blob: 2268444719f1ea345ca34c43aba7930acab07280 [file] [log] [blame]
//
// Copyright 2017 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.
//
// RobustBufferAccessBehaviorTest:
// Various tests related for GL_KHR_robust_buffer_access_behavior.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/OSWindow.h"
#include <array>
using namespace angle;
namespace
{
class RobustBufferAccessBehaviorTest : public ANGLETest<>
{
protected:
RobustBufferAccessBehaviorTest()
{
setWindowWidth(128);
setWindowHeight(128);
}
void testTearDown() override
{
glDeleteProgram(mProgram);
EGLWindow::Delete(&mEGLWindow);
OSWindow::Delete(&mOSWindow);
}
bool initExtension()
{
mOSWindow = OSWindow::New();
if (!mOSWindow->initialize("RobustBufferAccessBehaviorTest", getWindowWidth(),
getWindowHeight()))
{
return false;
}
setWindowVisible(mOSWindow, true);
Library *driverLib = ANGLETestEnvironment::GetDriverLibrary(GLESDriverType::AngleEGL);
const PlatformParameters &params = GetParam();
mEGLWindow = EGLWindow::New(params.majorVersion, params.minorVersion);
if (!mEGLWindow->initializeDisplay(mOSWindow, driverLib, GLESDriverType::AngleEGL,
GetParam().eglParameters))
{
return false;
}
EGLDisplay display = mEGLWindow->getDisplay();
if (!IsEGLDisplayExtensionEnabled(display, "EGL_EXT_create_context_robustness"))
{
return false;
}
ConfigParameters configParams;
configParams.redBits = 8;
configParams.greenBits = 8;
configParams.blueBits = 8;
configParams.alphaBits = 8;
configParams.robustAccess = true;
if (mEGLWindow->initializeSurface(mOSWindow, driverLib, configParams) !=
GLWindowResult::NoError)
{
return false;
}
if (!mEGLWindow->initializeContext())
{
return false;
}
if (!mEGLWindow->makeCurrent())
{
return false;
}
if (!IsGLExtensionEnabled("GL_KHR_robust_buffer_access_behavior"))
{
return false;
}
return true;
}
void initBasicProgram()
{
constexpr char kVS[] =
"precision mediump float;\n"
"attribute vec4 position;\n"
"attribute vec4 vecRandom;\n"
"varying vec4 v_color;\n"
"bool testFloatComponent(float component) {\n"
" return (component == 0.2 || component == 0.0);\n"
"}\n"
"bool testLastFloatComponent(float component) {\n"
" return testFloatComponent(component) || component == 1.0;\n"
"}\n"
"void main() {\n"
" if (testFloatComponent(vecRandom.x) &&\n"
" testFloatComponent(vecRandom.y) &&\n"
" testFloatComponent(vecRandom.z) &&\n"
" testLastFloatComponent(vecRandom.w)) {\n"
" v_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" } else {\n"
" v_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
" gl_Position = position;\n"
"}\n";
constexpr char kFS[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
mTestAttrib = glGetAttribLocation(mProgram, "vecRandom");
ASSERT_NE(-1, mTestAttrib);
glUseProgram(mProgram);
}
void runIndexOutOfRangeTests(GLenum drawType)
{
if (mProgram == 0)
{
initBasicProgram();
}
GLBuffer bufferIncomplete;
glBindBuffer(GL_ARRAY_BUFFER, bufferIncomplete);
std::array<GLfloat, 12> randomData = {
{0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f}};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * randomData.size(), randomData.data(),
drawType);
glEnableVertexAttribArray(mTestAttrib);
glVertexAttribPointer(mTestAttrib, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glClearColor(0.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawIndexedQuad(mProgram, "position", 0.5f);
int width = getWindowWidth();
int height = getWindowHeight();
GLenum result = glGetError();
// For D3D dynamic draw, we still return invalid operation. Once we force the index buffer
// to clamp any out of range indices instead of invalid operation, this part can be removed.
// We can always get GL_NO_ERROR.
if (result == GL_INVALID_OPERATION)
{
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::blue);
}
else
{
EXPECT_GLENUM_EQ(GL_NO_ERROR, result);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::green);
}
}
OSWindow *mOSWindow = nullptr;
EGLWindow *mEGLWindow = nullptr;
GLuint mProgram = 0;
GLint mTestAttrib = 0;
};
// Test that static draw with out-of-bounds reads will not read outside of the data store of the
// buffer object and will not result in GL interruption or termination when
// GL_KHR_robust_buffer_access_behavior is supported.
TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithStaticDraw)
{
ANGLE_SKIP_TEST_IF(!initExtension());
runIndexOutOfRangeTests(GL_STATIC_DRAW);
}
// Test that dynamic draw with out-of-bounds reads will not read outside of the data store of the
// buffer object and will not result in GL interruption or termination when
// GL_KHR_robust_buffer_access_behavior is supported.
TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithDynamicDraw)
{
ANGLE_SKIP_TEST_IF(!initExtension());
runIndexOutOfRangeTests(GL_DYNAMIC_DRAW);
}
// Test that vertex buffers are rebound with the correct offsets in subsequent calls in the D3D11
// backend. http://crbug.com/837002
TEST_P(RobustBufferAccessBehaviorTest, D3D11StateSynchronizationOrderBug)
{
ANGLE_SKIP_TEST_IF(!initExtension());
glDisable(GL_DEPTH_TEST);
// 2 quads, the first one red, the second one green
const std::array<angle::Vector4, 16> vertices{
angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f), // v0
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c0
angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f), // v1
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c1
angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f), // v2
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c2
angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f), // v3
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c3
angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f), // v4
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c4
angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f), // v5
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c5
angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f), // v6
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c6
angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f), // v7
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c7
};
GLBuffer vb;
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
const std::array<GLushort, 12> indicies{
0, 1, 2, 0, 2, 3, // quad0
4, 5, 6, 4, 6, 7, // quad1
};
GLBuffer ib;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies.data(), GL_STATIC_DRAW);
constexpr char kVS[] = R"(
precision highp float;
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main()
{
gl_Position = a_position;
v_color = a_color;
})";
constexpr char kFS[] = R"(
precision highp float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "a_position");
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2, 0);
GLint colorLocation = glGetAttribLocation(program, "a_color");
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2,
reinterpret_cast<const void *>(sizeof(angle::Vector4)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
reinterpret_cast<const void *>(sizeof(GLshort) * 6));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
reinterpret_cast<const void *>(sizeof(GLshort) * 6));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Covers drawing with a very large vertex range which overflows GLsizei. http://crbug.com/842028
TEST_P(RobustBufferAccessBehaviorTest, VeryLargeVertexCountWithDynamicVertexData)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_element_index_uint"));
constexpr GLsizei kIndexCount = 32;
std::array<GLuint, kIndexCount> indices = {{}};
for (GLsizei index = 0; index < kIndexCount; ++index)
{
indices[index] = ((std::numeric_limits<GLuint>::max() - 2) / kIndexCount) * index;
}
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(),
GL_STATIC_DRAW);
std::array<GLfloat, 256> vertexData = {{}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(GLfloat), vertexData.data(),
GL_DYNAMIC_DRAW);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
GLint attribLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, attribLoc);
glVertexAttribPointer(attribLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(attribLoc);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
// This may or may not generate an error, but it should not crash.
}
// Test that robust access works even if there's no data uploaded to the vertex buffer at all.
TEST_P(RobustBufferAccessBehaviorTest, NoBufferData)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
glEnableVertexAttribArray(0);
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
glVertexAttribPointer(0, 1, GL_FLOAT, false, 0, nullptr);
ASSERT_GL_NO_ERROR();
std::array<GLubyte, 1u> indices = {0};
glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_BYTE, indices.data());
ASSERT_GL_NO_ERROR();
}
constexpr char kWebGLVS[] = R"(attribute vec2 position;
attribute vec4 aOne;
attribute vec4 aTwo;
varying vec4 v;
uniform vec2 comparison;
bool isRobust(vec4 value) {
// The valid buffer range is filled with this value.
if (value.xy == comparison)
return true;
// Checking the w value is a bit complex.
return (value.xyz == vec3(0, 0, 0));
}
void main() {
gl_Position = vec4(position, 0, 1);
if (isRobust(aOne) && isRobust(aTwo)) {
v = vec4(0, 1, 0, 1);
} else {
v = vec4(1, 0, 0, 1);
}
})";
constexpr char kWebGLFS[] = R"(precision mediump float;
varying vec4 v;
void main() {
gl_FragColor = v;
})";
// Test buffer with interleaved (3+2) float vectors. Adapted from WebGL test
// conformance/rendering/draw-arrays-out-of-bounds.html
TEST_P(RobustBufferAccessBehaviorTest, InterleavedAttributes)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
constexpr GLfloat kDefaultFloat = 0.2f;
std::vector<Vector4> defaultFloats(kNumQuads * 2, Vector4(kDefaultFloat));
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// enough for 9 vertices, so 3 triangles
glBufferData(GL_ARRAY_BUFFER, 9 * 5 * sizeof(GLfloat), defaultFloats.data(), GL_STATIC_DRAW);
// bind first 3 elements, with a stride of 5 float elements
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 5 * 4, 0);
// bind 2 elements, starting after the first 3; same stride of 5 float elements
glVertexAttribPointer(kTwoLoc, 2, GL_FLOAT, GL_FALSE, 5 * 4,
reinterpret_cast<const GLvoid *>(3 * 4));
glEnableVertexAttribArray(kOneLoc);
glEnableVertexAttribArray(kTwoLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, kDefaultFloat, kDefaultFloat);
// Draw out of bounds.
glDrawArrays(GL_TRIANGLES, 0, 10000);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
glDrawArrays(GL_TRIANGLES, (kNumQuads - 1) * 6, 6);
err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
}
// Tests redefining an empty buffer. Adapted from WebGL test
// conformance/rendering/draw-arrays-out-of-bounds.html
TEST_P(RobustBufferAccessBehaviorTest, EmptyBuffer)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, 0, 0);
// Define empty buffer.
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kOneLoc);
glDrawArrays(GL_TRIANGLES, 0, 3);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
// Redefine buffer with 3 float vectors.
constexpr GLfloat kFloats[] = {0, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0};
glBufferData(GL_ARRAY_BUFFER, sizeof(kFloats), kFloats, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
}
// Tests robust buffer access with dynamic buffer usage.
TEST_P(RobustBufferAccessBehaviorTest, DynamicBuffer)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
constexpr GLfloat kDefaultFloat = 0.2f;
std::vector<Vector4> defaultFloats(kNumQuads * 2, Vector4(kDefaultFloat));
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// enough for 9 vertices, so 3 triangles
glBufferData(GL_ARRAY_BUFFER, 9 * 5 * sizeof(GLfloat), defaultFloats.data(), GL_DYNAMIC_DRAW);
// bind first 3 elements, with a stride of 5 float elements
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 5 * 4, 0);
// bind 2 elements, starting after the first 3; same stride of 5 float elements
glVertexAttribPointer(kTwoLoc, 2, GL_FLOAT, GL_FALSE, 5 * 4,
reinterpret_cast<const GLvoid *>(3 * 4));
glEnableVertexAttribArray(kOneLoc);
glEnableVertexAttribArray(kTwoLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, kDefaultFloat, kDefaultFloat);
// Draw out of bounds.
glDrawArrays(GL_TRIANGLES, 0, 10000);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
glDrawArrays(GL_TRIANGLES, (kNumQuads - 1) * 6, 6);
err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
}
// Tests out of bounds read by divisor emulation due to a user-provided offset.
// Adapted from https://crbug.com/1285885.
TEST_P(RobustBufferAccessBehaviorTest, IndexOutOfBounds)
{
ANGLE_SKIP_TEST_IF(!initExtension());
constexpr char kVS[] = R"(precision highp float;
attribute vec4 a_position;
void main(void) {
gl_Position = a_position;
})";
constexpr char kFS[] = R"(precision highp float;
uniform sampler2D oTexture;
uniform float oColor[3];
void main(void) {
gl_FragData[0] = texture2DProj(oTexture, vec3(0.1,0.1,0.1));
})";
GLfloat singleFloat = 1.0f;
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, 4, &singleFloat, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "a_position");
glLinkProgram(program);
ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
glEnableVertexAttribArray(0);
// Trying to exceed renderer->getMaxVertexAttribDivisor()
GLuint constexpr kDivisor = 4096;
glVertexAttribDivisor(0, kDivisor);
size_t outOfBoundsOffset = 0x50000000;
glVertexAttribPointer(0, 1, GL_FLOAT, false, 8, reinterpret_cast<void *>(outOfBoundsOffset));
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 32);
// No assertions, just checking for crashes.
}
// Similar to the test above but index is first within bounds then goes out of bounds.
TEST_P(RobustBufferAccessBehaviorTest, IndexGoingOutOfBounds)
{
ANGLE_SKIP_TEST_IF(!initExtension());
constexpr char kVS[] = R"(precision highp float;
attribute vec4 a_position;
void main(void) {
gl_Position = a_position;
})";
constexpr char kFS[] = R"(precision highp float;
uniform sampler2D oTexture;
uniform float oColor[3];
void main(void) {
gl_FragData[0] = texture2DProj(oTexture, vec3(0.1,0.1,0.1));
})";
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
std::array<GLfloat, 2> buffer = {{0.2f, 0.2f}};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * buffer.size(), buffer.data(), GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "a_position");
glLinkProgram(program);
ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
glEnableVertexAttribArray(0);
// Trying to exceed renderer->getMaxVertexAttribDivisor()
GLuint constexpr kDivisor = 4096;
glVertexAttribDivisor(0, kDivisor);
// 6 bytes remaining in the buffer from offset so only a single vertex can be read
glVertexAttribPointer(0, 1, GL_FLOAT, false, 8, reinterpret_cast<void *>(2));
glUseProgram(program);
// Each vertex is read `kDivisor` times so the last read goes out of bounds
GLsizei instanceCount = kDivisor + 1;
glDrawArraysInstanced(GL_TRIANGLES, 0, 32, instanceCount);
// No assertions, just checking for crashes.
}
// Draw out-of-bounds beginning with the start offset passed in.
// Ensure that drawArrays flags either no error or INVALID_OPERATION. In the case of
// INVALID_OPERATION, no canvas pixels can be touched. In the case of NO_ERROR, all written values
// must either be the zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader.
void DrawAndVerifyOutOfBoundsArrays(int first, int count)
{
glClearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, first, count);
GLenum error = glGetError();
if (error == GL_INVALID_OPERATION)
{
// testPassed. drawArrays flagged INVALID_OPERATION, which is valid so long as all canvas
// pixels were not touched.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
else
{
ASSERT_GL_NO_ERROR();
// testPassed. drawArrays flagged NO_ERROR, which is valid so long as all canvas pixels are
// green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
}
// Adapted from WebGL test
// conformance/rendering/out-of-bounds-array-buffers.html
// This test verifies that out-of-bounds array buffers behave according to spec.
TEST_P(RobustBufferAccessBehaviorTest, OutOfBoundsArrayBuffers)
{
ANGLE_SKIP_TEST_IF(!initExtension());
constexpr char vsCheckOutOfBounds[] =
"precision mediump float;\n"
"attribute vec2 position;\n"
"attribute vec4 vecRandom;\n"
"varying vec4 v_color;\n"
"\n"
"// Per the spec, each component can either contain existing contents\n"
"// of the buffer or 0.\n"
"bool testFloatComponent(float component) {\n"
" return (component == 0.2 || component == 0.0);\n"
"}\n"
"" // The last component is additionally allowed to be 1.0.\n"
"bool testLastFloatComponent(float component) {\n"
" return testFloatComponent(component) || component == 1.0;\n"
"}\n"
"\n"
"void main() {\n"
" if (testFloatComponent(vecRandom.x) &&\n"
" testFloatComponent(vecRandom.y) &&\n"
" testFloatComponent(vecRandom.z) &&\n"
" testLastFloatComponent(vecRandom.w)) {\n"
" v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good\n"
" } else {\n"
" v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value\n"
" }\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n";
constexpr char simpleVertexColorFragmentShader[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}";
// Setup the verification program.
ANGLE_GL_PROGRAM(program, vsCheckOutOfBounds, simpleVertexColorFragmentShader);
glUseProgram(program);
GLint kPosLoc = glGetAttribLocation(program, "position");
ASSERT_NE(kPosLoc, -1);
GLint kRandomLoc = glGetAttribLocation(program, "vecRandom");
ASSERT_NE(kRandomLoc, -1);
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t numberOfQuads = 200;
// Create a vertex buffer with 200 properly formed triangle quads. These quads will cover the
// canvas texture such that every single pixel is touched by the fragment shader.
GLBuffer glQuadBuffer;
glBindBuffer(GL_ARRAY_BUFFER, glQuadBuffer);
std::array<float, numberOfQuads * 2 * 6> quadPositions;
for (unsigned int i = 0; i < quadPositions.size(); i += 2 * 6)
{
quadPositions[i + 0] = -1.0; // upper left
quadPositions[i + 1] = 1.0;
quadPositions[i + 2] = 1.0; // upper right
quadPositions[i + 3] = 1.0;
quadPositions[i + 4] = -1.0; // lower left
quadPositions[i + 5] = -1.0;
quadPositions[i + 6] = 1.0; // upper right
quadPositions[i + 7] = 1.0;
quadPositions[i + 8] = 1.0; // lower right
quadPositions[i + 9] = -1.0;
quadPositions[i + 10] = -1.0; // lower left
quadPositions[i + 11] = -1.0;
}
glBufferData(GL_ARRAY_BUFFER, quadPositions.size() * sizeof(float), quadPositions.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(kPosLoc);
glVertexAttribPointer(kPosLoc, 2, GL_FLOAT, false, 0, 0);
// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer
// will be the one read past the end.
GLBuffer glVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, glVertexBuffer);
std::array<float, 6> vertexData = {0.2, 0.2, 0.2, 0.2, 0.2, 0.2};
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float), vertexData.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(kRandomLoc);
glVertexAttribPointer(kRandomLoc, 4, GL_FLOAT, false, 0, 0);
// Test -- Draw off the end of the vertex buffer near the beginning of the out of bounds area.
DrawAndVerifyOutOfBoundsArrays(/*first*/ 6, /*count*/ 6);
// Test -- Draw off the end of the vertex buffer near the end of the out of bounds area.
DrawAndVerifyOutOfBoundsArrays(/*first*/ (numberOfQuads - 1) * 6, /*count*/ 6);
}
// Regression test for glBufferData with slightly increased size. Implementation may decided to
// reuse the buffer storage if underline storage is big enough (due to alignment, implementation may
// allocate more storage than data size.) This tests ensure it works correctly when this reuse
// happens.
TEST_P(RobustBufferAccessBehaviorTest, BufferDataWithIncreasedSize)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
// Clear to red and draw one triangle on the bottom left with green. The right top half should
// be red.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::array<float, 2 * 3> quadVertices = {-1, 1, -1, -1, 1, -1};
constexpr size_t kBufferSize = sizeof(quadVertices[0]) * quadVertices.size();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, kBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glUseProgram(drawGreen);
const GLint positionLocation = glGetAttribLocation(drawGreen, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
EXPECT_GL_NO_ERROR();
// Clear to blue and call glBufferData with two triangles and draw the entire window with green.
// Both bottom left and top right should be green.
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::array<float, 2 * 3 * 2> twoQuadVertices = {-1, 1, -1, -1, 1, -1, -1, 1, 1, -1, 1, 1};
glBufferData(GL_ARRAY_BUFFER, kBufferSize * 2, twoQuadVertices.data(), GL_STATIC_DRAW);
glUseProgram(drawGreen);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
EXPECT_GL_NO_ERROR();
}
// Similar to BufferDataWithIncreasedSize. But this time the buffer is bound to two VAOs. The change
// in the buffer should be picked up by both VAOs.
TEST_P(RobustBufferAccessBehaviorTest, BufferDataWithIncreasedSizeAndUseWithVAOs)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
// Clear to red and draw one triangle with VAO1 on the bottom left with green. The right top
// half should be red.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::array<float, 2 * 3> quadVertices = {-1, 1, -1, -1, 1, -1};
constexpr size_t kBufferSize = sizeof(quadVertices[0]) * quadVertices.size();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, kBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glUseProgram(drawGreen);
const GLint positionLocation = glGetAttribLocation(drawGreen, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLVertexArray vao1;
glBindVertexArray(vao1);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(2, 2, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
EXPECT_GL_NO_ERROR();
// Now use the same buffer on VAO2
GLVertexArray vao2;
glBindVertexArray(vao2);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(2, 2, GLColor::green);
// Clear to blue and call glBufferData with two triangles and draw the entire window with green.
// Both bottom left and top right should be green.
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::array<float, 2 * 3 * 2> twoQuadVertices = {-1, 1, -1, -1, 1, -1, -1, 1, 1, -1, 1, 1};
glBufferData(GL_ARRAY_BUFFER, kBufferSize * 2, twoQuadVertices.data(), GL_STATIC_DRAW);
glUseProgram(drawGreen);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(2, 2, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
EXPECT_GL_NO_ERROR();
// Buffer's change should be piked by VAO1 as well. If not, then we should get validation error.
glBindVertexArray(vao1);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(2, 2, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
EXPECT_GL_NO_ERROR();
}
// Prepare an element array buffer that indexes out-of-bounds beginning with the start index passed
// in. Ensure that drawElements flags either no error or INVALID_OPERATION. In the case of
// INVALID_OPERATION, no canvas pixels can be touched. In the case of NO_ERROR, all written values
// must either be the zero vertex or a value in the vertex buffer. See vsCheckOutOfBounds shader.
void DrawAndVerifyOutOfBoundsIndex(int startIndex)
{
glClearColor(0.0, 0.0, 1.0, 1.0); // Start with blue to indicate no pixels touched.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Create an element array buffer with a tri-strip that starts at startIndex and make
// it the active element array buffer.
GLBuffer glElementArrayBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glElementArrayBuffer);
std::array<uint16_t, 4> quadIndices;
for (unsigned int i = 0; i < quadIndices.size(); i++)
{
quadIndices[i] = startIndex + i;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, quadIndices.size() * sizeof(uint16_t), quadIndices.data(),
GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, /*offset*/ 0);
GLenum error = glGetError();
if (error == GL_INVALID_OPERATION)
{
// testPassed. drawElements flagged INVALID_OPERATION, which is valid so long as all canvas
// pixels were not touched.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
else
{
ASSERT_GL_NO_ERROR();
// testPassed. drawElements flagged NO_ERROR, which is valid so long as all canvas pixels
// are green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
}
// Adapted from WebGL test
// conformance/rendering/out-of-bounds-index-buffers.html
// This test verifies that out-of-bounds index buffers behave according to spec.
TEST_P(RobustBufferAccessBehaviorTest, OutOfBoundsIndexBuffers)
{
ANGLE_SKIP_TEST_IF(!initExtension());
constexpr char vsCheckOutOfBounds[] =
"precision mediump float;\n"
"attribute vec2 position;\n"
"attribute vec4 vecRandom;\n"
"varying vec4 v_color;\n"
"\n"
"// Per the spec, each component can either contain existing contents\n"
"// of the buffer or 0.\n"
"bool testFloatComponent(float component) {\n"
" return (component == 0.2 || component == 0.0);\n"
"}\n"
"" // The last component is additionally allowed to be 1.0.\n"
"bool testLastFloatComponent(float component) {\n"
" return testFloatComponent(component) || component == 1.0;\n"
"}\n"
"\n"
"void main() {\n"
" if (testFloatComponent(vecRandom.x) &&\n"
" testFloatComponent(vecRandom.y) &&\n"
" testFloatComponent(vecRandom.z) &&\n"
" testLastFloatComponent(vecRandom.w)) {\n"
" v_color = vec4(0.0, 1.0, 0.0, 1.0); // green -- We're good\n"
" } else {\n"
" v_color = vec4(1.0, 0.0, 0.0, 1.0); // red -- Unexpected value\n"
" }\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n";
constexpr char simpleVertexColorFragmentShader[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}";
// Setup the verification program.
ANGLE_GL_PROGRAM(program, vsCheckOutOfBounds, simpleVertexColorFragmentShader);
glUseProgram(program);
GLint kPosLoc = glGetAttribLocation(program, "position");
ASSERT_NE(kPosLoc, -1);
GLint kRandomLoc = glGetAttribLocation(program, "vecRandom");
ASSERT_NE(kRandomLoc, -1);
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t numberOfQuads = 200;
// Create a vertex buffer with 200 properly formed tri-strip quads. These quads will cover the
// canvas texture such that every single pixel is touched by the fragment shader.
GLBuffer glQuadBuffer;
glBindBuffer(GL_ARRAY_BUFFER, glQuadBuffer);
std::array<float, numberOfQuads * 2 * 4> quadPositions;
for (unsigned int i = 0; i < quadPositions.size(); i += 2 * 4)
{
quadPositions[i + 0] = -1.0; // upper left
quadPositions[i + 1] = 1.0;
quadPositions[i + 2] = 1.0; // upper right
quadPositions[i + 3] = 1.0;
quadPositions[i + 4] = -1.0; // lower left
quadPositions[i + 5] = -1.0;
quadPositions[i + 6] = 1.0; // lower right
quadPositions[i + 7] = -1.0;
}
glBufferData(GL_ARRAY_BUFFER, quadPositions.size() * sizeof(float), quadPositions.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(kPosLoc);
glVertexAttribPointer(kPosLoc, 2, GL_FLOAT, false, 0, 0);
// Create a small vertex buffer with determined-ahead-of-time "random" values (0.2). This buffer
// will be the one indexed off the end.
GLBuffer glVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, glVertexBuffer);
std::array<float, 4> vertexData = {0.2, 0.2, 0.2, 0.2};
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float), vertexData.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(kRandomLoc);
glVertexAttribPointer(kRandomLoc, 4, GL_FLOAT, false, 0, 0);
// Test -- Index off the end of the vertex buffer near the beginning of the out of bounds area.
DrawAndVerifyOutOfBoundsIndex(/*StartIndex*/ 4);
// Test -- Index off the end of the vertex buffer near the end of the out of bounds area.
DrawAndVerifyOutOfBoundsIndex(/*StartIndex*/ numberOfQuads - 4);
}
ANGLE_INSTANTIATE_TEST(RobustBufferAccessBehaviorTest,
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_OPENGL()),
WithNoFixture(ES3_OPENGLES()),
WithNoFixture(ES3_D3D11()),
WithNoFixture(ES3_METAL()));
} // namespace