blob: 164fa04f070142c08aa14470378280245ae65252 [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;
namespace
{
GLuint CreateSimplePassthroughProgram(int numViews)
{
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = " +
ToString(numViews) +
") in;\n"
"layout(location=0) in vec2 vPosition;\n"
"void main()\n"
"{\n"
" gl_PointSize = 1.;\n"
" gl_Position = vec4(vPosition.xy, 0.0, 1.0);\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(1,0,0,1);\n"
"}\n";
return CompileProgram(vsSource, fsSource);
}
std::vector<Vector2> ConvertPixelCoordinatesToClipSpace(const std::vector<Vector2I> &pixels,
int width,
int height)
{
std::vector<Vector2> result(pixels.size());
for (size_t i = 0; i < pixels.size(); ++i)
{
const auto &pixel = pixels[i];
float pixelCenterRelativeX = (static_cast<float>(pixel.x()) + .5f) / width;
float pixelCenterRelativeY = (static_cast<float>(pixel.y()) + .5f) / height;
float xInClipSpace = 2.f * pixelCenterRelativeX - 1.f;
float yInClipSpace = 2.f * pixelCenterRelativeY - 1.f;
result[i] = Vector2(xInClipSpace, yInClipSpace);
}
return result;
}
} // namespace
struct MultiviewTestParams final : public PlatformParameters
{
MultiviewTestParams(GLenum multiviewLayout, const EGLPlatformParameters &eglPlatformParameters)
: PlatformParameters(3, 0, eglPlatformParameters), mMultiviewLayout(multiviewLayout)
{
ASSERT(multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE ||
multiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE);
}
GLenum mMultiviewLayout;
};
std::ostream &operator<<(std::ostream &os, const MultiviewTestParams &params)
{
const PlatformParameters &base = static_cast<const PlatformParameters &>(params);
os << base;
switch (params.mMultiviewLayout)
{
case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
os << "_layered";
break;
case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
os << "_side_by_side";
break;
default:
UNREACHABLE();
}
return os;
}
class MultiviewDrawTest : public ANGLETestBase
{
protected:
MultiviewDrawTest(const PlatformParameters &params) : ANGLETestBase(params)
{
setWindowWidth(128);
setWindowHeight(128);
setWebGLCompatibilityEnabled(true);
}
virtual ~MultiviewDrawTest() {}
void DrawTestSetUp()
{
ANGLETestBase::ANGLETestSetUp();
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,
public ::testing::TestWithParam<PlatformParameters>
{
protected:
MultiviewDrawValidationTest() : MultiviewDrawTest(GetParam()) {}
void SetUp() override
{
MultiviewDrawTest::DrawTestSetUp();
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 MultiviewRenderTestBase : public MultiviewDrawTest
{
protected:
MultiviewRenderTestBase(const PlatformParameters &params, GLenum multiviewLayout)
: MultiviewDrawTest(params),
mMultiviewLayout(multiviewLayout),
mViewWidth(0),
mViewHeight(0),
mNumViews(0)
{
}
void RenderTestSetUp() { MultiviewDrawTest::DrawTestSetUp(); }
void createFBO(int viewWidth, int height, int numViews)
{
mViewWidth = viewWidth;
mViewHeight = height;
mNumViews = numViews;
mColorTexture.reset();
mDepthTexture.reset();
mDrawFramebuffer.reset();
mReadFramebuffer.clear();
// Create color and depth textures.
switch (mMultiviewLayout)
{
case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
{
int textureWidth = viewWidth * numViews;
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureWidth, 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);
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, textureWidth, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
break;
}
case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
glBindTexture(GL_TEXTURE_2D_ARRAY, mColorTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, viewWidth, height, numViews, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D_ARRAY, mDepthTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, viewWidth, height,
numViews, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
break;
default:
UNREACHABLE();
}
ASSERT_GL_NO_ERROR();
// Create draw framebuffer to be used for multiview rendering.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDrawFramebuffer);
switch (mMultiviewLayout)
{
case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
{
std::vector<GLint> viewportOffsets(numViews * 2);
for (int i = 0u; i < numViews; ++i)
{
viewportOffsets[i * 2] = i * viewWidth;
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]);
break;
}
case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
glFramebufferTextureMultiviewLayeredANGLE(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, 0, numViews);
glFramebufferTextureMultiviewLayeredANGLE(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
mDepthTexture, 0, 0, numViews);
break;
default:
UNREACHABLE();
}
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.
switch (mMultiviewLayout)
{
case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
mReadFramebuffer.resize(1);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer[0]);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
break;
case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
mReadFramebuffer.resize(numViews);
for (int i = 0; i < numViews; ++i)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer[i]);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, i);
}
break;
default:
UNREACHABLE();
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER));
// Clear the buffers.
glViewport(0, 0, viewWidth, height);
if (mMultiviewLayout == GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE)
{
// Enable the scissor test only for side-by-side framebuffers.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, viewWidth, height);
}
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
GLColor GetViewColor(int x, int y, int view)
{
switch (mMultiviewLayout)
{
case GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE:
return ReadColor(view * mViewWidth + x, y);
case GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE:
ASSERT(static_cast<size_t>(view) < mReadFramebuffer.size());
glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer[view]);
return ReadColor(x, y);
default:
UNREACHABLE();
}
return GLColor(0, 0, 0, 0);
}
GLTexture mColorTexture;
GLTexture mDepthTexture;
GLFramebuffer mDrawFramebuffer;
std::vector<GLFramebuffer> mReadFramebuffer;
GLenum mMultiviewLayout;
int mViewWidth;
int mViewHeight;
int mNumViews;
};
class MultiviewRenderTest : public MultiviewRenderTestBase,
public ::testing::TestWithParam<MultiviewTestParams>
{
protected:
MultiviewRenderTest() : MultiviewRenderTestBase(GetParam(), GetParam().mMultiviewLayout) {}
void SetUp() override { MultiviewRenderTestBase::RenderTestSetUp(); }
};
class MultiviewRenderDualViewTest : public MultiviewRenderTest
{
protected:
MultiviewRenderDualViewTest() : mProgram(0u) {}
~MultiviewRenderDualViewTest()
{
if (mProgram != 0u)
{
glDeleteProgram(mProgram);
}
}
void SetUp() override
{
MultiviewRenderTest::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(1,0,0,1);\n"
"}\n";
createFBO(2, 1, 2);
mProgram = CompileProgram(vsSource, fsSource);
ASSERT_NE(mProgram, 0u);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
void checkOutput()
{
EXPECT_EQ(GLColor::black, GetViewColor(0, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(1, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, 1));
EXPECT_EQ(GLColor::black, GetViewColor(1, 0, 1));
}
GLuint mProgram;
};
class MultiviewOcclusionQueryTest : public MultiviewRenderTest
{
protected:
MultiviewOcclusionQueryTest() {}
GLuint drawAndRetrieveOcclusionQueryResult(GLuint program)
{
GLuint query;
glGenQueries(1, &query);
glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
drawQuad(program, "vPosition", 0.0f, 1.0f, true);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED);
GLuint result = GL_TRUE;
glGetQueryObjectuiv(query, GL_QUERY_RESULT, &result);
return result;
}
};
class MultiviewProgramGenerationTest : public MultiviewRenderTest
{
protected:
MultiviewProgramGenerationTest() {}
};
class MultiviewRenderPrimitiveTest : public MultiviewRenderTest
{
protected:
MultiviewRenderPrimitiveTest() {}
void setupGeometry(const std::vector<Vector2> &vertexData)
{
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(Vector2), vertexData.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void checkRedChannel(const GLubyte expectedRedChannelData[])
{
for (int view = 0; view < mNumViews; ++view)
{
for (int w = 0; w < mViewWidth; ++w)
{
for (int h = 0; h < mViewHeight; ++h)
{
size_t flatIndex =
static_cast<size_t>(view * mViewWidth * mViewHeight + mViewWidth * h + w);
EXPECT_EQ(GLColor(expectedRedChannelData[flatIndex], 0, 0, 255),
GetViewColor(w, h, view));
}
}
}
}
GLBuffer mVBO;
};
class MultiviewSideBySideRenderTest : public MultiviewRenderTestBase,
public ::testing::TestWithParam<PlatformParameters>
{
protected:
MultiviewSideBySideRenderTest()
: MultiviewRenderTestBase(GetParam(), GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE)
{
}
void SetUp() override { MultiviewRenderTestBase::RenderTestSetUp(); }
};
// 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(MultiviewRenderDualViewTest, 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(MultiviewRenderDualViewTest, 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(MultiviewRenderDualViewTest, 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(MultiviewRenderTest, 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(1,0,0,1);\n"
"}\n";
createFBO(4, 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)
{
if (i == j)
{
EXPECT_EQ(GLColor::red, GetViewColor(j, 0, i));
}
else
{
EXPECT_EQ(GLColor::black, GetViewColor(j, 0, i));
}
}
}
EXPECT_GL_NO_ERROR();
}
// The test checks that glDrawArraysInstanced can be used to render into two views.
TEST_P(MultiviewRenderTest, 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(1,0,0,1);\n"
"}\n";
const int kViewWidth = 2;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 2);
ASSERT_GL_NO_ERROR();
const GLubyte expectedRedChannel[kNumViews][kViewHeight][kViewWidth] = {{{0, 255}, {0, 255}},
{{255, 0}, {255, 0}}};
for (int view = 0; view < 2; ++view)
{
for (int y = 0; y < 2; ++y)
{
for (int x = 0; x < 2; ++x)
{
EXPECT_EQ(GLColor(expectedRedChannel[view][y][x], 0, 0, 255),
GetViewColor(x, y, view));
}
}
}
}
// 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(MultiviewRenderTest, 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 - vec2(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(1,0,0,1);\n"
"}\n";
const int kViewWidth = 4;
const int kViewHeight = 4;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
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[kNumViews][kViewHeight][kViewWidth] = {
{{255, 0, 0, 0}, {255, 0, 0, 0}, {255, 0, 0, 0}, {0, 255, 0, 0}},
{{0, 0, 255, 0}, {0, 0, 255, 0}, {0, 0, 255, 0}, {0, 0, 0, 255}}};
for (int view = 0; view < 2; ++view)
{
for (int row = 0; row < 4; ++row)
{
for (int col = 0; col < 4; ++col)
{
EXPECT_EQ(GLColor(expectedRedChannel[view][row][col], 0, 0, 255),
GetViewColor(col, row, view));
}
}
}
}
// Test that different sequences of vertexAttribDivisor, useProgram and bindVertexArray in a
// multi-view context propagate the correct divisor to the driver.
TEST_P(MultiviewRenderTest, DivisorOrderOfOperation)
{
if (!requestMultiviewExtension())
{
return;
}
createFBO(1, 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(1,0,0,1);\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(0,0,0,1);\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);
glEnable(GL_SCISSOR_TEST);
glClearColor(0, 0, 0, 1);
// 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_EQ(GLColor::red, GetViewColor(0, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, 1));
// 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_EQ(GLColor::red, GetViewColor(0, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, 1));
// 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_EQ(GLColor::red, GetViewColor(0, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, 1));
}
// Test that no fragments pass the occlusion query for a multi-view vertex shader which always
// transforms geometry to be outside of the clip region.
TEST_P(MultiviewOcclusionQueryTest, OcclusionQueryNothingVisible)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"in vec3 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position.x = 2.0;\n"
" gl_Position.yzw = vec3(vPosition.yz, 1.);\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";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
createFBO(1, 1, 2);
GLuint result = drawAndRetrieveOcclusionQueryResult(program);
ASSERT_GL_NO_ERROR();
EXPECT_GL_FALSE(result);
}
// Test that there are fragments passing the occlusion query if only view 0 can produce
// output.
TEST_P(MultiviewOcclusionQueryTest, OcclusionQueryOnlyLeftVisible)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"in vec3 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 0u ? vPosition.x : 2.0;\n"
" gl_Position.yzw = vec3(vPosition.yz, 1.);\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";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
createFBO(1, 1, 2);
GLuint result = drawAndRetrieveOcclusionQueryResult(program);
ASSERT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
}
// Test that there are fragments passing the occlusion query if only view 1 can produce
// output.
TEST_P(MultiviewOcclusionQueryTest, OcclusionQueryOnlyRightVisible)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"in vec3 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 1u ? vPosition.x : 2.0;\n"
" gl_Position.yzw = vec3(vPosition.yz, 1.);\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";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
createFBO(1, 1, 2);
GLuint result = drawAndRetrieveOcclusionQueryResult(program);
ASSERT_GL_NO_ERROR();
EXPECT_GL_TRUE(result);
}
// Test that a simple multi-view program which doesn't use gl_ViewID_OVR in neither VS nor FS
// compiles and links without an error.
TEST_P(MultiviewProgramGenerationTest, SimpleProgram)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
"}\n";
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision mediump float;\n"
"void main()\n"
"{\n"
"}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
}
// Test that a simple multi-view program which uses gl_ViewID_OVR only in VS compiles and links
// without an error.
TEST_P(MultiviewProgramGenerationTest, UseViewIDInVertexShader)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u) {\n"
" gl_Position = vec4(1,0,0,1);\n"
" } else {\n"
" gl_Position = vec4(-1,0,0,1);\n"
" }\n"
"}\n";
const std::string fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"void main()\n"
"{\n"
"}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
}
// Test that a simple multi-view program which uses gl_ViewID_OVR only in FS compiles and links
// without an error.
TEST_P(MultiviewProgramGenerationTest, UseViewIDInFragmentShader)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\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"
" if (gl_ViewID_OVR == 0u) {\n"
" col = vec4(1,0,0,1);\n"
" } else {\n"
" col = vec4(-1,0,0,1);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
}
// The test checks that GL_POINTS is correctly rendered.
TEST_P(MultiviewRenderPrimitiveTest, Points)
{
if (!requestMultiviewExtension())
{
return;
}
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"layout(location=0) in vec2 vPosition;\n"
"void main()\n"
"{\n"
" gl_PointSize = 1.0;\n"
" gl_Position = vec4(vPosition.xy, 0.0, 1.0);\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(1,0,0,1);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
const int kViewWidth = 4;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
std::vector<Vector2I> windowCoordinates = {Vector2I(0, 0), Vector2I(3, 1)};
std::vector<Vector2> vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 4, 2);
setupGeometry(vertexDataInClipSpace);
glDrawArrays(GL_POINTS, 0, 2);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {
{{255, 0, 0, 0}, {0, 0, 0, 255}}, {{255, 0, 0, 0}, {0, 0, 0, 255}}};
checkRedChannel(expectedRedChannelData[0][0]);
}
// The test checks that GL_LINES is correctly rendered.
// The behavior of this test is not guaranteed by the spec:
// OpenGL ES 3.0.5 (November 3, 2016), Section 3.5.1 Basic Line Segment Rasterization:
// "The coordinates of a fragment produced by the algorithm may not deviate by more than one unit in
// either x or y window coordinates from a corresponding fragment produced by the diamond-exit
// rule."
TEST_P(MultiviewRenderPrimitiveTest, Lines)
{
if (!requestMultiviewExtension())
{
return;
}
GLuint program = CreateSimplePassthroughProgram(2);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
const int kViewWidth = 4;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
std::vector<Vector2I> windowCoordinates = {Vector2I(0, 0), Vector2I(4, 0)};
std::vector<Vector2> vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 4, 2);
setupGeometry(vertexDataInClipSpace);
glDrawArrays(GL_LINES, 0, 2);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {
{{255, 255, 255, 255}, {0, 0, 0, 0}}, {{255, 255, 255, 255}, {0, 0, 0, 0}}};
checkRedChannel(expectedRedChannelData[0][0]);
glDeleteProgram(program);
}
// The test checks that GL_LINE_STRIP is correctly rendered.
// The behavior of this test is not guaranteed by the spec:
// OpenGL ES 3.0.5 (November 3, 2016), Section 3.5.1 Basic Line Segment Rasterization:
// "The coordinates of a fragment produced by the algorithm may not deviate by more than one unit in
// either x or y window coordinates from a corresponding fragment produced by the diamond-exit
// rule."
TEST_P(MultiviewRenderPrimitiveTest, LineStrip)
{
if (!requestMultiviewExtension())
{
return;
}
GLuint program = CreateSimplePassthroughProgram(2);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
const int kViewWidth = 4;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
std::vector<Vector2I> windowCoordinates = {Vector2I(0, 0), Vector2I(3, 0), Vector2I(3, 2)};
std::vector<Vector2> vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 4, 2);
setupGeometry(vertexDataInClipSpace);
glDrawArrays(GL_LINE_STRIP, 0, 3);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {
{{255, 255, 255, 255}, {0, 0, 0, 255}}, {{255, 255, 255, 255}, {0, 0, 0, 255}}};
checkRedChannel(expectedRedChannelData[0][0]);
glDeleteProgram(program);
}
// The test checks that GL_LINE_LOOP is correctly rendered.
// The behavior of this test is not guaranteed by the spec:
// OpenGL ES 3.0.5 (November 3, 2016), Section 3.5.1 Basic Line Segment Rasterization:
// "The coordinates of a fragment produced by the algorithm may not deviate by more than one unit in
// either x or y window coordinates from a corresponding fragment produced by the diamond-exit
// rule."
TEST_P(MultiviewRenderPrimitiveTest, LineLoop)
{
if (!requestMultiviewExtension())
{
return;
}
GLuint program = CreateSimplePassthroughProgram(2);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
const int kViewWidth = 4;
const int kViewHeight = 4;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
std::vector<Vector2I> windowCoordinates = {Vector2I(0, 0), Vector2I(3, 0), Vector2I(3, 3),
Vector2I(0, 3)};
std::vector<Vector2> vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 4, 4);
setupGeometry(vertexDataInClipSpace);
glDrawArrays(GL_LINE_LOOP, 0, 4);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {
{{255, 255, 255, 255}, {255, 0, 0, 255}, {255, 0, 0, 255}, {255, 255, 255, 255}},
{{255, 255, 255, 255}, {255, 0, 0, 255}, {255, 0, 0, 255}, {255, 255, 255, 255}}};
checkRedChannel(expectedRedChannelData[0][0]);
glDeleteProgram(program);
}
// The test checks that GL_TRIANGLE_STRIP is correctly rendered.
TEST_P(MultiviewRenderPrimitiveTest, TriangleStrip)
{
if (!requestMultiviewExtension())
{
return;
}
GLuint program = CreateSimplePassthroughProgram(2);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
std::vector<Vector2> vertexDataInClipSpace = {Vector2(1.0f, 0.0f), Vector2(0.0f, 0.0f),
Vector2(1.0f, 1.0f), Vector2(0.0f, 1.0f)};
setupGeometry(vertexDataInClipSpace);
const int kViewWidth = 2;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {{{0, 0}, {0, 255}},
{{0, 0}, {0, 255}}};
checkRedChannel(expectedRedChannelData[0][0]);
glDeleteProgram(program);
}
// The test checks that GL_TRIANGLE_FAN is correctly rendered.
TEST_P(MultiviewRenderPrimitiveTest, TriangleFan)
{
if (!requestMultiviewExtension())
{
return;
}
GLuint program = CreateSimplePassthroughProgram(2);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
std::vector<Vector2> vertexDataInClipSpace = {Vector2(0.0f, 0.0f), Vector2(0.0f, 1.0f),
Vector2(1.0f, 1.0f), Vector2(1.0f, 0.0f)};
setupGeometry(vertexDataInClipSpace);
const int kViewWidth = 2;
const int kViewHeight = 2;
const int kNumViews = 2;
createFBO(kViewWidth, kViewHeight, kNumViews);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
const GLubyte expectedRedChannelData[kNumViews][kViewHeight][kViewWidth] = {{{0, 0}, {0, 255}},
{{0, 0}, {0, 255}}};
checkRedChannel(expectedRedChannelData[0][0]);
glDeleteProgram(program);
}
// Test that rendering enlarged points and lines does not leak fragments outside of the views'
// bounds. The test does not rely on the actual line width being greater than 1.0.
TEST_P(MultiviewSideBySideRenderTest, NoLeakingFragments)
{
if (!requestMultiviewExtension())
{
return;
}
createFBO(2, 1, 2);
GLint viewportOffsets[4] = {1, 0, 3, 0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, 2, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
mDepthTexture, 0, 2, &viewportOffsets[0]);
glViewport(0, 0, 1, 1);
glScissor(0, 0, 1, 1);
glEnable(GL_SCISSOR_TEST);
const std::string vsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(location=0) in vec2 vPosition;\n"
"void main()\n"
"{\n"
" gl_PointSize = 10.0;\n"
" gl_Position = vec4(vPosition.xy, 0.0, 1.0);\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"
" if (gl_ViewID_OVR == 0u) {\n"
" col = vec4(1,0,0,1);\n"
" } else {\n"
" col = vec4(0,1,0,1);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
const std::vector<Vector2I> &windowCoordinates = {Vector2I(0, 0), Vector2I(2, 0)};
const std::vector<Vector2> &vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 1, 1);
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertexDataInClipSpace.size() * sizeof(Vector2),
vertexDataInClipSpace.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
// Test rendering points.
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 2);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(2, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(3, 0, GLColor::green);
}
// Test rendering lines.
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLineWidth(10.f);
glDrawArrays(GL_LINES, 0, 2);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(2, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(3, 0, GLColor::green);
}
}
// Verify that re-linking a program adjusts the attribute divisor.
// The test uses instacing to draw for each view a strips of two red quads and two blue quads next
// to each other. The quads' position and color depend on the corresponding attribute divisors.
TEST_P(MultiviewRenderTest, ProgramRelinkUpdatesAttribDivisor)
{
if (!requestMultiviewExtension())
{
return;
}
const int kViewWidth = 4;
const int kViewHeight = 1;
const int kNumViews = 2;
const std::string &fsSource =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"precision mediump float;\n"
"in vec4 oColor;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = oColor;\n"
"}\n";
auto generateVertexShaderSource = [](int numViews) -> std::string {
std::string source =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = " +
ToString(numViews) +
") in;\n"
"in vec3 vPosition;\n"
"in float vOffsetX;\n"
"in vec4 vColor;\n"
"out vec4 oColor;\n"
"void main()\n"
"{\n"
" vec4 p = vec4(vPosition, 1.);\n"
" p.x = p.x * 0.25 - 0.75 + vOffsetX;\n"
" oColor = vColor;\n"
" gl_Position = p;\n"
"}\n";
return source;
};
std::string vsSource = generateVertexShaderSource(kNumViews);
ANGLE_GL_PROGRAM(program, vsSource, fsSource);
glUseProgram(program);
GLint positionLoc;
GLBuffer xOffsetVBO;
GLint xOffsetLoc;
GLBuffer colorVBO;
GLint colorLoc;
{
// Initialize buffers and setup attributes.
glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
const GLfloat kXOffsetData[4] = {0.0f, 0.5f, 1.0f, 1.5f};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4, kXOffsetData, GL_STATIC_DRAW);
xOffsetLoc = glGetAttribLocation(program, "vOffsetX");
glVertexAttribPointer(xOffsetLoc, 1, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribDivisor(xOffsetLoc, 1);
glEnableVertexAttribArray(xOffsetLoc);
glBindBuffer(GL_ARRAY_BUFFER, colorVBO);
const GLColor kColors[2] = {GLColor::red, GLColor::blue};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * 2, kColors, GL_STATIC_DRAW);
colorLoc = glGetAttribLocation(program, "vColor");
glVertexAttribDivisor(colorLoc, 2);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorLoc);
positionLoc = glGetAttribLocation(program, "vPosition");
}
{
createFBO(kViewWidth, kViewHeight, kNumViews);
drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 4);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, 0));
EXPECT_EQ(GLColor::red, GetViewColor(1, 0, 0));
EXPECT_EQ(GLColor::blue, GetViewColor(2, 0, 0));
EXPECT_EQ(GLColor::blue, GetViewColor(3, 0, 0));
}
{
const int kNewNumViews = 3;
vsSource = generateVertexShaderSource(kNewNumViews);
createFBO(kViewWidth, kViewHeight, kNewNumViews);
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
ASSERT_NE(0u, vs);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
ASSERT_NE(0u, fs);
GLint numAttachedShaders = 0;
glGetProgramiv(program, GL_ATTACHED_SHADERS, &numAttachedShaders);
GLuint attachedShaders[2] = {0u};
glGetAttachedShaders(program, numAttachedShaders, nullptr, attachedShaders);
for (int i = 0; i < 2; ++i)
{
glDetachShader(program, attachedShaders[i]);
}
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glBindAttribLocation(program, positionLoc, "vPosition");
glBindAttribLocation(program, xOffsetLoc, "vOffsetX");
glBindAttribLocation(program, colorLoc, "vColor");
glLinkProgram(program);
drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 4);
ASSERT_GL_NO_ERROR();
for (int i = 0; i < kNewNumViews; ++i)
{
EXPECT_EQ(GLColor::red, GetViewColor(0, 0, i));
EXPECT_EQ(GLColor::red, GetViewColor(1, 0, i));
EXPECT_EQ(GLColor::blue, GetViewColor(2, 0, i));
EXPECT_EQ(GLColor::blue, GetViewColor(3, 0, i));
}
}
}
// Test that useProgram applies the number of views in computing the final value of the attribute
// divisor.
TEST_P(MultiviewRenderTest, DivisorUpdatedOnProgramChange)
{
if (!requestMultiviewExtension())
{
return;
}
GLVertexArray vao;
glBindVertexArray(vao);
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
std::vector<Vector2I> windowCoordinates = {Vector2I(0, 0), Vector2I(1, 0), Vector2I(2, 0),
Vector2I(3, 0)};
std::vector<Vector2> vertexDataInClipSpace =
ConvertPixelCoordinatesToClipSpace(windowCoordinates, 4, 1);
// Fill with x positions so that the resulting clip space coordinate fails the clip test.
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector2) * vertexDataInClipSpace.size(),
vertexDataInClipSpace.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, nullptr);
glVertexAttribDivisor(0, 1);
ASSERT_GL_NO_ERROR();
// Create a program and fbo with N views and draw N instances of a point horizontally.
for (int numViews = 2; numViews <= 4; ++numViews)
{
createFBO(4, 1, numViews);
ASSERT_GL_NO_ERROR();
GLuint program = CreateSimplePassthroughProgram(numViews);
ASSERT_NE(program, 0u);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
glDrawArraysInstanced(GL_POINTS, 0, 1, numViews);
for (int view = 0; view < numViews; ++view)
{
for (int j = 0; j < numViews; ++j)
{
EXPECT_EQ(GLColor::red, GetViewColor(j, 0, view));
}
for (int j = numViews; j < 4; ++j)
{
EXPECT_EQ(GLColor::black, GetViewColor(j, 0, view));
}
}
glDeleteProgram(program);
}
}
MultiviewTestParams SideBySideOpenGL()
{
return MultiviewTestParams(GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE, egl_platform::OPENGL());
}
MultiviewTestParams LayeredOpenGL()
{
return MultiviewTestParams(GL_FRAMEBUFFER_MULTIVIEW_LAYERED_ANGLE, egl_platform::OPENGL());
}
MultiviewTestParams SideBySideD3D11()
{
return MultiviewTestParams(GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE, egl_platform::D3D11());
}
ANGLE_INSTANTIATE_TEST(MultiviewDrawValidationTest, ES31_OPENGL());
ANGLE_INSTANTIATE_TEST(MultiviewRenderDualViewTest,
SideBySideOpenGL(),
LayeredOpenGL(),
SideBySideD3D11());
ANGLE_INSTANTIATE_TEST(MultiviewRenderTest, SideBySideOpenGL(), LayeredOpenGL(), SideBySideD3D11());
ANGLE_INSTANTIATE_TEST(MultiviewOcclusionQueryTest,
SideBySideOpenGL(),
LayeredOpenGL(),
SideBySideD3D11());
ANGLE_INSTANTIATE_TEST(MultiviewProgramGenerationTest, SideBySideOpenGL(), SideBySideD3D11());
ANGLE_INSTANTIATE_TEST(MultiviewRenderPrimitiveTest,
SideBySideOpenGL(),
LayeredOpenGL(),
SideBySideD3D11());