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//
// 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.
//
// GeometryShaderTest.cpp : Tests of the implementation of geometry shader
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class GeometryShaderTest : public ANGLETest
{
protected:
static std::string CreateEmptyGeometryShader(const std::string &inputPrimitive,
const std::string &outputPrimitive,
int invocations,
int maxVertices)
{
std::ostringstream ostream;
ostream << "#version 310 es\n"
"#extension GL_EXT_geometry_shader : require\n";
if (!inputPrimitive.empty())
{
ostream << "layout (" << inputPrimitive << ") in;\n";
}
if (!outputPrimitive.empty())
{
ostream << "layout (" << outputPrimitive << ") out;\n";
}
if (invocations > 0)
{
ostream << "layout (invocations = " << invocations << ") in;\n";
}
if (maxVertices >= 0)
{
ostream << "layout (max_vertices = " << maxVertices << ") out;\n";
}
ostream << "void main()\n"
"{\n"
"}";
return ostream.str();
}
const std::string kDefaultVertexShader =
R"(#version 310 es
void main()
{
gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
})";
const std::string kDefaultFragmentShader =
R"(#version 310 es
precision mediump float;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(1.0, 0.0, 0.0, 1.0);
})";
};
class GeometryShaderTestES3 : public ANGLETest
{
};
// Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context.
TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3)
{
EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader"));
GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
EXPECT_EQ(0u, geometryShader);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify that Geometry Shader can be created and attached to a program.
TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &geometryShaderSource =
R"(#version 310 es
#extension GL_EXT_geometry_shader : require
layout (invocations = 3, triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec4 texcoord[];
out vec4 o_texcoord;
void main()
{
int n;
for (n = 0; n < gl_in.length(); n++)
{
gl_Position = gl_in[n].gl_Position;
gl_Layer = gl_InvocationID;
o_texcoord = texcoord[n];
EmitVertex();
}
EndPrimitive();
})";
GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource);
EXPECT_NE(0u, geometryShader);
GLuint programID = glCreateProgram();
glAttachShader(programID, geometryShader);
glDetachShader(programID, geometryShader);
glDeleteShader(geometryShader);
glDeleteProgram(programID);
EXPECT_GL_NO_ERROR();
}
// Verify that all the implementation dependent geometry shader related resource limits meet the
// requirement of GL_EXT_geometry_shader SPEC.
TEST_P(GeometryShaderTest, GeometryShaderImplementationDependentLimits)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::map<GLenum, int> limits = {{GL_MAX_FRAMEBUFFER_LAYERS_EXT, 256},
{GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 1024},
{GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT, 12},
{GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT, 64},
{GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT, 64},
{GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, 256},
{GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT, 1024},
{GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 16},
{GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT, 0},
{GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT, 0},
{GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT, 0},
{GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT, 0},
{GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT, 32}};
GLint value;
for (const auto &limit : limits)
{
value = 0;
glGetIntegerv(limit.first, &value);
EXPECT_GL_NO_ERROR();
EXPECT_GE(value, limit.second);
}
value = 0;
glGetIntegerv(GL_LAYER_PROVOKING_VERTEX_EXT, &value);
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(value == GL_FIRST_VERTEX_CONVENTION_EXT || value == GL_LAST_VERTEX_CONVENTION_EXT ||
value == GL_UNDEFINED_VERTEX_EXT);
}
// Verify that all the combined resource limits meet the requirement of GL_EXT_geometry_shader SPEC.
TEST_P(GeometryShaderTest, CombinedResourceLimits)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
// See http://anglebug.com/2261.
ANGLE_SKIP_TEST_IF(IsAndroid());
const std::map<GLenum, int> limits = {{GL_MAX_UNIFORM_BUFFER_BINDINGS, 48},
{GL_MAX_COMBINED_UNIFORM_BLOCKS, 36},
{GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 64}};
GLint value;
for (const auto &limit : limits)
{
value = 0;
glGetIntegerv(limit.first, &value);
EXPECT_GL_NO_ERROR();
EXPECT_GE(value, limit.second);
}
}
// Verify that linking a program with an uncompiled geometry shader causes a link failure.
TEST_P(GeometryShaderTest, LinkWithUncompiledGeoemtryShader)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, kDefaultVertexShader);
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, kDefaultFragmentShader);
ASSERT_NE(0u, vertexShader);
ASSERT_NE(0u, fragmentShader);
GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glAttachShader(program, geometryShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteShader(geometryShader);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_EQ(0, linkStatus);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
// Verify that linking a program with geometry shader whose version is different from other shaders
// in this program causes a link error.
TEST_P(GeometryShaderTest, LinkWhenShaderVersionMismatch)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &kDefaultVertexShaderVersion300 =
R"(#version 300 es
void main()
{
gl_Position = vec4(1.0, 0.0, 0.0, 1.0);
})";
const std::string kDefaultFragmentShaderVersion300 =
R"(#version 300 es
precision mediump float;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(1.0, 0.0, 0.0, 1.0);
})";
const std::string &emptyGeometryShader = CreateEmptyGeometryShader("points", "points", 2, 1);
GLuint program = CompileProgramWithGS(kDefaultVertexShaderVersion300, emptyGeometryShader,
kDefaultFragmentShaderVersion300);
EXPECT_EQ(0u, program);
}
// Verify that linking a program with geometry shader that lacks input primitive,
// output primitive, or declaration on 'max_vertices' causes a link failure.
TEST_P(GeometryShaderTest, LinkValidationOnGeometryShaderLayouts)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &gsWithoutInputPrimitive = CreateEmptyGeometryShader("", "points", 2, 1);
const std::string &gsWithoutOutputPrimitive = CreateEmptyGeometryShader("points", "", 2, 1);
const std::string &gsWithoutInvocations = CreateEmptyGeometryShader("points", "points", -1, 1);
const std::string &gsWithoutMaxVertices = CreateEmptyGeometryShader("points", "points", 2, -1);
// Linking a program with a geometry shader that only lacks 'invocations' should not cause a
// link failure.
GLuint program =
CompileProgramWithGS(kDefaultVertexShader, gsWithoutInvocations, kDefaultFragmentShader);
EXPECT_NE(0u, program);
glDeleteProgram(program);
// Linking a program with a geometry shader that lacks input primitive, output primitive or
// 'max_vertices' causes a link failure.
program =
CompileProgramWithGS(kDefaultVertexShader, gsWithoutInputPrimitive, kDefaultFragmentShader);
EXPECT_EQ(0u, program);
program = CompileProgramWithGS(kDefaultVertexShader, gsWithoutOutputPrimitive,
kDefaultFragmentShader);
EXPECT_EQ(0u, program);
program =
CompileProgramWithGS(kDefaultVertexShader, gsWithoutMaxVertices, kDefaultFragmentShader);
EXPECT_EQ(0u, program);
ASSERT_GL_NO_ERROR();
}
// Verify that an link error occurs when the vertex shader has an array output and there is a
// geometry shader in the program.
TEST_P(GeometryShaderTest, VertexShaderArrayOutput)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &vertexShader =
R"(#version 310 es
in vec4 vertex_in;
out vec4 vertex_out[3];
void main()
{
gl_Position = vertex_in;
vertex_out[0] = vec4(1.0, 0.0, 0.0, 1.0);
vertex_out[1] = vec4(0.0, 1.0, 0.0, 1.0);
vertex_out[2] = vec4(0.0, 0.0, 1.0, 1.0);
})";
const std::string &geometryShader =
R"(#version 310 es
#extension GL_EXT_geometry_shader : require
layout (invocations = 3, triangles) in;
layout (points, max_vertices = 3) out;
in vec4 vertex_out[];
out vec4 geometry_color;
void main()
{
gl_Position = gl_in[0].gl_Position;
geometry_color = vertex_out[0];
EmitVertex();
})";
const std::string &fragmentShader =
R"(#version 310 es
precision mediump float;
in vec4 geometry_color;
layout (location = 0) out vec4 output_color;
void main()
{
output_color = geometry_color;
})";
GLuint program = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
EXPECT_EQ(0u, program);
EXPECT_GL_NO_ERROR();
}
// Verify that an link error occurs when the definition of a unform in fragment shader is different
// from those in a geometry shader.
TEST_P(GeometryShaderTest, UniformMismatchBetweenGeometryAndFragmentShader)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &vertexShader =
R"(#version 310 es
uniform highp vec4 uniform_value_vert;
in vec4 vertex_in;
out vec4 vertex_out;
void main()
{
gl_Position = vertex_in;
vertex_out = uniform_value_vert;
})";
const std::string &geometryShader =
R"(#version 310 es
#extension GL_EXT_geometry_shader : require
uniform vec4 uniform_value;
layout (invocations = 3, triangles) in;
layout (points, max_vertices = 3) out;
in vec4 vertex_out[];
out vec4 geometry_color;
void main()
{
gl_Position = gl_in[0].gl_Position;
geometry_color = vertex_out[0] + uniform_value;
EmitVertex();
})";
const std::string &fragmentShader =
R"(#version 310 es
precision highp float;
uniform float uniform_value;
in vec4 geometry_color;
layout (location = 0) out vec4 output_color;
void main()
{
output_color = vec4(geometry_color.rgb, uniform_value);
})";
GLuint program = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
EXPECT_EQ(0u, program);
EXPECT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
}