; |
| |
| // Create FBO with color, depth and stencil |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| |
| GLTexture depthStencil; |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, |
| 0); |
| ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Initialize depth/stencil |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_ALWAYS); |
| |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glStencilMask(0xFF); |
| |
| glBindTexture(GL_TEXTURE_2D, 0); |
| ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(drawColor); |
| GLint colorUniformLocation = |
| glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(colorUniformLocation, -1); |
| |
| // Draw red with depth = 1 and stencil = 0xAA |
| glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); |
| drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass by making a copy of the color texture. |
| GLTexture copyTex; |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Disable depth/stencil output and bind both depth and stencil as samplers. |
| glDepthFunc(GL_LESS); |
| glDepthMask(GL_FALSE); |
| glStencilFunc(GL_EQUAL, 0xAA, 0xFF); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| |
| constexpr char kVS[] = R"(#version 310 es |
| precision highp float; |
| in vec4 position; |
| out vec2 texCoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texCoord = position.xy * 0.5 + vec2(0.5); |
| })"; |
| |
| constexpr char kFS[] = R"(#version 310 es |
| precision mediump float; |
| precision mediump usampler2D; |
| |
| in vec2 texCoord; |
| |
| uniform sampler2D depth; |
| uniform usampler2D stencil; |
| |
| out vec4 color; |
| |
| void main() |
| { |
| // Note: Due to GL_DEPTH_STENCIL_TEXTURE_MODE, it is not possible to read both the depth and |
| // stencil aspects correctly. For the sake of test (reading both aspects), just make sure to |
| // sample from depth. |
| bool depthPass = !isinf(texture(depth, texCoord).x); |
| bool stencilPass = texture(stencil, texCoord).x == 0xAAu; |
| |
| color = vec4(0, depthPass, stencilPass, 1); |
| } |
| )"; |
| |
| ANGLE_GL_PROGRAM(validateDepthStencil, kVS, kFS); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, depthStencil); |
| glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(validateDepthStencil); |
| glUniform1i(glGetUniformLocation(validateDepthStencil, "depth"), 0); |
| glUniform1i(glGetUniformLocation(validateDepthStencil, "stencil"), 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(validateDepthStencil, "position", 0.95); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Break the render pass |
| glBindTexture(GL_TEXTURE_2D, copyTex); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer readFramebuffer; |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); |
| glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); |
| EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); |
| EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::cyan); |
| } |
| |
| // Instantiate the test for ES3. |
| ANGLE_INSTANTIATE_TEST_ES3(ReadOnlyFeedbackLoopTest); |
| |
| GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ReadOnlyFeedbackLoopTestES31); |
| ANGLE_INSTANTIATE_TEST_ES31(ReadOnlyFeedbackLoopTestES31); |