Handle multiview Draw* calls
Because the ANGLE_multiview extension uses instancing to multiply
geometry for each view, Draw* calls with an active multiview program
have to be handled in the follwing way:
1) Convert non-instanced Draw calls to their instanced versions.
2) Multiply the number of instances in an instanced Draw call by the
number of views.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I19119e8178f70336e5dbb1e5eed0658b5b9f43d7
Reviewed-on: https://chromium-review.googlesource.com/593657
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Martin Radev <mradev@nvidia.com>
diff --git a/src/tests/gl_tests/MultiviewDrawTest.cpp b/src/tests/gl_tests/MultiviewDrawTest.cpp
index 2c0aef1..010e271 100644
--- a/src/tests/gl_tests/MultiviewDrawTest.cpp
+++ b/src/tests/gl_tests/MultiviewDrawTest.cpp
@@ -84,6 +84,140 @@
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.
@@ -344,4 +478,161 @@
glDeleteQueries(1, &query);
}
-ANGLE_INSTANTIATE_TEST(MultiviewDrawValidationTest, ES31_OPENGL());
\ No newline at end of file
+// 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);
+ }
+ }
+}
+
+ANGLE_INSTANTIATE_TEST(MultiviewDrawValidationTest, ES31_OPENGL());
+ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderDualViewTest, ES3_OPENGL());
+ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderTest, ES3_OPENGL());
\ No newline at end of file