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//
// 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.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class InstancingTest : public ANGLETest
{
protected:
InstancingTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void TearDown() override
{
glDeleteBuffers(1, &mInstanceBuffer);
glDeleteProgram(mProgram0);
glDeleteProgram(mProgram1);
}
void SetUp() override
{
ANGLETest::SetUp();
for (int i = 0; i < kMaxDrawn; ++i)
{
mInstanceData[i] = i * kDrawSize;
}
glGenBuffers(1, &mInstanceBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mInstanceBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(mInstanceData), mInstanceData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const std::string inst = "attribute float a_instance;";
const std::string pos = "attribute vec2 a_position;";
const std::string main = R"(
void main()
{
gl_PointSize = 6.0;
gl_Position = vec4(a_position.x, a_position.y + a_instance, 0, 1);
}
)";
// attrib 0 is instanced
const std::string inst0 = inst + pos + main;
mProgram0 = CompileProgram(inst0.c_str(), essl1_shaders::fs::Red());
ASSERT_NE(0u, mProgram0);
ASSERT_EQ(0, glGetAttribLocation(mProgram0, "a_instance"));
ASSERT_EQ(1, glGetAttribLocation(mProgram0, "a_position"));
// attrib 1 is instanced
const std::string inst1 = pos + inst + main;
mProgram1 = CompileProgram(inst1.c_str(), essl1_shaders::fs::Red());
ASSERT_NE(0u, mProgram1);
ASSERT_EQ(1, glGetAttribLocation(mProgram1, "a_instance"));
ASSERT_EQ(0, glGetAttribLocation(mProgram1, "a_position"));
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
}
void runTest(
unsigned numInstance,
unsigned divisor,
bool attribZeroInstanced, // true: attrib 0 is instance, false: attrib 1 is instanced
bool points, // true: draw points, false: draw quad
bool indexed, // true: DrawElements, false: DrawArrays
bool offset, // true: pass nonzero offset to DrawArrays, false: zero offset
bool buffer) // true: use instance data in buffer, false: in client memory
{
// The window is divided into kMaxDrawn slices of size kDrawSize.
// The slice drawn into is determined by the instance datum.
// The instance data array selects all the slices in order.
// 'lastDrawn' is the index (zero-based) of the last slice into which we draw.
const unsigned lastDrawn = (numInstance - 1) / divisor;
ASSERT(lastDrawn < kMaxDrawn);
const int instanceAttrib = attribZeroInstanced ? 0 : 1;
const int positionAttrib = attribZeroInstanced ? 1 : 0;
glUseProgram(attribZeroInstanced ? mProgram0 : mProgram1);
glBindBuffer(GL_ARRAY_BUFFER, buffer ? mInstanceBuffer : 0);
glVertexAttribPointer(instanceAttrib, 1, GL_FLOAT, GL_FALSE, 0,
buffer ? nullptr : mInstanceData);
glEnableVertexAttribArray(instanceAttrib);
glVertexAttribDivisorANGLE(instanceAttrib, divisor);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0,
points ? kPointVertices : kQuadVertices);
glEnableVertexAttribArray(positionAttrib);
glVertexAttribDivisorANGLE(positionAttrib, 0);
glClear(GL_COLOR_BUFFER_BIT);
if (points)
{
if (indexed)
glDrawElementsInstancedANGLE(GL_POINTS, ArraySize(kPointIndices), GL_UNSIGNED_SHORT,
kPointIndices, numInstance);
else
glDrawArraysInstancedANGLE(GL_POINTS, offset ? 2 : 0, 4, numInstance);
}
else
{
if (indexed)
glDrawElementsInstancedANGLE(GL_TRIANGLES, ArraySize(kQuadIndices),
GL_UNSIGNED_SHORT, kQuadIndices, numInstance);
else
glDrawArraysInstancedANGLE(GL_TRIANGLES, offset ? 4 : 0, 6, numInstance);
}
ASSERT_GL_NO_ERROR();
checkDrawing(lastDrawn);
}
void checkDrawing(unsigned lastDrawn)
{
for (unsigned i = 0; i < kMaxDrawn; ++i)
{
float y = -1.0 + kDrawSize / 2.0 + i * kDrawSize;
int iy = (y + 1.0) / 2.0 * getWindowHeight();
for (unsigned j = 0; j < 8; j += 2)
{
int ix = (kPointVertices[j] + 1.0) / 2.0 * getWindowWidth();
EXPECT_PIXEL_COLOR_EQ(ix, iy, i <= lastDrawn ? GLColor::red : GLColor::blue);
}
}
}
GLuint mProgram0;
GLuint mProgram1;
GLuint mInstanceBuffer;
static constexpr int kMaxDrawn = 4;
static constexpr float kDrawSize = 2.0 / kMaxDrawn;
GLfloat mInstanceData[kMaxDrawn];
// clang-format off
// Vertices 0-5 are two triangles that form a quad filling the first "slice" of the window.
// See above about slices. Vertices 4-9 are the same two triangles.
static constexpr GLfloat kQuadVertices[] = {
-1, -1,
1, -1,
-1, -1 + kDrawSize,
1, -1,
1, -1 + kDrawSize,
-1, -1 + kDrawSize,
1, -1,
1, -1,
-1, -1 + kDrawSize,
-1, -1,
};
// Points 0-3 are spread across the first "slice."
// Points 2-4 are the same.
static constexpr GLfloat kPointVertices[] = {
-0.6f, -1 + kDrawSize / 2.0,
-0.2f, -1 + kDrawSize / 2.0,
0.2f, -1 + kDrawSize / 2.0,
0.6f, -1 + kDrawSize / 2.0,
-0.2f, -1 + kDrawSize / 2.0,
-0.6f, -1 + kDrawSize / 2.0,
};
// clang-format on
// Same two triangles as described above.
static constexpr GLushort kQuadIndices[] = {2, 9, 7, 5, 6, 4};
// Same four points as described above.
static constexpr GLushort kPointIndices[] = {1, 5, 3, 2};
};
constexpr GLfloat InstancingTest::kQuadVertices[];
constexpr GLfloat InstancingTest::kPointVertices[];
constexpr GLushort InstancingTest::kQuadIndices[];
constexpr GLushort InstancingTest::kPointIndices[];
class InstancingTestAllConfigs : public InstancingTest
{
protected:
InstancingTestAllConfigs() {}
};
class InstancingTestNo9_3 : public InstancingTest
{
protected:
InstancingTestNo9_3() {}
};
class InstancingTestPoints : public InstancingTest
{
protected:
InstancingTestPoints() {}
};
// This test uses a vertex shader with the first attribute (attribute zero) instanced.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent
// to D3D, to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
runTest(4, 1, true /* attrib 0 instanced */, false /* quads */, true /* DrawElements */,
false /* N/A */, false /* no buffer */);
}
// Same as AttributeZeroInstanced, but attribute zero is not instanced.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as
// expected.
TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
runTest(4, 1, false /* attrib 1 instanced */, false /* quads */, true /* DrawElements */,
false /* N/A */, false /* no buffer */);
}
// Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
// the non-instanced vertex attributes.
TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
runTest(4, 1, false /* attribute 1 instanced */, false /* quads */, false /* DrawArrays */,
true /* offset>0 */, true /* buffer */);
}
// This test verifies instancing with GL_POINTS with glDrawArraysInstanced works.
// On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
TEST_P(InstancingTestPoints, DrawArrays)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
runTest(4, 1, false /* attrib 1 instanced */, true /* points */, false /* DrawArrays */,
false /* offset=0 */, true /* buffer */);
}
// This test verifies instancing with GL_POINTS with glDrawElementsInstanced works.
// On D3D11 FL9_3, this triggers a special codepath that emulates instanced points rendering.
TEST_P(InstancingTestPoints, DrawElements)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
// Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
// On Win7, the D3D SDK Layers emits a false warning for these tests.
// This doesn't occur on Windows 10 (Version 1511) though.
ignoreD3D11SDKLayersWarnings();
runTest(4, 1, false /* attrib 1 instanced */, true /* points */, true /* DrawElements */,
false /* N/A */, true /* buffer */);
}
class InstancingTestES3 : public InstancingTest
{
public:
InstancingTestES3() {}
};
class InstancingTestES31 : public InstancingTest
{
public:
InstancingTestES31() {}
};
// Verify that VertexAttribDivisor can update both binding divisor and attribBinding.
TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
glUseProgram(mProgram0);
// Get the attribute locations
GLint positionLoc = glGetAttribLocation(mProgram0, "a_position");
GLint instancePosLoc = glGetAttribLocation(mProgram0, "a_instance");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, instancePosLoc);
ASSERT_GL_NO_ERROR();
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLBuffer quadBuffer;
glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
const unsigned numInstance = 4;
const unsigned divisor = 1;
const unsigned lastDrawn = (numInstance - 1) / divisor;
ASSERT(lastDrawn < kMaxDrawn);
// Set the formats by VertexAttribFormat
glVertexAttribFormat(positionLoc, 2, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(instancePosLoc, 1, GL_FLOAT, GL_FALSE, 0);
glEnableVertexAttribArray(positionLoc);
glEnableVertexAttribArray(instancePosLoc);
const GLint positionBinding = instancePosLoc;
const GLint instanceBinding = positionLoc;
// Load the vertex position into the binding indexed positionBinding (== instancePosLoc)
// Load the instance position into the binding indexed instanceBinding (== positionLoc)
glBindVertexBuffer(positionBinding, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
glBindVertexBuffer(instanceBinding, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
// The attribute indexed positionLoc is using the binding indexed positionBinding
// The attribute indexed instancePosLoc is using the binding indexed instanceBinding
glVertexAttribBinding(positionLoc, positionBinding);
glVertexAttribBinding(instancePosLoc, instanceBinding);
// Enable instancing on the binding indexed instanceBinding
glVertexBindingDivisor(instanceBinding, divisor);
// Do the first instanced draw
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
numInstance);
checkDrawing(lastDrawn);
// Disable instancing.
glVertexBindingDivisor(instanceBinding, 0);
// Load the vertex position into the binding indexed positionLoc.
// Load the instance position into the binding indexed instancePosLoc.
glBindVertexBuffer(positionLoc, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
glBindVertexBuffer(instancePosLoc, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
// The attribute indexed positionLoc is using the binding indexed positionLoc.
glVertexAttribBinding(positionLoc, positionLoc);
// Call VertexAttribDivisor to both enable instancing on instancePosLoc and set the attribute
// indexed instancePosLoc using the binding indexed instancePosLoc.
glVertexAttribDivisor(instancePosLoc, divisor);
// Do the second instanced draw
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
numInstance);
checkDrawing(lastDrawn);
glDeleteVertexArrays(1, &vao);
}
// Verify that a large divisor that also changes doesn't cause issues and renders correctly.
TEST_P(InstancingTestES3, LargeDivisor)
{
constexpr char kVS[] = R"(#version 300 es
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec4 a_color;
out vec4 v_color;
void main()
{
gl_Position = a_position;
gl_PointSize = 4.0f;
v_color = a_color;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
in vec4 v_color;
out vec4 my_FragColor;
void main()
{
my_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
std::vector<GLfloat> vertices;
for (size_t i = 0u; i < 4u; ++i)
{
vertices.push_back(0.0f + i * 0.25f);
vertices.push_back(0.0f);
vertices.push_back(0.0f);
vertices.push_back(1.0f);
}
glBufferData(GL_ARRAY_BUFFER, vertices.size() * 4u, vertices.data(), GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, nullptr);
ASSERT_GL_NO_ERROR();
GLBuffer colorBuf;
glBindBuffer(GL_ARRAY_BUFFER, colorBuf);
std::array<GLColor, 4> ubyteColors = {GLColor::red, GLColor::green};
std::vector<float> floatColors;
for (const GLColor &color : ubyteColors)
{
floatColors.push_back(color.R / 255.0f);
floatColors.push_back(color.G / 255.0f);
floatColors.push_back(color.B / 255.0f);
floatColors.push_back(color.A / 255.0f);
}
glBufferData(GL_ARRAY_BUFFER, floatColors.size() * 4u, floatColors.data(), GL_DYNAMIC_DRAW);
const GLuint kColorDivisor = 65536u * 2u;
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, nullptr);
glVertexAttribDivisor(1, kColorDivisor);
std::array<GLuint, 1u> indices = {0u};
std::array<GLuint, 3u> divisorsToTry = {256u, 65536u, 65536u * 2u};
for (GLuint divisorToTry : divisorsToTry)
{
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribDivisor(0, divisorToTry);
GLuint instanceCount = divisorToTry + 1u;
unsigned int pointsRendered = (instanceCount - 1u) / divisorToTry + 1u;
glDrawElementsInstanced(GL_POINTS, indices.size(), GL_UNSIGNED_INT, indices.data(),
instanceCount);
ASSERT_GL_NO_ERROR();
// Check that the intended number of points has been rendered.
for (unsigned int pointIndex = 0u; pointIndex < pointsRendered + 1u; ++pointIndex)
{
GLint pointx = static_cast<GLint>((pointIndex * 0.125f + 0.5f) * getWindowWidth());
GLint pointy = static_cast<GLint>(0.5f * getWindowHeight());
if (pointIndex < pointsRendered)
{
GLuint pointColorIndex = (pointIndex * divisorToTry) / kColorDivisor;
EXPECT_PIXEL_COLOR_EQ(pointx, pointy, ubyteColors[pointColorIndex]);
}
else
{
// Clear color.
EXPECT_PIXEL_COLOR_EQ(pointx, pointy, GLColor::blue);
}
}
}
}
// This is a regression test. If VertexAttribDivisor was returned as a signed integer, it would be
// incorrectly clamped down to the maximum signed integer.
TEST_P(InstancingTestES3, LargestDivisor)
{
constexpr GLuint kLargeDivisor = std::numeric_limits<GLuint>::max();
glVertexAttribDivisor(0, kLargeDivisor);
GLuint divisor = 0;
glGetVertexAttribIuiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_EQ(kLargeDivisor, divisor)
<< "Vertex attrib divisor read was not the same that was passed in.";
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. We test on D3D9 and D3D11 9_3 because they use special codepaths
// when attribute zero is instanced, unlike D3D11.
ANGLE_INSTANTIATE_TEST(InstancingTestAllConfigs,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES2_OPENGLES(),
ES2_VULKAN());
// TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
ANGLE_INSTANTIATE_TEST(InstancingTestNo9_3, ES2_D3D9(), ES2_D3D11());
ANGLE_INSTANTIATE_TEST(InstancingTestPoints, ES2_D3D11(), ES2_D3D11_FL9_3());
ANGLE_INSTANTIATE_TEST(InstancingTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
ANGLE_INSTANTIATE_TEST(InstancingTestES31, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());