// // Copyright 2015 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. // // ProvkingVertexTest: // Tests on the conformance of the provoking vertex, which applies to flat // shading and compatibility with D3D. See the section on 'flatshading' // in the ES 3 specs. // #include "test_utils/ANGLETest.h" using namespace angle; namespace { class ProvokingVertexTest : public ANGLETest { protected: ProvokingVertexTest() : mProgram(0), mFramebuffer(0), mTexture(0), mTransformFeedback(0), mBuffer(0), mIntAttribLocation(-1) { setWindowWidth(64); setWindowHeight(64); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void testSetUp() override { constexpr char kVS[] = "#version 300 es\n" "in int intAttrib;\n" "in vec2 position;\n" "flat out int attrib;\n" "void main() {\n" " gl_Position = vec4(position, 0, 1);\n" " attrib = intAttrib;\n" "}"; constexpr char kFS[] = "#version 300 es\n" "flat in int attrib;\n" "out int fragColor;\n" "void main() {\n" " fragColor = attrib;\n" "}"; std::vector tfVaryings; tfVaryings.push_back("attrib"); mProgram = CompileProgramWithTransformFeedback(kVS, kFS, tfVaryings, GL_SEPARATE_ATTRIBS); ASSERT_NE(0u, mProgram); glGenTextures(1, &mTexture); glBindTexture(GL_TEXTURE_2D, mTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, getWindowWidth(), getWindowHeight()); glGenFramebuffers(1, &mFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0); mIntAttribLocation = glGetAttribLocation(mProgram, "intAttrib"); ASSERT_NE(-1, mIntAttribLocation); glEnableVertexAttribArray(mIntAttribLocation); ASSERT_GL_NO_ERROR(); } void testTearDown() override { if (mProgram != 0) { glDeleteProgram(mProgram); mProgram = 0; } if (mFramebuffer != 0) { glDeleteFramebuffers(1, &mFramebuffer); mFramebuffer = 0; } if (mTexture != 0) { glDeleteTextures(1, &mTexture); mTexture = 0; } if (mTransformFeedback != 0) { glDeleteTransformFeedbacks(1, &mTransformFeedback); mTransformFeedback = 0; } if (mBuffer != 0) { glDeleteBuffers(1, &mBuffer); mBuffer = 0; } } GLuint mProgram; GLuint mFramebuffer; GLuint mTexture; GLuint mTransformFeedback; GLuint mBuffer; GLint mIntAttribLocation; }; // Test drawing a simple triangle with flat shading, and different valued vertices. TEST_P(ProvokingVertexTest, FlatTriangle) { GLint vertexData[] = {1, 2, 3, 1, 2, 3}; glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); drawQuad(mProgram, "position", 0.5f); GLint pixelValue[4] = {0}; glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue); ASSERT_GL_NO_ERROR(); EXPECT_EQ(vertexData[2], pixelValue[0]); } // Ensure that any provoking vertex shenanigans still gives correct vertex streams. TEST_P(ProvokingVertexTest, FlatTriWithTransformFeedback) { // http://anglebug.com/4092 ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); // TODO(cwallez) figure out why it is broken on AMD on Mac ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD()); glGenTransformFeedbacks(1, &mTransformFeedback); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback); glGenBuffers(1, &mBuffer); glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mBuffer); glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 128, nullptr, GL_STREAM_DRAW); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mBuffer); GLint vertexData[] = {1, 2, 3, 1, 2, 3}; glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); glUseProgram(mProgram); glBeginTransformFeedback(GL_TRIANGLES); drawQuad(mProgram, "position", 0.5f); glEndTransformFeedback(); glUseProgram(0); GLint pixelValue[4] = {0}; glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue); ASSERT_GL_NO_ERROR(); EXPECT_EQ(vertexData[2], pixelValue[0]); void *mapPointer = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(int) * 6, GL_MAP_READ_BIT); ASSERT_NE(nullptr, mapPointer); int *mappedInts = static_cast(mapPointer); for (unsigned int cnt = 0; cnt < 6; ++cnt) { EXPECT_EQ(vertexData[cnt], mappedInts[cnt]); } } // Test drawing a simple line with flat shading, and different valued vertices. TEST_P(ProvokingVertexTest, FlatLine) { // http://anglebug.com/4092 ANGLE_SKIP_TEST_IF((IsWindows() || IsLinux()) && IsVulkan()); GLfloat halfPixel = 1.0f / static_cast(getWindowWidth()); GLint vertexData[] = {1, 2}; GLfloat positionData[] = {-1.0f + halfPixel, -1.0f, -1.0f + halfPixel, 1.0f}; glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); GLint positionLocation = glGetAttribLocation(mProgram, "position"); glEnableVertexAttribArray(positionLocation); glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData); glUseProgram(mProgram); glDrawArrays(GL_LINES, 0, 2); GLint pixelValue[4] = {0}; glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue); ASSERT_GL_NO_ERROR(); EXPECT_EQ(vertexData[1], pixelValue[0]); } // Test drawing a simple triangle strip with flat shading, and different valued vertices. TEST_P(ProvokingVertexTest, FlatTriStrip) { GLint vertexData[] = {1, 2, 3, 4, 5, 6}; GLfloat positionData[] = {-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f}; glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); GLint positionLocation = glGetAttribLocation(mProgram, "position"); glEnableVertexAttribArray(positionLocation); glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData); glUseProgram(mProgram); glDrawArrays(GL_TRIANGLE_STRIP, 0, 6); std::vector pixelBuffer(getWindowWidth() * getWindowHeight() * 4, 0); glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA_INTEGER, GL_INT, &pixelBuffer[0]); ASSERT_GL_NO_ERROR(); for (unsigned int triIndex = 0; triIndex < 4; ++triIndex) { GLfloat sumX = positionData[triIndex * 2 + 0] + positionData[triIndex * 2 + 2] + positionData[triIndex * 2 + 4]; GLfloat sumY = positionData[triIndex * 2 + 1] + positionData[triIndex * 2 + 3] + positionData[triIndex * 2 + 5]; float centerX = sumX / 3.0f * 0.5f + 0.5f; float centerY = sumY / 3.0f * 0.5f + 0.5f; unsigned int pixelX = static_cast(centerX * static_cast(getWindowWidth())); unsigned int pixelY = static_cast(centerY * static_cast(getWindowHeight())); unsigned int pixelIndex = pixelY * getWindowWidth() + pixelX; unsigned int provokingVertexIndex = triIndex + 2; EXPECT_EQ(vertexData[provokingVertexIndex], pixelBuffer[pixelIndex * 4]); } } // Test drawing an indexed triangle strip with flat shading and primitive restart. TEST_P(ProvokingVertexTest, FlatTriStripPrimitiveRestart) { // TODO(jmadill): Implement on the D3D back-end. ANGLE_SKIP_TEST_IF(IsD3D11()); GLint indexData[] = {0, 1, 2, -1, 1, 2, 3, 4, -1, 3, 4, 5}; GLint vertexData[] = {1, 2, 3, 4, 5, 6}; GLfloat positionData[] = {-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f}; glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); GLint positionLocation = glGetAttribLocation(mProgram, "position"); glEnableVertexAttribArray(positionLocation); glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData); glDisable(GL_CULL_FACE); glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); glUseProgram(mProgram); glDrawElements(GL_TRIANGLE_STRIP, 12, GL_UNSIGNED_INT, indexData); std::vector pixelBuffer(getWindowWidth() * getWindowHeight() * 4, 0); glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA_INTEGER, GL_INT, &pixelBuffer[0]); ASSERT_GL_NO_ERROR(); // Account for primitive restart when checking the tris. GLint triOffsets[] = {0, 4, 5, 9}; for (unsigned int triIndex = 0; triIndex < 4; ++triIndex) { GLint vertexA = indexData[triOffsets[triIndex] + 0]; GLint vertexB = indexData[triOffsets[triIndex] + 1]; GLint vertexC = indexData[triOffsets[triIndex] + 2]; GLfloat sumX = positionData[vertexA * 2] + positionData[vertexB * 2] + positionData[vertexC * 2]; GLfloat sumY = positionData[vertexA * 2 + 1] + positionData[vertexB * 2 + 1] + positionData[vertexC * 2 + 1]; float centerX = sumX / 3.0f * 0.5f + 0.5f; float centerY = sumY / 3.0f * 0.5f + 0.5f; unsigned int pixelX = static_cast(centerX * static_cast(getWindowWidth())); unsigned int pixelY = static_cast(centerY * static_cast(getWindowHeight())); unsigned int pixelIndex = pixelY * getWindowWidth() + pixelX; unsigned int provokingVertexIndex = triIndex + 2; EXPECT_EQ(vertexData[provokingVertexIndex], pixelBuffer[pixelIndex * 4]); } } // Test with FRONT_CONVENTION if we have ANGLE_provoking_vertex. TEST_P(ProvokingVertexTest, ANGLEProvokingVertex) { int32_t vertexData[] = {1, 2, 3}; float positionData[] = {-1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f}; glEnableVertexAttribArray(mIntAttribLocation); glVertexAttribIPointer(mIntAttribLocation, 1, GL_INT, 0, vertexData); GLint positionLocation = glGetAttribLocation(mProgram, "position"); glEnableVertexAttribArray(positionLocation); glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, positionData); glUseProgram(mProgram); ASSERT_GL_NO_ERROR(); const auto &fnExpectId = [&](int id) { const int32_t zero[4] = {}; glClearBufferiv(GL_COLOR, 0, zero); glDrawArrays(GL_TRIANGLES, 0, 3); int32_t pixelValue[4] = {0}; glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, &pixelValue); ASSERT_GL_NO_ERROR(); EXPECT_EQ(vertexData[id], pixelValue[0]); }; fnExpectId(2); const bool hasExt = IsGLExtensionEnabled("GL_ANGLE_provoking_vertex"); if (IsD3D11()) { EXPECT_TRUE(hasExt); } if (hasExt) { glProvokingVertexANGLE(GL_FIRST_VERTEX_CONVENTION); fnExpectId(0); } } GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProvokingVertexTest); ANGLE_INSTANTIATE_TEST(ProvokingVertexTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); } // anonymous namespace