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//
// 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.
//
// ClipDistanceTest.cpp: Test cases for GL_APPLE_clip_distance/GL_EXT_clip_cull_distance extension.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/test_utils.h"
using namespace angle;
class ClipDistanceTest : public ANGLETest
{
protected:
ClipDistanceTest()
{
setWindowWidth(16);
setWindowHeight(16);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Query max clip distances and enable, disable states of clip distances
TEST_P(ClipDistanceTest, StateQuery)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_APPLE_clip_distance"));
GLint maxClipDistances = 0;
glGetIntegerv(GL_MAX_CLIP_DISTANCES_APPLE, &maxClipDistances);
EXPECT_GL_NO_ERROR();
EXPECT_GE(maxClipDistances, 8);
GLboolean enabled = glIsEnabled(GL_CLIP_DISTANCE1_APPLE);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(enabled, GL_FALSE);
glEnable(GL_CLIP_DISTANCE1_APPLE);
EXPECT_GL_NO_ERROR();
glEnable(GL_CLIP_DISTANCE7_APPLE);
EXPECT_GL_NO_ERROR();
enabled = glIsEnabled(GL_CLIP_DISTANCE1_APPLE);
EXPECT_EQ(enabled, GL_TRUE);
glDisable(GL_CLIP_DISTANCE1_APPLE);
EXPECT_GL_NO_ERROR();
enabled = glIsEnabled(GL_CLIP_DISTANCE1_APPLE);
EXPECT_EQ(enabled, GL_FALSE);
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE7_APPLE), GL_TRUE);
}
// Write to one gl_ClipDistance element
TEST_P(ClipDistanceTest, OneClipDistance)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_APPLE_clip_distance"));
constexpr char kVS[] = R"(
#extension GL_APPLE_clip_distance : require
uniform vec4 u_plane;
attribute vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl1_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
glEnable(GL_CLIP_DISTANCE0_APPLE);
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), 1, 0, 0, 0.5);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::blue);
}
}
// All pixels on the right of the plane x = -0.5 must be red
for (int x = getWindowWidth() / 4 + 2; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
// Clear to green
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), -1, 0, 0, -0.5);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be red
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
// All pixels on the right of the plane x = -0.5 must be green
for (int x = getWindowWidth() / 4 + 2; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
// Disable GL_CLIP_DISTANCE
glDisable(GL_CLIP_DISTANCE0_APPLE);
drawQuad(programRed, "a_position", 0);
// All pixels must be red
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
}
// Write to 3 clip distances
TEST_P(ClipDistanceTest, ThreeClipDistances)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_APPLE_clip_distance"));
constexpr char kVS[] = R"(
#extension GL_APPLE_clip_distance : require
uniform vec4 u_plane[3];
attribute vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane[0]);
gl_ClipDistance[3] = dot(gl_Position, u_plane[1]);
gl_ClipDistance[7] = dot(gl_Position, u_plane[2]);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl1_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_APPLE);
glEnable(GL_CLIP_DISTANCE3_APPLE);
glEnable(GL_CLIP_DISTANCE7_APPLE);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
// x = -0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 1, 0, 0, 0.5);
// x = 0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), -1, 0, 0, 0.5);
// x + y = 1
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -1, -1, 0, 1);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::blue);
}
}
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
for (int x = getWindowWidth() / 4 + 2; x < getWindowWidth() / 2; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
if (x < getWindowWidth() * 3 / 2 - y - 1 && x < getWindowWidth() * 3 / 4 - 1)
{
// bottom left triangle clipped by x=0.5 plane
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1 || x > getWindowWidth() * 3 / 4 + 1)
{
// upper right triangle plus right of x=0.5 plane
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::blue);
}
}
}
// Clear to green
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Disable gl_ClipDistance[3]
glDisable(GL_CLIP_DISTANCE3_APPLE);
// Draw full screen quad with color red
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be green
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
for (int x = getWindowWidth() / 4 + 2; x < getWindowWidth() / 2; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
if (x < getWindowWidth() * 3 / 2 - y - 1)
{
// bottom left triangle
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1)
{
// upper right triangle
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
}
}
// Redeclare gl_ClipDistance in shader with explicit size, also use it in a global function
// outside main()
TEST_P(ClipDistanceTest, ThreeClipDistancesRedeclared)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_APPLE_clip_distance"));
constexpr char kVS[] = R"(
#extension GL_APPLE_clip_distance : require
varying highp float gl_ClipDistance[3];
void computeClipDistances(in vec4 position, in vec4 plane[3])
{
gl_ClipDistance[0] = dot(position, plane[0]);
gl_ClipDistance[1] = dot(position, plane[1]);
gl_ClipDistance[2] = dot(position, plane[2]);
}
uniform vec4 u_plane[3];
attribute vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
computeClipDistances(gl_Position, u_plane);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl1_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_APPLE);
glEnable(GL_CLIP_DISTANCE1_APPLE);
glEnable(GL_CLIP_DISTANCE2_APPLE);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
// x = -0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 1, 0, 0, 0.5);
// x = 0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), -1, 0, 0, 0.5);
// x + y = 1
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -1, -1, 0, 1);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::blue);
}
}
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
for (int x = getWindowWidth() / 4 + 2; x < getWindowWidth() / 2; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
}
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
if (x < getWindowWidth() * 3 / 2 - y - 1 && x < getWindowWidth() * 3 / 4 - 1)
{
// bottom left triangle clipped by x=0.5 plane
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::red);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1 || x > getWindowWidth() * 3 / 4 + 1)
{
// upper right triangle plus right of x=0.5 plane
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::blue);
}
}
}
}
class ClipCullDistanceTest : public ClipDistanceTest
{};
// Query max clip distances and enable, disable states of clip distances
TEST_P(ClipCullDistanceTest, StateQuery)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
GLint maxClipDistances = 0;
glGetIntegerv(GL_MAX_CLIP_DISTANCES_EXT, &maxClipDistances);
EXPECT_GL_NO_ERROR();
EXPECT_GE(maxClipDistances, 8);
GLint maxCullDistances = 0;
glGetIntegerv(GL_MAX_CULL_DISTANCES_EXT, &maxCullDistances);
EXPECT_GL_NO_ERROR();
EXPECT_GE(maxCullDistances, 8);
GLint maxCombinedClipAndCullDistances = 0;
glGetIntegerv(GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT, &maxCombinedClipAndCullDistances);
EXPECT_GL_NO_ERROR();
EXPECT_GE(maxCombinedClipAndCullDistances, 8);
GLboolean enabled = glIsEnabled(GL_CLIP_DISTANCE1_EXT);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(enabled, GL_FALSE);
glEnable(GL_CLIP_DISTANCE1_EXT);
EXPECT_GL_NO_ERROR();
glEnable(GL_CLIP_DISTANCE7_EXT);
EXPECT_GL_NO_ERROR();
enabled = glIsEnabled(GL_CLIP_DISTANCE1_EXT);
EXPECT_EQ(enabled, GL_TRUE);
glDisable(GL_CLIP_DISTANCE1_EXT);
EXPECT_GL_NO_ERROR();
enabled = glIsEnabled(GL_CLIP_DISTANCE1_EXT);
EXPECT_EQ(enabled, GL_FALSE);
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE7_EXT), GL_TRUE);
}
// Check that the validation for EXT_clip_cull_distance extension is correct
// If gl_ClipDistance or gl_CullDistance is redeclared in some shader stages, the array size of the
// redeclared variables should match
TEST_P(ClipCullDistanceTest, SizeCheck)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
// Validate array size match of redeclared ClipDistance built-in
constexpr char kVSErrorClipDistance[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
out highp float gl_ClipDistance[1];
uniform vec4 u_plane;
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane);
gl_CullDistance[0] = dot(gl_Position, u_plane);
gl_CullDistance[1] = dot(gl_Position, u_plane);
})";
constexpr char kFSErrorClipDistance[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
in highp float gl_ClipDistance[2];
precision highp float;
out vec4 my_FragColor;
void main()
{
my_FragColor = vec4(gl_ClipDistance[0], gl_ClipDistance[1], gl_CullDistance[0], 1.0f);
})";
GLProgram programClipDistance;
programClipDistance.makeRaster(kVSErrorClipDistance, kFSErrorClipDistance);
EXPECT_GL_FALSE(programClipDistance.valid());
// Validate array size match of redeclared CullDistance built-in
constexpr char kVSErrorCullDistance[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
out highp float gl_CullDistance[1];
uniform vec4 u_plane;
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_CullDistance[0] = dot(gl_Position, u_plane);
gl_ClipDistance[0] = dot(gl_Position, u_plane);
gl_ClipDistance[1] = dot(gl_Position, u_plane);
})";
constexpr char kFSErrorCullDistance[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
in highp float gl_CullDistance[2];
precision highp float;
out vec4 my_FragColor;
void main()
{
my_FragColor = vec4(gl_CullDistance[0], gl_CullDistance[1], gl_ClipDistance[0], 1.0f);
})";
GLProgram programCullDistance;
programCullDistance.makeRaster(kVSErrorCullDistance, kFSErrorCullDistance);
EXPECT_GL_FALSE(programCullDistance.valid());
}
// Write to one gl_ClipDistance element
TEST_P(ClipCullDistanceTest, OneClipDistance)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
uniform vec4 u_plane;
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
glEnable(GL_CLIP_DISTANCE0_EXT);
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), 1, 0, 0, 0.5);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
GLuint x = 0;
GLuint y = 0;
GLuint width = getWindowWidth() / 4 - 1;
GLuint height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::blue);
// All pixels on the right of the plane x = -0.5 must be red
x = getWindowWidth() / 4 + 2;
y = 0;
width = getWindowWidth() - x;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
// Clear to green
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), -1, 0, 0, -0.5);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be red
x = 0;
y = 0;
width = getWindowWidth() / 4 - 1;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
// All pixels on the right of the plane x = -0.5 must be green
x = getWindowWidth() / 4 + 2;
y = 0;
width = getWindowWidth() - x;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::green);
// Disable GL_CLIP_DISTANCE
glDisable(GL_CLIP_DISTANCE0_EXT);
drawQuad(programRed, "a_position", 0);
// All pixels must be red
x = 0;
y = 0;
width = getWindowWidth();
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
}
// Write to 3 clip distances
TEST_P(ClipCullDistanceTest, ThreeClipDistances)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
uniform vec4 u_plane[3];
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane[0]);
gl_ClipDistance[3] = dot(gl_Position, u_plane[1]);
gl_ClipDistance[7] = dot(gl_Position, u_plane[2]);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_EXT);
glEnable(GL_CLIP_DISTANCE3_EXT);
glEnable(GL_CLIP_DISTANCE7_EXT);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
// x = -0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 1, 0, 0, 0.5);
// x = 0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), -1, 0, 0, 0.5);
// x + y = 1
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -1, -1, 0, 1);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
GLuint x = 0;
GLuint y = 0;
GLuint width = getWindowWidth() / 4 - 1;
GLuint height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::blue);
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
x = getWindowWidth() / 4 + 2;
y = 0;
width = getWindowWidth() / 2 - x;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
const int currentPosition = y * getWindowHeight() + x;
if (x < getWindowWidth() * 3 / 2 - y - 1 && x < getWindowWidth() * 3 / 4 - 1)
{
// bottom left triangle clipped by x=0.5 plane
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1 || x > getWindowWidth() * 3 / 4 + 1)
{
// upper right triangle plus right of x=0.5 plane
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
// Clear to green
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Disable gl_ClipDistance[3]
glDisable(GL_CLIP_DISTANCE3_EXT);
// Draw full screen quad with color red
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be green
for (int x = 0; x < getWindowWidth() / 4 - 1; ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green);
}
}
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
x = getWindowWidth() / 4 + 2;
y = 0;
width = getWindowWidth() / 2 - x;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
const int currentPosition = y * getWindowHeight() + x;
if (x < getWindowWidth() * 3 / 2 - y - 1)
{
// bottom left triangle
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1)
{
// upper right triangle
EXPECT_EQ(GLColor::green, actualColors[currentPosition]);
}
}
}
}
// Redeclare gl_ClipDistance in shader with explicit size, also use it in a global function
// outside main()
TEST_P(ClipCullDistanceTest, ThreeClipDistancesRedeclared)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
out highp float gl_ClipDistance[3];
void computeClipDistances(in vec4 position, in vec4 plane[3])
{
gl_ClipDistance[0] = dot(position, plane[0]);
gl_ClipDistance[1] = dot(position, plane[1]);
gl_ClipDistance[2] = dot(position, plane[2]);
}
uniform vec4 u_plane[3];
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
computeClipDistances(gl_Position, u_plane);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_EXT);
glEnable(GL_CLIP_DISTANCE1_EXT);
glEnable(GL_CLIP_DISTANCE2_EXT);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
// x = -0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 1, 0, 0, 0.5);
// x = 0.5
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), -1, 0, 0, 0.5);
// x + y = 1
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -1, -1, 0, 1);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the left of the plane x = -0.5 must be blue
GLuint x = 0;
GLuint y = 0;
GLuint width = getWindowWidth() / 4 - 1;
GLuint height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::blue);
// All pixels on the right of the plane x = -0.5 must be red, except those in the upper right
// triangle
x = getWindowWidth() / 4 + 2;
y = 0;
width = getWindowWidth() / 2 - x;
height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int y = 0; y < getWindowHeight(); ++y)
{
for (int x = getWindowWidth() / 2; x < getWindowWidth(); ++x)
{
const int currentPosition = y * getWindowHeight() + x;
if (x < getWindowWidth() * 3 / 2 - y - 1 && x < getWindowWidth() * 3 / 4 - 1)
{
// bottom left triangle clipped by x=0.5 plane
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else if (x > getWindowWidth() * 3 / 2 - y + 1 || x > getWindowWidth() * 3 / 4 + 1)
{
// upper right triangle plus right of x=0.5 plane
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
}
// Write to one gl_CullDistance element
TEST_P(ClipCullDistanceTest, OneCullDistance)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
uniform vec4 u_plane;
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_CullDistance[0] = dot(gl_Position, u_plane);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), 1, 0, 0, 0.5);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels must be red
GLuint x = 0;
GLuint y = 0;
GLuint width = getWindowWidth();
GLuint height = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(x, y, width, height, GLColor::red);
// Clear to green
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw full screen quad with color red
glUniform4f(glGetUniformLocation(programRed, "u_plane"), 1, 1, 0, 0);
EXPECT_GL_NO_ERROR();
drawQuad(programRed, "a_position", 0);
EXPECT_GL_NO_ERROR();
// All pixels on the plane y >= -x must be red
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
const int currentPosition = y * getWindowHeight() + x;
if ((x + y) >= 0)
{
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else
{
EXPECT_EQ(GLColor::green, actualColors[currentPosition]);
}
}
}
}
// Write to 4 clip distances
TEST_P(ClipCullDistanceTest, FourClipDistances)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
in vec2 a_position;
uniform vec4 u_plane[4];
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane[0]);
gl_ClipDistance[1] = dot(gl_Position, u_plane[1]);
gl_ClipDistance[2] = dot(gl_Position, u_plane[2]);
gl_ClipDistance[3] = dot(gl_Position, u_plane[3]);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_EXT);
glEnable(GL_CLIP_DISTANCE2_EXT);
glEnable(GL_CLIP_DISTANCE3_EXT);
ASSERT_GL_NO_ERROR();
// Disable 1 clip distances
glDisable(GL_CLIP_DISTANCE1_EXT);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
constexpr unsigned int kNumVertices = 12;
const std::array<Vector3, kNumVertices> quadVertices = {
{Vector3(-1.0f, 1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f),
Vector3(1.0f, 1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(1.0f, -1.0f, 0.0f),
Vector3(1.0f, -1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-1.0f, -1.0f, 0.0f),
Vector3(-1.0f, -1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-1.0f, 1.0f, 0.0f)}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * kNumVertices, quadVertices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLint positionLocation = glGetAttribLocation(programRed, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// Draw full screen quad and small size triangle with color red
// y <= 1.0f
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 0, -1, 0, 1);
// y >= 0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), 0, 1, 0, -0.5);
// y >= 3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -3, 1, 0, 0.5);
// y >= -3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[3]"), 3, 1, 0, 0.5);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, kNumVertices);
EXPECT_GL_NO_ERROR();
const int windowWidth = getWindowWidth();
const int windowHeight = getWindowHeight();
auto checkLeftPlaneFunc = [windowWidth, windowHeight](int x, int y) -> float {
return (3 * (x - (windowWidth / 2 - 1)) - (windowHeight / 4 + 1) + y);
};
auto checkRightPlaneFunc = [windowWidth, windowHeight](int x, int y) -> float {
return (-3 * (x - (windowWidth / 2)) - (windowHeight / 4 + 1) + y);
};
// Only pixels in the triangle must be red
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
// The drawing method of Swiftshader and Native graphic card is different. So the
// compare function doesn't check the value on the line.
const int currentPosition = y * getWindowHeight() + x;
if (checkLeftPlaneFunc(x, y) > 0 && checkRightPlaneFunc(x, y) > 0)
{
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else if (checkLeftPlaneFunc(x, y) < 0 || checkRightPlaneFunc(x, y) < 0)
{
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
}
// Write to 4 cull distances
TEST_P(ClipCullDistanceTest, FourCullDistances)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance"));
// SwiftShader bug: http://anglebug.com/5451
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr char kVS[] = R"(#version 300 es
#extension GL_EXT_clip_cull_distance : require
uniform vec4 u_plane[4];
in vec2 a_position;
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_CullDistance[0] = dot(gl_Position, u_plane[0]);
gl_CullDistance[1] = dot(gl_Position, u_plane[1]);
gl_CullDistance[2] = dot(gl_Position, u_plane[2]);
gl_CullDistance[3] = dot(gl_Position, u_plane[3]);
})";
ANGLE_GL_PROGRAM(programRed, kVS, essl3_shaders::fs::Red());
glLinkProgram(programRed);
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
constexpr unsigned int kNumVertices = 12;
const std::array<Vector3, kNumVertices> quadVertices = {
{Vector3(-1.0f, 1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(1.0f, 1.0f, 0.0f),
Vector3(1.0f, 1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(1.0f, -1.0f, 0.0f),
Vector3(1.0f, -1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-1.0f, -1.0f, 0.0f),
Vector3(-1.0f, -1.0f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-1.0f, 1.0f, 0.0f)}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * kNumVertices, quadVertices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLint positionLocation = glGetAttribLocation(programRed, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// Draw full screen quad and small size triangle with color red
// y <= 1.0f
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 0, -1, 0, 1);
// y >= 0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), 0, 1, 0, -0.5);
// y >= 3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -3, 1, 0, 0.5);
// y >= -3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[3]"), 3, 1, 0, 0.5);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, kNumVertices);
EXPECT_GL_NO_ERROR();
// Only pixels in the triangle must be red
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
const int currentPosition = y * getWindowHeight() + x;
if (y > x || y >= -x + getWindowHeight() - 1)
{
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else
{
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
}
// Verify that EXT_clip_cull_distance works with EXT_geometry_shader
TEST_P(ClipCullDistanceTest, ClipDistanceInteractWithGeometryShader)
{
// TODO: http://anglebug.com/5466
// After implementing EXT_geometry_shader, EXT_clip_cull_distance should be additionally
// implemented to support the geometry shader. And then, this skip can be removed.
ANGLE_SKIP_TEST_IF(IsVulkan());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance") ||
!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
constexpr char kVS[] = R"(#version 310 es
#extension GL_EXT_clip_cull_distance : require
#extension GL_EXT_geometry_shader : require
in vec2 a_position;
uniform vec4 u_plane[4];
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_ClipDistance[0] = dot(gl_Position, u_plane[0]);
gl_ClipDistance[1] = dot(gl_Position, u_plane[1]);
gl_ClipDistance[2] = dot(gl_Position, u_plane[2]);
gl_ClipDistance[3] = dot(gl_Position, u_plane[3]);
})";
constexpr char kGS[] = R"(#version 310 es
#extension GL_EXT_clip_cull_distance : require
#extension GL_EXT_geometry_shader : require
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in gl_PerVertex {
highp vec4 gl_Position;
highp float gl_ClipDistance[];
} gl_in[];
out gl_PerVertex {
highp vec4 gl_Position;
highp float gl_ClipDistance[];
};
uniform vec4 u_plane[4];
void GetNewPosition(int i)
{
gl_Position = 2.0f * gl_in[i].gl_Position;
for (int index = 0 ; index < 4 ; index++)
{
if (gl_in[i].gl_ClipDistance[index] < 0.0f)
{
gl_ClipDistance[index] = dot(gl_Position, u_plane[index]);
}
}
EmitVertex();
}
void main()
{
for (int i = 0 ; i < 3 ; i++)
{
GetNewPosition(i);
}
EndPrimitive();
})";
ANGLE_GL_PROGRAM_WITH_GS(programRed, kVS, kGS, essl31_shaders::fs::Red());
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Enable 3 clip distances
glEnable(GL_CLIP_DISTANCE0_EXT);
glEnable(GL_CLIP_DISTANCE2_EXT);
glEnable(GL_CLIP_DISTANCE3_EXT);
ASSERT_GL_NO_ERROR();
// Disable 1 clip distances
glDisable(GL_CLIP_DISTANCE1_EXT);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
constexpr unsigned int kNumVertices = 12;
const std::array<Vector3, kNumVertices> quadVertices = {
{Vector3(-0.5f, 0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, 0.5f, 0.0f),
Vector3(0.5f, 0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, -0.5f, 0.0f),
Vector3(0.5f, -0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-0.5f, -0.5f, 0.0f),
Vector3(-0.5f, -0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-0.5f, 0.5f, 0.0f)}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * kNumVertices, quadVertices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLint positionLocation = glGetAttribLocation(programRed, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// Draw full screen quad and small size triangle with color red
// y <= 1.0f
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 0, -1, 0, 1);
// y >= 0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), 0, 1, 0, -0.5);
// y >= 3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -3, 1, 0, 0.5);
// y >= -3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[3]"), 3, 1, 0, 0.5);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, kNumVertices);
EXPECT_GL_NO_ERROR();
const int windowWidth = getWindowWidth();
const int windowHeight = getWindowHeight();
auto checkLeftPlaneFunc = [windowWidth, windowHeight](int x, int y) -> float {
return (3 * (x - (windowWidth / 2 - 1)) - (windowHeight / 4 + 1) + y);
};
auto checkRightPlaneFunc = [windowWidth, windowHeight](int x, int y) -> float {
return (-3 * (x - (windowWidth / 2)) - (windowHeight / 4 + 1) + y);
};
// Only pixels in the triangle must be red
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
// The drawing method of Swiftshader and Native graphic card is different. So the
// compare function doesn't check the value on the line.
const int currentPosition = y * getWindowHeight() + x;
if (checkLeftPlaneFunc(x, y) > 0 && checkRightPlaneFunc(x, y) > 0)
{
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else if (checkLeftPlaneFunc(x, y) < 0 || checkRightPlaneFunc(x, y) < 0)
{
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
}
// Verify that EXT_clip_cull_distance works with EXT_geometry_shader
TEST_P(ClipCullDistanceTest, CullDistanceInteractWithGeometryShader)
{
// TODO: http://anglebug.com/5466
// After implementing EXT_geometry_shader, EXT_clip_cull_distance should be additionally
// implemented to support the geometry shader. And then, this skip can be removed.
ANGLE_SKIP_TEST_IF(IsVulkan());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clip_cull_distance") ||
!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
constexpr char kVS[] = R"(#version 310 es
#extension GL_EXT_clip_cull_distance : require
#extension GL_EXT_geometry_shader : require
in vec2 a_position;
uniform vec4 u_plane[4];
void main()
{
gl_Position = vec4(a_position, 0.0, 1.0);
gl_CullDistance[0] = dot(gl_Position, u_plane[0]);
gl_CullDistance[1] = dot(gl_Position, u_plane[1]);
gl_CullDistance[2] = dot(gl_Position, u_plane[2]);
gl_CullDistance[3] = dot(gl_Position, u_plane[3]);
})";
constexpr char kGS[] = R"(#version 310 es
#extension GL_EXT_clip_cull_distance : require
#extension GL_EXT_geometry_shader : require
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in gl_PerVertex {
highp vec4 gl_Position;
highp float gl_CullDistance[];
} gl_in[];
out gl_PerVertex {
highp vec4 gl_Position;
highp float gl_CullDistance[];
};
uniform vec4 u_plane[4];
void GetNewPosition(int i)
{
gl_Position = 2.0f * gl_in[i].gl_Position;
for (int index = 0 ; index < 4 ; index++)
{
if (gl_in[i].gl_CullDistance[index] < 0.0f)
{
gl_CullDistance[index] = dot(gl_Position, u_plane[index]);
}
}
EmitVertex();
}
void main()
{
for (int i = 0 ; i < 3 ; i++)
{
GetNewPosition(i);
}
EndPrimitive();
})";
ANGLE_GL_PROGRAM_WITH_GS(programRed, kVS, kGS, essl31_shaders::fs::Red());
glUseProgram(programRed);
ASSERT_GL_NO_ERROR();
// Clear to blue
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
constexpr unsigned int kNumVertices = 12;
const std::array<Vector3, kNumVertices> quadVertices = {
{Vector3(-0.5f, 0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, 0.5f, 0.0f),
Vector3(0.5f, 0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(0.5f, -0.5f, 0.0f),
Vector3(0.5f, -0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-0.5f, -0.5f, 0.0f),
Vector3(-0.5f, -0.5f, 0.0f), Vector3(0.0f, 0.0f, 0.0f), Vector3(-0.5f, 0.5f, 0.0f)}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * kNumVertices, quadVertices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLint positionLocation = glGetAttribLocation(programRed, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
ASSERT_GL_NO_ERROR();
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// Draw full screen quad and small size triangle with color red
// y <= 1.0f
glUniform4f(glGetUniformLocation(programRed, "u_plane[0]"), 0, -1, 0, 1);
// y >= 0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[1]"), 0, 1, 0, -0.5);
// y >= 3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[2]"), -3, 1, 0, 0.5);
// y >= -3x-0.5f
glUniform4f(glGetUniformLocation(programRed, "u_plane[3]"), 3, 1, 0, 0.5);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, kNumVertices);
EXPECT_GL_NO_ERROR();
// Only pixels in the triangle must be red
std::vector<GLColor> actualColors(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
for (int x = 0; x < getWindowWidth(); ++x)
{
for (int y = 0; y < getWindowHeight(); ++y)
{
const int currentPosition = y * getWindowHeight() + x;
if (y > x || y >= -x + getWindowHeight() - 1)
{
EXPECT_EQ(GLColor::red, actualColors[currentPosition]);
}
else
{
EXPECT_EQ(GLColor::blue, actualColors[currentPosition]);
}
}
}
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ClipDistanceTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClipCullDistanceTest);
ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(ClipCullDistanceTest);