// // Copyright 2019 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. // // MultisampleTest: Tests of multisampled default framebuffer #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" #include "util/OSWindow.h" #include "util/shader_utils.h" using namespace angle; namespace { class MultisampleTest : public ANGLETest { protected: void testSetUp() override { // Get display. EGLint dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(), EGL_NONE}; mDisplay = eglGetPlatformDisplayEXT( EGL_PLATFORM_ANGLE_ANGLE, reinterpret_cast(EGL_DEFAULT_DISPLAY), dispattrs); ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY); ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE); // Nexus 5X and 6P fail to eglMakeCurrent with a config they advertise they support. // http://anglebug.com/3464 ANGLE_SKIP_TEST_IF(IsNexus5X() || IsNexus6P()); // Find a config that uses RGBA8 and allows 4x multisampling. const EGLint configAttributes[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_SAMPLE_BUFFERS, 1, EGL_SAMPLES, 4, EGL_NONE}; EGLint configCount; EGLConfig multisampledConfig; EGLint ret = eglChooseConfig(mDisplay, configAttributes, &multisampledConfig, 1, &configCount); mMultisampledConfigExists = ret && configCount > 0; if (!mMultisampledConfigExists) { return; } // Create a window, context and surface if multisampling is possible. mOSWindow = OSWindow::New(); mOSWindow->initialize("MultisampleTest", kWindowSize, kWindowSize); setWindowVisible(mOSWindow, true); EGLint contextAttributes[] = { EGL_CONTEXT_MAJOR_VERSION_KHR, GetParam().majorVersion, EGL_CONTEXT_MINOR_VERSION_KHR, GetParam().minorVersion, EGL_NONE, }; mContext = eglCreateContext(mDisplay, multisampledConfig, EGL_NO_CONTEXT, contextAttributes); ASSERT_TRUE(mContext != EGL_NO_CONTEXT); mSurface = eglCreateWindowSurface(mDisplay, multisampledConfig, mOSWindow->getNativeWindow(), nullptr); ASSERT_EGL_SUCCESS(); eglMakeCurrent(mDisplay, mSurface, mSurface, mContext); ASSERT_EGL_SUCCESS(); } void testTearDown() override { if (mSurface) { eglSwapBuffers(mDisplay, mSurface); } eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (mSurface) { eglDestroySurface(mDisplay, mSurface); ASSERT_EGL_SUCCESS(); } if (mContext != EGL_NO_CONTEXT) { eglDestroyContext(mDisplay, mContext); ASSERT_EGL_SUCCESS(); } if (mOSWindow) { OSWindow::Delete(&mOSWindow); } eglTerminate(mDisplay); } void prepareVertexBuffer(GLBuffer &vertexBuffer, const Vector3 *vertices, size_t vertexCount, GLint positionLocation) { glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(*vertices) * vertexCount, vertices, GL_STATIC_DRAW); glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(positionLocation); } protected: static constexpr int kWindowSize = 8; OSWindow *mOSWindow = nullptr; EGLDisplay mDisplay = EGL_NO_DISPLAY; EGLContext mContext = EGL_NO_CONTEXT; EGLSurface mSurface = EGL_NO_SURFACE; bool mMultisampledConfigExists = false; }; // Test point rendering on a multisampled surface. GLES2 section 3.3.1. TEST_P(MultisampleTest, Point) { ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists); // http://anglebug.com/3470 ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES()); constexpr char kPointsVS[] = R"(precision highp float; attribute vec4 a_position; void main() { gl_PointSize = 3.0; gl_Position = a_position; })"; ANGLE_GL_PROGRAM(program, kPointsVS, essl1_shaders::fs::Red()); glUseProgram(program); const GLint positionLocation = glGetAttribLocation(program, "a_position"); GLBuffer vertexBuffer; const Vector3 vertices[1] = {{0.0f, 0.0f, 0.0f}}; prepareVertexBuffer(vertexBuffer, vertices, 1, positionLocation); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_POINTS, 0, 1); ASSERT_GL_NO_ERROR(); // The center pixels should be all red. EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2 - 1, GLColor::red); // Border pixels should be between red and black, and not exactly either; corners are darker and // sides are brighter. const GLColor kSideColor = {128, 0, 0, 128}; const GLColor kCornerColor = {64, 0, 0, 64}; constexpr int kErrorMargin = 16; EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 2, kCornerColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 + 1, kCornerColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 2, kCornerColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 + 1, kCornerColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 1, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 - 2, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 + 1, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 - 2, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 + 1, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 1, kSideColor, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2, kSideColor, kErrorMargin); } // Test line rendering on a multisampled surface. GLES2 section 3.4.4. TEST_P(MultisampleTest, Line) { ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists); ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D()); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); glUseProgram(program); const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); GLBuffer vertexBuffer; const Vector3 vertices[2] = {{-1.0f, -0.3f, 0.0f}, {1.0f, 0.3f, 0.0f}}; prepareVertexBuffer(vertexBuffer, vertices, 2, positionLocation); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_LINES, 0, 2); ASSERT_GL_NO_ERROR(); // The line goes from left to right at about -17 degrees slope. It renders as such (captured // with renderdoc): // // D D = Dark Red (0.25) or (0.5) // BRA R = Red (1.0) // ARB M = Middle Red (0.75) // D B = Bright Red (1.0 or 0.75) // A = Any red (0.5, 0.75 or 1.0) // // Verify that rendering is done as above. const GLColor kDarkRed = {128, 0, 0, 128}; const GLColor kMidRed = {192, 0, 0, 192}; constexpr int kErrorMargin = 16; constexpr int kLargeMargin = 80; static_assert(kWindowSize == 8, "Verification code written for 8x8 window"); EXPECT_PIXEL_COLOR_NEAR(0, 2, kDarkRed, kLargeMargin); EXPECT_PIXEL_COLOR_NEAR(1, 3, GLColor::red, kLargeMargin); EXPECT_PIXEL_COLOR_NEAR(2, 3, GLColor::red, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(3, 3, kMidRed, kLargeMargin); EXPECT_PIXEL_COLOR_NEAR(4, 4, kMidRed, kLargeMargin); EXPECT_PIXEL_COLOR_NEAR(5, 4, GLColor::red, kErrorMargin); EXPECT_PIXEL_COLOR_NEAR(6, 4, GLColor::red, kLargeMargin); EXPECT_PIXEL_COLOR_NEAR(7, 5, kDarkRed, kLargeMargin); } // Test polygon rendering on a multisampled surface. GLES2 section 3.5.3. TEST_P(MultisampleTest, Triangle) { ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists); // http://anglebug.com/3470 ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES()); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); glUseProgram(program); const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); GLBuffer vertexBuffer; const Vector3 vertices[3] = {{-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}}; prepareVertexBuffer(vertexBuffer, vertices, 3, positionLocation); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); ASSERT_GL_NO_ERROR(); // Top-left pixels should be all red. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWindowSize / 4, kWindowSize / 4, GLColor::red); // Diagonal pixels from bottom-left to top-right are between red and black. Pixels above the // diagonal are red and pixels below it are black. const GLColor kMidRed = {128, 0, 0, 128}; constexpr int kErrorMargin = 16; for (int i = 1; i + 1 < kWindowSize; ++i) { int j = kWindowSize - 1 - i; EXPECT_PIXEL_COLOR_NEAR(i, j, kMidRed, kErrorMargin); EXPECT_PIXEL_COLOR_EQ(i, j - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(i, j + 1, GLColor::transparentBlack); } } ANGLE_INSTANTIATE_TEST(MultisampleTest, WithNoFixture(ES2_D3D11()), WithNoFixture(ES3_D3D11()), WithNoFixture(ES31_D3D11()), WithNoFixture(ES2_OPENGL()), WithNoFixture(ES3_OPENGL()), WithNoFixture(ES31_OPENGL()), WithNoFixture(ES2_OPENGLES()), WithNoFixture(ES3_OPENGLES()), WithNoFixture(ES31_OPENGLES()), WithNoFixture(ES2_VULKAN()), WithNoFixture(ES3_VULKAN())); } // anonymous namespace