D3D11: Fix dirty current value updates.
Fixes a bug where subsequent updates to a "current value" (disabled)
Vertex Attribute would not trigger the state change to D3D11 such that
the updated buffer handle would be applied to D3D11. Also adds a test
to cover the problem case.
This bug was introduced in 2bc947334cad:
"D3D11: Minor optimizations to vertex attribute application."
BUG=chromium:779675
BUG=angleproject:1155
Change-Id: Ib0447231fb6969e7dad1e1e576315cab91acf4f4
Reviewed-on: https://chromium-review.googlesource.com/744924
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp b/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
index d24fa73..b1f68ed 100644
--- a/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
@@ -1756,6 +1756,9 @@
currentValueAttrib->attribute = attrib;
currentValueAttrib->binding = &vertexBindings[attrib->bindingIndex];
+ mDirtyVertexBufferRange.extend(static_cast<unsigned int>(attribIndex));
+ mInputLayoutIsDirty = true;
+
ANGLE_TRY(mVertexDataManager.storeCurrentValue(currentValue, currentValueAttrib,
static_cast<size_t>(attribIndex)));
}
diff --git a/src/tests/gl_tests/VertexAttributeTest.cpp b/src/tests/gl_tests/VertexAttributeTest.cpp
index c2d07d4..7d7993a 100644
--- a/src/tests/gl_tests/VertexAttributeTest.cpp
+++ b/src/tests/gl_tests/VertexAttributeTest.cpp
@@ -1462,6 +1462,54 @@
}
}
+// Tests that repeatedly updating a disabled vertex attribute works as expected.
+// This covers an ANGLE bug where dirty bits for current values were ignoring repeated updates.
+TEST_P(VertexAttributeTest, DisabledAttribUpdates)
+{
+ constexpr char kVertexShader[] = R"(attribute vec2 position;
+attribute float actualValue;
+uniform float expectedValue;
+varying float result;
+void main()
+{
+ result = (actualValue == expectedValue) ? 1.0 : 0.0;
+ gl_Position = vec4(position, 0, 1);
+})";
+
+ constexpr char kFragmentShader[] = R"(varying mediump float result;
+void main()
+{
+ gl_FragColor = result > 0.0 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+})";
+
+ ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
+
+ glUseProgram(program);
+ GLint attribLoc = glGetAttribLocation(program, "actualValue");
+ ASSERT_NE(-1, attribLoc);
+
+ GLint uniLoc = glGetUniformLocation(program, "expectedValue");
+ ASSERT_NE(-1, uniLoc);
+
+ glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
+
+ GLint positionLocation = glGetAttribLocation(program, "position");
+ ASSERT_NE(-1, positionLocation);
+ setupQuadVertexBuffer(0.5f, 1.0f);
+ glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(positionLocation);
+
+ std::array<GLfloat, 4> testValues = {{1, 2, 3, 4}};
+ for (GLfloat testValue : testValues)
+ {
+ glUniform1f(uniLoc, testValue);
+ glVertexAttrib1f(attribLoc, testValue);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ ASSERT_GL_NO_ERROR();
+ EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
+ }
+}
+
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
// D3D11 Feature Level 9_3 uses different D3D formats for vertex attribs compared to Feature Levels