// // 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 using namespace angle; constexpr char kVertexShaderSource[] = R"(attribute vec4 vPosition; uniform float uPointSize; void main() { gl_PointSize = uPointSize; gl_Position = vPosition; })"; constexpr GLfloat kMinMaxPointSize = 1.0f; 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); } float s2p(float s) { return (s + 1.0f) * 0.5f * (GLfloat)windowWidth; } void testPointCoordAndPointSizeCompliance(GLProgram &program) { 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(floorf(maxPointSize / 4)); GLint pointStep = std::max(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); 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(); 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(floorf(s2p(pointX + u * pointWidth))); int yf = static_cast(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(floorf(s * 255)), static_cast(floorf((1 - t) * 255)), 0, 255}; EXPECT_PIXEL_NEAR(xf, yf, color[0], color[1], color[2], color[3], 4); } } } } } }; // Checks gl_PointCoord and gl_PointSize // https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/variables/gl-pointcoord.html TEST_P(PointSpritesTest, PointCoordAndPointSizeCompliance) { constexpr char fs[] = R"(precision mediump float; void main() { gl_FragColor = vec4(gl_PointCoord.x, gl_PointCoord.y, 0, 1); })"; ANGLE_GL_PROGRAM(program, kVertexShaderSource, fs); testPointCoordAndPointSizeCompliance(program); } // Checks gl_PointCoord and gl_PointSize, but use the gl_PointCoord inside a function. // In Vulkan, we need to inject some code into the shader to flip the Y coordinate, and we // need to make sure this code injection works even if someone uses gl_PointCoord outside the // main function. TEST_P(PointSpritesTest, UsingPointCoordInsideFunction) { constexpr char fs[] = R"(precision mediump float; void foo() { gl_FragColor = vec4(gl_PointCoord.x, gl_PointCoord.y, 0, 1); } void main() { foo(); })"; ANGLE_GL_PROGRAM(program, kVertexShaderSource, fs); testPointCoordAndPointSizeCompliance(program); } // 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) { GLfloat pointSizeRange[2] = {}; glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); GLfloat maxPointSize = pointSizeRange[1]; ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize); constexpr char kVS[] = R"(void main() { gl_PointSize = 2.0; gl_Position = vec4(0.0, 0.0, 0.0, 1.0); })"; ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue()); ASSERT_GL_NO_ERROR(); glUseProgram(program); glDrawArrays(GL_POINTS, 0, 1); ASSERT_GL_NO_ERROR(); // expect the center pixel to be blue EXPECT_PIXEL_COLOR_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, GLColor::blue); } // 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) { GLfloat pointSizeRange[2] = {}; glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); GLfloat maxPointSize = pointSizeRange[1]; ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize); constexpr char kFS[] = 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; })"; constexpr char kVS[] = 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, kVS, kFS); ASSERT_GL_NO_ERROR(); glUseProgram(program); 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(20.0f, maxPointSize); glUniform1f(pointSizeLoc, pointSize); ASSERT_GL_NO_ERROR(); GLBuffer vertexObject; ASSERT_GL_NO_ERROR(); glBindBuffer(GL_ARRAY_BUFFER, vertexObject); 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) { constexpr char kFS[] = R"(precision mediump float; varying vec4 color; void main() { gl_FragColor = color; })"; constexpr char kVS[] = 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, kVS, kFS); 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); 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(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(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(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) { constexpr char kVS[] = R"(attribute highp vec4 position; void main(void) { gl_PointSize = 1.0; gl_Position = position; })"; ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red()); 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) { // TODO(anglebug.com/42262976): Investigate possible ARM driver bug. ANGLE_SKIP_TEST_IF(IsFuchsia() && IsARM() && IsVulkan()); GLfloat pointSizeRange[2] = {}; glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange); GLfloat maxPointSize = pointSizeRange[1]; ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize); constexpr char kVS[] = R"(uniform float u_pointSize; void main() { gl_PointSize = u_pointSize; gl_Position = vec4(0.0, 0.0, 0.0, 1.0); })"; ANGLE_GL_PROGRAM(pointProgram, kVS, essl1_shaders::fs::Blue()); ANGLE_GL_PROGRAM(quadProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); 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, essl1_shaders::PositionAttrib()); glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices); glEnableVertexAttribArray(positionLocation); glDrawArrays(GL_TRIANGLES, 0, 6); glUseProgram(pointProgram); GLint pointSizeLoc = glGetUniformLocation(pointProgram, "u_pointSize"); ASSERT_GL_NO_ERROR(); GLfloat pointSize = std::min(16.0f, maxPointSize); glUniform1f(pointSizeLoc, pointSize); ASSERT_GL_NO_ERROR(); glDrawArrays(GL_POINTS, 0, 1); ASSERT_GL_NO_ERROR(); // expect the center pixel to be blue EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); } // 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/42260857 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/42260859 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); // TODO(anglebug.com/40096805) ANGLE_SKIP_TEST_IF(IsMetal() && IsAMD()); 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; } // Create a renderbuffer that has height and width equal to the max point size. GLRenderbuffer renderbuffer; glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, static_cast(maxPointSize), static_cast(maxPointSize)); // Switch the render target from the default window surface to the newly created renderbuffer so // that the test can handle implementations with a very large max point size. GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); glViewport(0, 0, maxPointSize, maxPointSize); ASSERT_GL_NO_ERROR(); constexpr char kVS[] = "attribute vec2 vPosition;\n" "uniform float uPointSize;\n" "void main()\n" "{\n" " gl_PointSize = uPointSize;\n" " gl_Position = vec4(vPosition, 0, 1);\n" "}\n"; ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red()); 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. As the framebuffer is the same size as // the square, setting the center of the point on the right edge of the viewport will result in // the left edge of the point square to be at the center of the viewport. GLfloat pointXPosition = 1; GLBuffer vertexBuffer; glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); 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); // Clear the framebuffer to green glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); // Draw the red point glDrawArrays(GL_POINTS, 0, 1); ASSERT_GL_NO_ERROR(); // Pixels to the right of the framebuffer center should be covered by the point. EXPECT_PIXEL_NEAR(maxPointSize / 2 + 2, maxPointSize / 2, 255, 0, 0, 255, 1); // Pixels to the left of the framebuffer center should not be covered by the point. EXPECT_PIXEL_NEAR(maxPointSize / 2 - 2, maxPointSize / 2, 0, 255, 0, 255, 1); } // 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_ES2_AND(PointSpritesTest, ES2_VULKAN().enable(Feature::EmulatedPrerotation90), ES2_VULKAN().enable(Feature::EmulatedPrerotation180), ES2_VULKAN().enable(Feature::EmulatedPrerotation270));