blob: bf62701abf1a2f45f33f5251468d92dfa15cf264 [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.
//
// Multiview draw tests:
// Test issuing multiview Draw* commands.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class MultiviewDrawTest : public ANGLETest
{
protected:
MultiviewDrawTest()
{
setWindowWidth(128);
setWindowHeight(128);
setWebGLCompatibilityEnabled(true);
}
virtual ~MultiviewDrawTest() {}
void SetUp() override
{
ANGLETest::SetUp();
glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
eglGetProcAddress("glRequestExtensionANGLE"));
}
// Requests the ANGLE_multiview extension and returns true if the operation succeeds.
bool requestMultiviewExtension()
{
if (extensionRequestable("GL_ANGLE_multiview"))
{
glRequestExtensionANGLE("GL_ANGLE_multiview");
}
if (!extensionEnabled("GL_ANGLE_multiview"))
{
std::cout << "Test skipped due to missing GL_ANGLE_multiview." << std::endl;
return false;
}
return true;
}
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
class MultiviewDrawValidationTest : public MultiviewDrawTest
{
protected:
MultiviewDrawValidationTest() {}
void SetUp() override
{
MultiviewDrawTest::SetUp();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTex2d);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindVertexArray(mVao);
const float kVertexData[3] = {0.0f};
glBindBuffer(GL_ARRAY_BUFFER, mVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3u, &kVertexData[0], GL_STATIC_DRAW);
const unsigned int kIndices[3] = {0u, 1u, 2u};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 3, &kIndices[0],
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
GLTexture mTex2d;
GLVertexArray mVao;
GLBuffer mVbo;
GLBuffer mIbo;
GLFramebuffer mFramebuffer;
};
class MultiviewSideBySideRenderTest : public MultiviewDrawTest
{
protected:
void createFBO(int width, int height, int numViews)
{
// Assert that width is a multiple of numViews.
ASSERT_TRUE(width % numViews == 0);
const int widthPerView = width / numViews;
// Create color and depth textures.
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
ASSERT_GL_NO_ERROR();
// Create draw framebuffer to be used for side-by-side rendering.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDrawFramebuffer);
std::vector<GLint> viewportOffsets(numViews * 2u);
for (int i = 0u; i < numViews; ++i)
{
viewportOffsets[i * 2] = i * widthPerView;
viewportOffsets[i * 2 + 1] = 0;
}
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, numViews,
&viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
mDepthTexture, 0, numViews,
&viewportOffsets[0]);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER));
// Create read framebuffer to be used to retrieve the pixel information for testing
// purposes.
glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER));
// Clear the buffers.
glViewport(0, 0, width, height);
glScissor(0, 0, width, height);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set viewport and scissor of each view.
glViewport(0, 0, widthPerView, height);
glScissor(0, 0, widthPerView, height);
}
GLTexture mColorTexture;
GLTexture mDepthTexture;
GLFramebuffer mDrawFramebuffer;
GLFramebuffer mReadFramebuffer;
};
class MultiviewSideBySideRenderDualViewTest : public MultiviewSideBySideRenderTest
{
protected:
MultiviewSideBySideRenderDualViewTest() : mProgram(0u) {}
~MultiviewSideBySideRenderDualViewTest()
{
if (mProgram != 0u)
{
glDeleteProgram(mProgram);
}
}
void SetUp() override
{
MultiviewSideBySideRenderTest::SetUp();
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"in vec4 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u ? vPosition.x*0.5 + 0.5 : vPosition.x*0.5);\n"
" gl_Position.yzw = vPosition.yzw;\n"
"}\n";
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1,0,0,0);\n"
"}\n";
createFBO(4, 1, 2);
createProgram(vsSource, fsSource);
}
void createProgram(const std::string &vs, const std::string &fs)
{
mProgram = CompileProgram(vs, fs);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
void checkOutput()
{
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(2, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(3, 0, 0, 0, 0, 0);
}
GLuint mProgram;
};
// The test verifies that glDraw*Indirect:
// 1) generates an INVALID_OPERATION error if the number of views in the draw framebuffer is greater
// than 1.
// 2) does not generate any error if the draw framebuffer has exactly 1 view.
TEST_P(MultiviewDrawValidationTest, IndirectDraw)
{
if (!requestMultiviewExtension())
{
return;
}
const GLint viewportOffsets[4] = {0, 0, 2, 0};
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision mediump float;\n"
"void main()\n"
"{}\n";
GLBuffer commandBuffer;
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, commandBuffer);
const GLuint commandData[] = {1u, 1u, 0u, 0u, 0u};
glBufferData(GL_DRAW_INDIRECT_BUFFER, sizeof(GLuint) * 5u, &commandData[0], GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Check for a GL_INVALID_OPERATION error with the framebuffer having 2 views.
{
const std::string &vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 2, &viewportOffsets[0]);
glDrawArraysIndirect(GL_TRIANGLES, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Check that no errors are generated if the number of views is 1.
{
const std::string &vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 1) in;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 1, &viewportOffsets[0]);
glDrawArraysIndirect(GL_TRIANGLES, nullptr);
EXPECT_GL_NO_ERROR();
glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// The test verifies that glDraw*:
// 1) generates an INVALID_OPERATION error if the number of views in the active draw framebuffer and
// program differs.
// 2) does not generate any error if the number of views is the same.
// 3) does not generate any error if the program does not use the multiview extension.
TEST_P(MultiviewDrawValidationTest, NumViewsMismatch)
{
if (!requestMultiviewExtension())
{
return;
}
const GLint viewportOffsets[4] = {0, 0, 2, 0};
const std::string &vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{}\n";
const std::string &fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision mediump float;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
// Check for a GL_INVALID_OPERATION error with the framebuffer and program having different
// number of views.
{
// The framebuffer has only 1 view.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 1, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Check that no errors are generated if the number of views in both program and draw
// framebuffer matches.
{
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 2, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
// Check that no errors are generated if the program does not use the multiview extension.
{
const std::string &vsSourceNoMultiview =
"#version 300 es\n"
"void main()\n"
"{}\n";
const std::string &fsSourceNoMultiview =
"#version 300 es\n"
"precision mediump float;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(programNoMultiview, vsSourceNoMultiview, fsSourceNoMultiview);
glUseProgram(programNoMultiview);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 2, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// The test verifies that glDraw*:
// 1) generates an INVALID_OPERATION error if the number of views in the active draw framebuffer is
// greater than 1 and there is an active transform feedback object.
// 2) does not generate any error if the number of views in the draw framebuffer is 1.
TEST_P(MultiviewDrawValidationTest, ActiveTransformFeedback)
{
if (!requestMultiviewExtension())
{
return;
}
const GLint viewportOffsets[4] = {0, 0, 2, 0};
const std::string &vsSource =
"#version 300 es\n"
"void main()\n"
"{}\n";
const std::string &fsSource =
"#version 300 es\n"
"precision mediump float;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
GLBuffer tbo;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tbo);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 4u, nullptr, GL_STATIC_DRAW);
GLTransformFeedback transformFeedback;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
glBeginTransformFeedback(GL_TRIANGLES);
ASSERT_GL_NO_ERROR();
// Check that drawArrays generates an error when there is an active transform feedback object
// and the number of views in the draw framebuffer is greater than 1.
{
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 2, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Check that drawArrays does not generate an error when the number of views in the draw
// framebuffer is 1.
{
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 1, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
}
glEndTransformFeedback();
}
// The test verifies that glDraw*:
// 1) generates an INVALID_OPERATION error if the number of views in the active draw framebuffer is
// greater than 1 and there is an active query for target GL_TIME_ELAPSED_EXT.
// 2) does not generate any error if the number of views in the draw framebuffer is 1.
TEST_P(MultiviewDrawValidationTest, ActiveTimeElapsedQuery)
{
if (!requestMultiviewExtension())
{
return;
}
if (!extensionEnabled("GL_EXT_disjoint_timer_query"))
{
std::cout << "Test skipped because GL_EXT_disjoint_timer_query is not available."
<< std::endl;
return;
}
const GLint viewportOffsets[4] = {0, 0, 2, 0};
const std::string &vsSource =
"#version 300 es\n"
"void main()\n"
"{}\n";
const std::string &fsSource =
"#version 300 es\n"
"precision mediump float;\n"
"void main()\n"
"{}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
GLuint query = 0u;
glGenQueriesEXT(1, &query);
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query);
// Check first case.
{
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 2, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Check second case.
{
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTex2d,
0, 1, &viewportOffsets[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_GL_NO_ERROR();
}
glEndQueryEXT(GL_TIME_ELAPSED_EXT);
glDeleteQueries(1, &query);
}
// The test checks that glDrawArrays can be used to render into two views.
TEST_P(MultiviewSideBySideRenderDualViewTest, DrawArrays)
{
if (!requestMultiviewExtension())
{
return;
}
drawQuad(mProgram, "vPosition", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
checkOutput();
}
// The test checks that glDrawElements can be used to render into two views.
TEST_P(MultiviewSideBySideRenderDualViewTest, DrawElements)
{
if (!requestMultiviewExtension())
{
return;
}
drawIndexedQuad(mProgram, "vPosition", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
checkOutput();
}
// The test checks that glDrawRangeElements can be used to render into two views.
TEST_P(MultiviewSideBySideRenderDualViewTest, DrawRangeElements)
{
if (!requestMultiviewExtension())
{
return;
}
drawIndexedQuad(mProgram, "vPosition", 0.0f, 1.0f, true, true);
ASSERT_GL_NO_ERROR();
checkOutput();
}
// The test checks that glDrawArrays can be used to render into four views.
TEST_P(MultiviewSideBySideRenderTest, DrawArraysFourViews)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 4) in;\n"
"in vec4 vPosition;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u) {\n"
" gl_Position.x = vPosition.x*0.25 - 0.75;\n"
" } else if (gl_ViewID_OVR == 1u) {\n"
" gl_Position.x = vPosition.x*0.25 - 0.25;\n"
" } else if (gl_ViewID_OVR == 2u) {\n"
" gl_Position.x = vPosition.x*0.25 + 0.25;\n"
" } else {\n"
" gl_Position.x = vPosition.x*0.25 + 0.75;\n"
" }"
" gl_Position.yzw = vPosition.yzw;\n"
"}\n";
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1,0,0,0);\n"
"}\n";
createFBO(16, 1, 4);
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
drawQuad(program, "vPosition", 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
const int arrayIndex = i * 4 + j;
if (i == j)
{
EXPECT_PIXEL_EQ(arrayIndex, 0, 255, 0, 0, 0);
}
else
{
EXPECT_PIXEL_EQ(arrayIndex, 0, 0, 0, 0, 0);
}
}
}
EXPECT_GL_NO_ERROR();
}
// The test checks that glDrawArraysInstanced can be used to render into two views.
TEST_P(MultiviewSideBySideRenderTest, DrawArraysInstanced)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"in vec4 vPosition;\n"
"void main()\n"
"{\n"
" vec4 p = vPosition;\n"
" if (gl_InstanceID == 1){\n"
" p.y = .5*p.y + .5;\n"
" } else {\n"
" p.y = p.y*.5;\n"
" }\n"
" gl_Position.x = (gl_ViewID_OVR == 0u ? p.x*0.5 + 0.5 : p.x*0.5);\n"
" gl_Position.yzw = p.yzw;\n"
"}\n";
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1,0,0,0);\n"
"}\n";
createFBO(4, 2, 2);
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 2);
ASSERT_GL_NO_ERROR();
const GLubyte expectedResult[4][8] = {
{0, 255, 255, 0}, {0, 255, 255, 0},
};
for (int row = 0; row < 2; ++row)
{
for (int col = 0; col < 4; ++col)
{
EXPECT_PIXEL_EQ(col, row, expectedResult[row][col], 0, 0, 0);
}
}
}
// The test verifies that the attribute divisor is correctly adjusted when drawing with a multi-view
// program. The test draws 4 instances of a quad each of which covers a single pixel. The x and y
// offset of each quad are passed as separate attributes which are indexed based on the
// corresponding attribute divisors. A divisor of 1 is used for the y offset to have all quads
// drawn vertically next to each other. A divisor of 3 is used for the x offset to have the last
// quad offsetted by one pixel to the right. Note that the number of views is divisible by 1, but
// not by 3.
TEST_P(MultiviewSideBySideRenderTest, AttribDivisor)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string &vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"in vec3 vPosition;\n"
"in float offsetX;\n"
"in float offsetY;\n"
"void main()\n"
"{\n"
" vec4 p = vec4(vPosition, 1.);\n"
" p.xy = p.xy * 0.25 - 0.75 + vec2(offsetX, offsetY);\n"
" gl_Position.x = (gl_ViewID_OVR == 0u ? p.x : p.x + 1.0);\n"
" gl_Position.yzw = p.yzw;\n"
"}\n";
const std::string &fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1,0,0,0);\n"
"}\n";
createFBO(8, 4, 2);
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
GLBuffer xOffsetVBO;
glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
const GLfloat xOffsetData[4] = {0.0f, 0.5f, 1.0f, 1.0f};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4, xOffsetData, GL_STATIC_DRAW);
GLint xOffsetLoc = glGetAttribLocation(program, "offsetX");
glVertexAttribPointer(xOffsetLoc, 1, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribDivisor(xOffsetLoc, 3);
glEnableVertexAttribArray(xOffsetLoc);
GLBuffer yOffsetVBO;
glBindBuffer(GL_ARRAY_BUFFER, yOffsetVBO);
const GLfloat yOffsetData[4] = {0.0f, 0.5f, 1.0f, 1.5f};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4, yOffsetData, GL_STATIC_DRAW);
GLint yOffsetLoc = glGetAttribLocation(program, "offsetY");
glVertexAttribDivisor(yOffsetLoc, 1);
glVertexAttribPointer(yOffsetLoc, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(yOffsetLoc);
drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 4);
ASSERT_GL_NO_ERROR();
const GLubyte expectedRedChannel[4][8] = {{255, 0, 0, 0, 0, 0, 255, 0},
{255, 0, 0, 0, 0, 0, 255, 0},
{255, 0, 0, 0, 0, 0, 255, 0},
{0, 255, 0, 0, 0, 0, 0, 255}};
for (int row = 0; row < 4; ++row)
{
for (int col = 0; col < 8; ++col)
{
EXPECT_PIXEL_EQ(col, row, expectedRedChannel[row][col], 0, 0, 0);
}
}
}
// Test that different sequences of vertexAttribDivisor, useProgram and bindVertexArray in a
// multi-view context propagate the correct divisor to the driver.
TEST_P(MultiviewSideBySideRenderTest, DivisorOrderOfOperation)
{
if (!requestMultiviewExtension())
{
return;
}
createFBO(2, 1, 2);
// Create multiview program.
const std::string &vs =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(location = 0) in vec2 vPosition;\n"
"layout(location = 1) in float offsetX;\n"
"void main()\n"
"{\n"
" vec4 p = vec4(vPosition, 0.0, 1.0);\n"
" p.x += offsetX;\n"
" gl_Position = p;\n"
"}\n";
const std::string &fs =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1,0,0,0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vs, fs);
const std::string &dummyVS =
"#version 300 es\n"
"layout(location = 0) in vec2 vPosition;\n"
"layout(location = 1) in float offsetX;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vPosition, 0.0, 1.0);\n"
"}\n";
const std::string &dummyFS =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(0,0,0,0);\n"
"}\n";
ANGLE_GL_PROGRAM(dummyProgram, dummyVS, dummyFS);
GLBuffer xOffsetVBO;
glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
const GLfloat xOffsetData[12] = {0.0f, 4.0f, 4.0f, 4.0f, 4.0f, 4.0f,
4.0f, 4.0f, 4.0f, 4.0f, 4.0f, 4.0f};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 12, xOffsetData, GL_STATIC_DRAW);
GLBuffer vertexVBO;
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
Vector2 kQuadVertices[6] = {Vector2(-1.f, -1.f), Vector2(1.f, -1.f), Vector2(1.f, 1.f),
Vector2(-1.f, -1.f), Vector2(1.f, 1.f), Vector2(-1.f, 1.f)};
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
GLVertexArray vao[2];
for (size_t i = 0u; i < 2u; ++i)
{
glBindVertexArray(vao[i]);
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
}
ASSERT_GL_NO_ERROR();
glViewport(0, 0, 1, 1);
glScissor(0, 0, 1, 1);
glClearColor(0, 0, 0, 0);
// Clear the buffers, propagate divisor to the driver, bind the vao and keep it active.
// It is necessary to call draw, so that the divisor is propagated and to guarantee that dirty
// bits are cleared.
glUseProgram(dummyProgram);
glBindVertexArray(vao[0]);
glVertexAttribDivisor(1, 0);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
glUseProgram(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Check that vertexAttribDivisor uses the number of views to update the divisor.
glUseProgram(program);
glVertexAttribDivisor(1, 1);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
// Clear the buffers and propagate divisor to the driver.
// We keep the vao active and propagate the divisor to guarantee that there are no unresolved
// dirty bits when useProgram is called.
glUseProgram(dummyProgram);
glVertexAttribDivisor(1, 1);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
glUseProgram(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Check that useProgram uses the number of views to update the divisor.
glUseProgram(program);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
// We go through similar steps as before.
glUseProgram(dummyProgram);
glVertexAttribDivisor(1, 1);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
glUseProgram(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Check that bindVertexArray uses the number of views to update the divisor.
{
// Call useProgram with vao[1] being active to guarantee that useProgram will adjust the
// divisor for vao[1] only.
glBindVertexArray(vao[1]);
glUseProgram(program);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(0);
ASSERT_GL_NO_ERROR();
}
// Bind vao[0] after useProgram is called to ensure that bindVertexArray is the call which
// adjusts the divisor.
glBindVertexArray(vao[0]);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
}
ANGLE_INSTANTIATE_TEST(MultiviewDrawValidationTest, ES31_OPENGL());
ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderDualViewTest, ES3_OPENGL());
ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderTest, ES3_OPENGL());