| // |
| // 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. |
| // |
| // Some of the pointsprite tests below were ported from Khronos WebGL |
| // conformance test suite. |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| #include <cmath> |
| |
| using namespace angle; |
| |
| class PointSpritesTest : public ANGLETest |
| { |
| protected: |
| const int windowWidth = 256; |
| const int windowHeight = 256; |
| PointSpritesTest() |
| { |
| setWindowWidth(windowWidth); |
| setWindowHeight(windowHeight); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() { ANGLETest::SetUp(); } |
| |
| float s2p(float s) { return (s + 1.0f) * 0.5f * (GLfloat)windowWidth; } |
| }; |
| |
| // Checks gl_PointCoord and gl_PointSize |
| // https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/variables/gl-pointcoord.html |
| TEST_P(PointSpritesTest, PointCoordAndPointSizeCompliance) |
| { |
| // TODO(jmadill): Investigate potential AMD driver bug. |
| // http://anglebug.com/1643 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL() && IsWindows()); |
| |
| const std::string fs = |
| R"(precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(gl_PointCoord.x, gl_PointCoord.y, 0, 1); |
| })"; |
| |
| const std::string vs = |
| R"(attribute vec4 vPosition; |
| uniform float uPointSize; |
| void main() |
| { |
| gl_PointSize = uPointSize; |
| gl_Position = vPosition; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| |
| glUseProgram(program); |
| |
| GLfloat pointSizeRange[2] = {}; |
| glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); |
| |
| GLfloat maxPointSize = pointSizeRange[1]; |
| |
| ASSERT_TRUE(maxPointSize >= 1); |
| maxPointSize = floorf(maxPointSize); |
| ASSERT_TRUE((int)maxPointSize % 1 == 0); |
| |
| maxPointSize = std::min(maxPointSize, 64.0f); |
| GLfloat pointWidth = maxPointSize / windowWidth; |
| GLint step = static_cast<GLint>(floorf(maxPointSize / 4)); |
| GLint pointStep = std::max<GLint>(1, step); |
| |
| GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize"); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUniform1f(pointSizeLoc, maxPointSize); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLfloat pixelOffset = ((int)maxPointSize % 2) ? (1.0f / (GLfloat)windowWidth) : 0; |
| GLBuffer vertexObject; |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertexObject.get()); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLfloat thePoints[] = {-0.5f + pixelOffset, -0.5f + pixelOffset, 0.5f + pixelOffset, |
| -0.5f + pixelOffset, -0.5f + pixelOffset, 0.5f + pixelOffset, |
| 0.5f + pixelOffset, 0.5f + pixelOffset}; |
| |
| glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glDrawArrays(GL_POINTS, 0, 4); |
| ASSERT_GL_NO_ERROR(); |
| |
| std::string debugText; |
| for (float py = 0; py < 2; ++py) |
| { |
| for (float px = 0; px < 2; ++px) |
| { |
| float pointX = -0.5f + px + pixelOffset; |
| float pointY = -0.5f + py + pixelOffset; |
| for (int yy = 0; yy < maxPointSize; yy += pointStep) |
| { |
| for (int xx = 0; xx < maxPointSize; xx += pointStep) |
| { |
| // formula for s and t from OpenGL ES 2.0 spec section 3.3 |
| float xw = s2p(pointX); |
| float yw = s2p(pointY); |
| float u = xx / maxPointSize * 2 - 1; |
| float v = yy / maxPointSize * 2 - 1; |
| int xf = static_cast<int>(floorf(s2p(pointX + u * pointWidth))); |
| int yf = static_cast<int>(floorf(s2p(pointY + v * pointWidth))); |
| float s = 0.5f + (xf + 0.5f - xw) / maxPointSize; |
| float t = 0.5f + (yf + 0.5f - yw) / maxPointSize; |
| GLubyte color[4] = {static_cast<GLubyte>(floorf(s * 255)), |
| static_cast<GLubyte>(floorf((1 - t) * 255)), 0, 255}; |
| EXPECT_PIXEL_NEAR(xf, yf, color[0], color[1], color[2], color[3], 4); |
| } |
| } |
| } |
| } |
| } |
| |
| // Verify that drawing a point without enabling any attributes succeeds |
| // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-no-attributes.html |
| TEST_P(PointSpritesTest, PointWithoutAttributesCompliance) |
| { |
| // TODO(jmadill): Investigate potential AMD driver bug. |
| // http://anglebug.com/1643 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL() && IsWindows()); |
| |
| const std::string fs = |
| R"(precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| })"; |
| |
| const std::string vs = |
| R"(void main() |
| { |
| gl_PointSize = 2.0; |
| gl_Position = vec4(0.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(program); |
| |
| glDrawArrays(GL_POINTS, 0, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // expect the center pixel to be green |
| EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255); |
| } |
| |
| // This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL |
| // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-with-gl-pointcoord-in-fragment-shader.html |
| TEST_P(PointSpritesTest, PointCoordRegressionTest) |
| { |
| // TODO(jmadill): Investigate potential AMD driver bug. |
| // http://anglebug.com/1643 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL() && IsWindows()); |
| |
| const std::string fs = |
| R"(precision mediump float; |
| varying vec4 v_color; |
| void main() |
| { |
| // It seems as long as this mathematical expression references |
| // gl_PointCoord, the fragment's color is incorrect. |
| vec2 diff = gl_PointCoord - vec2(.5, .5); |
| if (length(diff) > 0.5) |
| discard; |
| |
| // The point should be a solid color. |
| gl_FragColor = v_color; |
| })"; |
| |
| const std::string vs = |
| R"(varying vec4 v_color; |
| // The X and Y coordinates of the center of the point. |
| attribute vec2 a_vertex; |
| uniform float u_pointSize; |
| void main() |
| { |
| gl_PointSize = u_pointSize; |
| gl_Position = vec4(a_vertex, 0.0, 1.0); |
| // The color of the point. |
| v_color = vec4(0.0, 1.0, 0.0, 1.0); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(program); |
| |
| GLfloat pointSizeRange[2] = {}; |
| glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); |
| |
| GLfloat maxPointSize = pointSizeRange[1]; |
| |
| ASSERT_TRUE(maxPointSize > 2); |
| |
| glClearColor(0, 0, 0, 1); |
| glDisable(GL_DEPTH_TEST); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| GLint pointSizeLoc = glGetUniformLocation(program, "u_pointSize"); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLfloat pointSize = std::min<GLfloat>(20.0f, maxPointSize); |
| glUniform1f(pointSizeLoc, pointSize); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLBuffer vertexObject; |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertexObject.get()); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLfloat thePoints[] = {0.0f, 0.0f}; |
| |
| glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| glDrawArrays(GL_POINTS, 0, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // expect the center pixel to be green |
| EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255); |
| } |
| |
| // Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled |
| // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-size.html |
| TEST_P(PointSpritesTest, PointSizeEnabledCompliance) |
| { |
| // TODO(jmadill): Investigate potential AMD driver bug. |
| // http://anglebug.com/1643 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL() && IsWindows()); |
| |
| const std::string fs = |
| R"(precision mediump float; |
| varying vec4 color; |
| |
| void main() |
| { |
| gl_FragColor = color; |
| })"; |
| |
| const std::string vs = |
| R"(attribute vec3 pos; |
| attribute vec4 colorIn; |
| uniform float pointSize; |
| varying vec4 color; |
| |
| void main() |
| { |
| gl_PointSize = pointSize; |
| color = colorIn; |
| gl_Position = vec4(pos, 1.0); |
| })"; |
| |
| // The WebGL test is drawn on a 2x2 canvas. Emulate this by setting a 2x2 viewport. |
| glViewport(0, 0, 2, 2); |
| |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(program); |
| |
| glDisable(GL_BLEND); |
| |
| // The choice of (0.4, 0.4) ensures that the centers of the surrounding |
| // pixels are not contained within the point when it is of size 1, but |
| // that they definitely are when it is of size 2. |
| GLfloat vertices[] = {0.4f, 0.4f, 0.0f}; |
| GLubyte colors[] = {255, 0, 0, 255}; |
| |
| GLBuffer vertexObject; |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertexObject.get()); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), nullptr, GL_STATIC_DRAW); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors); |
| ASSERT_GL_NO_ERROR(); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, |
| reinterpret_cast<void *>(sizeof(vertices))); |
| glEnableVertexAttribArray(1); |
| |
| GLint pointSizeLoc = glGetUniformLocation(program, "pointSize"); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUniform1f(pointSizeLoc, 1.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Test the pixels around the target Red pixel to ensure |
| // they are the expected color values |
| for (GLint y = 0; y < 2; ++y) |
| { |
| for (GLint x = 0; x < 2; ++x) |
| { |
| // 1x1 is expected to be a red pixel |
| // All others are black |
| GLubyte expectedColor[4] = {0, 0, 0, 0}; |
| if (x == 1 && y == 1) |
| { |
| expectedColor[0] = 255; |
| expectedColor[3] = 255; |
| } |
| EXPECT_PIXEL_EQ(x, y, expectedColor[0], expectedColor[1], expectedColor[2], |
| expectedColor[3]); |
| } |
| } |
| |
| GLfloat pointSizeRange[2] = {}; |
| glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); |
| |
| if (pointSizeRange[1] >= 2.0) |
| { |
| // Draw a point of size 2 and verify it fills the appropriate region. |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glUniform1f(pointSizeLoc, 2.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Test the pixels to ensure the target is ALL Red pixels |
| for (GLint y = 0; y < 2; ++y) |
| { |
| for (GLint x = 0; x < 2; ++x) |
| { |
| EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 255); |
| } |
| } |
| } |
| } |
| |
| // Verify that rendering works correctly when gl_PointSize is declared in a shader but isn't used |
| TEST_P(PointSpritesTest, PointSizeDeclaredButUnused) |
| { |
| const std::string vs = |
| R"(attribute highp vec4 position; |
| |
| void main(void) |
| { |
| gl_PointSize = 1.0; |
| gl_Position = position; |
| })"; |
| |
| const std::string fs = |
| R"(void main(void) |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| ASSERT_GL_NO_ERROR(); |
| |
| glUseProgram(program); |
| drawQuad(program, "position", 0.5f, 1.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| // expect the center pixel to be red |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255); |
| } |
| |
| // Test to cover a bug where the D3D11 rasterizer state would not be update when switching between |
| // draw types. This causes the cull face to potentially be incorrect when drawing emulated point |
| // spites. |
| TEST_P(PointSpritesTest, PointSpriteAlternatingDrawTypes) |
| { |
| const std::string pointFS = |
| R"(precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| })"; |
| |
| const std::string pointVS = |
| R"(void main() |
| { |
| gl_PointSize = 16.0; |
| gl_Position = vec4(0.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| const std::string quadFS = |
| R"(precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| const std::string quadVS = |
| R"(precision mediump float; |
| attribute vec4 pos; |
| void main() |
| { |
| gl_Position = pos; |
| })"; |
| |
| ANGLE_GL_PROGRAM(pointProgram, pointVS, pointFS); |
| |
| ANGLE_GL_PROGRAM(quadProgram, quadVS, quadFS); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnable(GL_CULL_FACE); |
| glCullFace(GL_FRONT); |
| |
| const GLfloat quadVertices[] = { |
| -1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f, -1.0f, -1.0f, 0.5f, |
| |
| -1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f, |
| }; |
| |
| glUseProgram(quadProgram); |
| GLint positionLocation = glGetAttribLocation(quadProgram, "pos"); |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices); |
| glEnableVertexAttribArray(positionLocation); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| |
| glUseProgram(pointProgram); |
| glDrawArrays(GL_POINTS, 0, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // expect the center pixel to be green |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255); |
| } |
| |
| // This checks for an NVIDIA driver bug where points larger than the maximum reported point size can |
| // be drawn. Point size should be clamped to the point size range as specified in GLES 3.0.5 section |
| // 3.4. |
| TEST_P(PointSpritesTest, PointSizeAboveMaxIsClamped) |
| { |
| // Failed on NVIDIA GeForce GTX 1080 - no pixels from the point were detected in the |
| // framebuffer. http://anglebug.com/2111 |
| ANGLE_SKIP_TEST_IF(IsD3D9()); |
| |
| // Failed on AMD OSX and Windows trybots - no pixels from the point were detected in the |
| // framebuffer. http://anglebug.com/2113 |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); |
| |
| GLfloat pointSizeRange[2] = {}; |
| glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); |
| GLfloat maxPointSize = pointSizeRange[1]; |
| |
| if (maxPointSize < 4) |
| { |
| // This test is only able to test larger points. |
| return; |
| } |
| |
| const std::string &vs = |
| "attribute vec4 vPosition;\n" |
| "uniform float uPointSize;\n" |
| "void main()\n" |
| "{\n" |
| " gl_PointSize = uPointSize;\n" |
| " gl_Position = vPosition;\n" |
| "}\n"; |
| const std::string &fs = |
| "precision mediump float;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(1, 0, 0, 1);\n" |
| "}\n"; |
| ANGLE_GL_PROGRAM(program, vs, fs); |
| glUseProgram(program); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLfloat testPointSize = floorf(maxPointSize * 2.0f); |
| |
| GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize"); |
| glUniform1f(pointSizeLoc, testPointSize); |
| ASSERT_GL_NO_ERROR(); |
| |
| // The point will be a square centered at gl_Position. We'll offset it from the center of the |
| // viewport on the x axis so that the left edge of the point square is at the center of the |
| // viewport. |
| GLfloat pointXPosition = (0.5f * maxPointSize) * (2.0f / (GLfloat)getWindowWidth()); |
| |
| GLBuffer vertexBuffer; |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get()); |
| GLfloat thePoints[] = {pointXPosition, 0.0f}; |
| glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnableVertexAttribArray(0); |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| glClearColor(0, 0, 0, 0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glDrawArrays(GL_POINTS, 0, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Pixel on the right of the viewport center should be covered by the point. |
| EXPECT_PIXEL_NEAR(getWindowWidth() / 2 + 2, getWindowHeight() / 2, 255, 0, 0, 255, 4); |
| |
| // Pixel on the left of the viewport center should not be covered by the point. |
| EXPECT_PIXEL_NEAR(getWindowWidth() / 2 - 2, getWindowHeight() / 2, 0, 0, 0, 0, 4); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES |
| // major version) these tests should be run against. |
| // |
| // We test on D3D11 9_3 because the existing D3D11 PointSprite implementation |
| // uses Geometry Shaders which are not supported for 9_3. |
| // D3D9 and D3D11 are also tested to ensure no regressions. |
| ANGLE_INSTANTIATE_TEST(PointSpritesTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_D3D11_FL9_3(), |
| ES2_OPENGL(), |
| ES2_OPENGLES()); |