// // Copyright 2020 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. // // Test that invokes a usecase where there is a feedback loop but the framebuffer // depth attachment is only read from #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" using namespace angle; class ReadOnlyFeedbackLoopTest : public ANGLETest<> { protected: ReadOnlyFeedbackLoopTest() { setWindowWidth(256); setWindowHeight(256); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void testSetUp() override { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthRangef(-1.0f, 1.0f); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); ASSERT_GL_NO_ERROR(); } }; class ReadOnlyFeedbackLoopTestES31 : public ReadOnlyFeedbackLoopTest {}; // Fill out a depth texture to specific values and use it both as a sampler and a depth texture // with depth write disabled. This is to test a "read-only feedback loop" that needs to be // supported to match industry standard. TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); const GLuint width = getWindowWidth(); const GLuint height = getWindowHeight(); GLTexture colorTex; GLTexture depthTex; GLTexture finalTex; GLFramebuffer gbufferFbo; GLFramebuffer finalFbo; ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindTexture(GL_TEXTURE_2D, depthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo); EXPECT_GL_NO_ERROR(); // Attach a color and depth texture to the FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); EXPECT_GL_NO_ERROR(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); EXPECT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // Set the color texture to blue and depth texture to 1.0f glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Enable Depth test with passing always to write depth. glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_ALWAYS); // Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as // previously cleared. const GLfloat depthValue = 0.0f; drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f); EXPECT_GL_NO_ERROR(); glBindTexture(GL_TEXTURE_2D, finalTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, finalFbo); EXPECT_GL_NO_ERROR(); // Enable Depth test without depth write. glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDepthFunc(GL_GREATER); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0); EXPECT_GL_NO_ERROR(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); EXPECT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, depthTex); // Fill finalTex with values read from depthTex. This should work even though depthTex // is also bound as the depth attachment, because depth write is disabled. // The write to finalTex only succeeds for the middle region due to depth test. drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f); // Copy finalTex to default framebuffer for verification. Depth values written in the first // draw call are expected in the middle, while the clear value in the clear before the // second draw call are expected at the border. glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glBindTexture(GL_TEXTURE_2D, finalTex); drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f); EXPECT_GL_NO_ERROR(); GLint depthColorValue = (depthValue)*128 + 128; EXPECT_NEAR(depthColorValue, angle::ReadColor(width / 2, height / 2).R, 1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); } // Tests that we can support a feedback loop between a depth textures and the depth buffer. // The test emulates the read-only feedback loop in Manhattan. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopSupported) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 2; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth to 0.5. glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); // Disable depth. Although this does not remove the feedback loop as defined by the // spec it mimics what gfxbench does in its rendering tests. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Verify we can sample the depth texture and get 0.5. drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Tests corner cases with read-only depth-stencil feedback loops. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopStateChanges) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 2; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); glUseProgram(program); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); GLFramebuffer framebuffer1; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); GLFramebuffer framebuffer2; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); ASSERT_GL_NO_ERROR(); // Clear depth to 0.5. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1); glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); glFlush(); // Disable depth. Although this does not remove the feedback loop as defined by the // spec it mimics what gfxbench does in its rendering tests. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Draw with loop. glDrawArrays(GL_TRIANGLES, 0, 6); ASSERT_GL_NO_ERROR(); // Draw with no loop and second FBO. Starts RP in writable mode. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2); glBindTexture(GL_TEXTURE_2D, 0); glDrawArrays(GL_TRIANGLES, 0, 6); ASSERT_GL_NO_ERROR(); // Draw with loop, restarts RP. glBindTexture(GL_TEXTURE_2D, depthTexture); glDrawArrays(GL_TRIANGLES, 0, 6); ASSERT_GL_NO_ERROR(); } // Tests depth/stencil clear after read-only depth/stencil feedback loop draw. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilClear) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 2; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); glUseProgram(program); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth to 0.5. glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); // Disable depth to establish read-only depth/stencil feedback loop. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Verify we can sample the depth texture and get 0.5. drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); // Clear depth to another value glDepthMask(true); glClearDepthf(1.0f); glClear(GL_DEPTH_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Make sure the last clear and the draw are not reordered by mistake. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); // Make sure depth is correctly cleared. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); ASSERT_GL_NO_ERROR(); } // Tests scissored depth/stencil clear after read-only depth/stencil feedback loop draw. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenScissoredDepthStencilClear) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 2; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); glUseProgram(program); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth to 0.5. glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); // Disable depth to establish read-only depth/stencil feedback loop. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Verify we can sample the depth texture and get 0.5. drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); // Clear depth to another value in a scissor glDepthMask(true); glEnable(GL_SCISSOR_TEST); glViewport(kSize / 2, kSize / 2, kSize / 2, kSize / 2); glClearDepthf(1.0f); glClear(GL_DEPTH_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Make sure the draw worked. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); // Make sure depth is correctly cleared. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue); ASSERT_GL_NO_ERROR(); } // Tests depth/stencil blit after read-only depth/stencil feedback loop draw. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 2; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); glUseProgram(program); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth to 0.5. glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); // Disable depth to establish read-only depth/stencil feedback loop. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Verify we can sample the depth texture and get 0.5. drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); // Blit depth to another framebuffer. GLFramebuffer framebuffer2; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer2); GLTexture colorTexture2; glBindTexture(GL_TEXTURE_2D, colorTexture2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture2, 0); GLTexture depthTexture2; glBindTexture(GL_TEXTURE_2D, depthTexture2); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture2, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Make sure the draw worked. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); // Make sure depth is correctly blitted. glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer2); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_GREATER); ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.05f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); ASSERT_GL_NO_ERROR(); glDepthFunc(GL_LESS); ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); drawQuad(drawRed, essl1_shaders::PositionAttrib(), -0.05f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Tests that if the framebuffer is cleared, a feedback loop between a depth textures and the depth // buffer is established, and a scissored clear is issued, that the clear is not mistakenly // scissored. TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopWithClearAndScissoredDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLuint kSize = 16; glViewport(0, 0, kSize, kSize); constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D depth; void main() { if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) { gl_FragColor = vec4(0, 1, 0, 1); } else { gl_FragColor = vec4(1, 0, 0, 1); } })"; ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); GLTexture depthTexture; glBindTexture(GL_TEXTURE_2D, depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear color to blue and depth to 0.5. glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClearDepthf(0.5f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Disable depth. Although this does not remove the feedback loop as defined by the // spec it mimics what gfxbench does in its rendering tests. glDepthMask(false); glDisable(GL_DEPTH_TEST); // Verify we can sample the depth texture and get 0.5. Use a scissor. glScissor(0, 0, kSize / 2, kSize); glEnable(GL_SCISSOR_TEST); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); // Make sure the scissored region passes the depth test and is changed to green. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::green); // Make sure the region outside the scissor is cleared to blue. EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue); } // Tests that sampling from stencil while simultaneously bound as read-only attachment works. Depth // is being written at the same time. TEST_P(ReadOnlyFeedbackLoopTestES31, SampleStencilWhileReadOnlyAttachment) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLsizei kSize = 64; // Create FBO with color, depth and stencil GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); GLTexture depthStencil; glBindTexture(GL_TEXTURE_2D, depthStencil); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); ASSERT_GL_NO_ERROR(); // Initialize depth/stencil glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilMask(0xFF); glBindTexture(GL_TEXTURE_2D, 0); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(drawColor); GLint colorUniformLocation = glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); // Draw red with depth = 1 and stencil = 0xAA glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); ASSERT_GL_NO_ERROR(); // Break the render pass by making a copy of the color texture. GLTexture copyTex; glBindTexture(GL_TEXTURE_2D, copyTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); // Disable stencil output and bind stencil as sampler. glDepthFunc(GL_LESS); glStencilFunc(GL_EQUAL, 0xAA, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); constexpr char kVS[] = R"(#version 310 es precision highp float; in vec4 position; out vec2 texCoord; void main() { gl_Position = position; texCoord = position.xy * 0.5 + vec2(0.5); })"; constexpr char kFS[] = R"(#version 310 es precision mediump float; precision mediump usampler2D; in vec2 texCoord; uniform usampler2D stencil; out vec4 color; void main() { bool stencilPass = texture(stencil, texCoord).x == 0xAAu; color = vec4(0, stencilPass, 0, 1); } )"; ANGLE_GL_PROGRAM(validateStencil, kVS, kFS); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, depthStencil); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); ASSERT_GL_NO_ERROR(); glUseProgram(validateStencil); glUniform1i(glGetUniformLocation(validateStencil, "stencil"), 0); ASSERT_GL_NO_ERROR(); drawQuad(validateStencil, "position", 0.95); ASSERT_GL_NO_ERROR(); // Break the render pass glBindTexture(GL_TEXTURE_2D, copyTex); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); GLFramebuffer readFramebuffer; glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green); // Validate that depth was overwritten in the previous render pass glDepthFunc(GL_GREATER); glDepthMask(GL_FALSE); glUseProgram(drawColor); glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue); } // Tests that sampling from depth while simultaneously bound as read-only attachment works. Stencil // is being written at the same time. TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthWhileReadOnlyAttachment) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLsizei kSize = 64; // Create FBO with color, depth and stencil GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); GLTexture depthStencil; glBindTexture(GL_TEXTURE_2D, depthStencil); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); ASSERT_GL_NO_ERROR(); // Initialize depth/stencil glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilMask(0xFF); glBindTexture(GL_TEXTURE_2D, 0); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(drawColor); GLint colorUniformLocation = glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); // Draw red with depth = 1 and stencil = 0xAA glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); ASSERT_GL_NO_ERROR(); // Break the render pass by making a copy of the color texture. GLTexture copyTex; glBindTexture(GL_TEXTURE_2D, copyTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); // Disable depth output and bind depth as sampler. glDepthFunc(GL_LESS); glDepthMask(GL_FALSE); glStencilFunc(GL_ALWAYS, 0xBB, 0xEE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); constexpr char kVS[] = R"(#version 310 es precision highp float; in vec4 position; out vec2 texCoord; void main() { gl_Position = position; texCoord = position.xy * 0.5 + vec2(0.5); })"; constexpr char kFS[] = R"(#version 310 es precision mediump float; in vec2 texCoord; uniform sampler2D depth; out vec4 color; void main() { bool depthPass = abs(texture(depth, texCoord).x - 1.0) < 0.1; color = vec4(0, depthPass, 0, 1); } )"; ANGLE_GL_PROGRAM(validateDepth, kVS, kFS); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, depthStencil); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); glUseProgram(validateDepth); glUniform1i(glGetUniformLocation(validateDepth, "depth"), 0); ASSERT_GL_NO_ERROR(); drawQuad(validateDepth, "position", 0.95); ASSERT_GL_NO_ERROR(); // Break the render pass glBindTexture(GL_TEXTURE_2D, copyTex); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); GLFramebuffer readFramebuffer; glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green); // Validate that stencil was overwritten in the previous render pass glStencilFunc(GL_EQUAL, 0xBB, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glUseProgram(drawColor); glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue); } // Tests that sampling from depth and stencil while simultaneously bound as read-only attachment // works. TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthAndStencilWhileReadOnlyAttachment) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops")); constexpr GLsizei kSize = 64; // Create FBO with color, depth and stencil GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); GLTexture depthStencil; glBindTexture(GL_TEXTURE_2D, depthStencil); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); ASSERT_GL_NO_ERROR(); // Initialize depth/stencil glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilMask(0xFF); glBindTexture(GL_TEXTURE_2D, 0); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(drawColor); GLint colorUniformLocation = glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); // Draw red with depth = 1 and stencil = 0xAA glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1); ASSERT_GL_NO_ERROR(); // Break the render pass by making a copy of the color texture. GLTexture copyTex; glBindTexture(GL_TEXTURE_2D, copyTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); // Disable depth/stencil output and bind both depth and stencil as samplers. glDepthFunc(GL_LESS); glDepthMask(GL_FALSE); glStencilFunc(GL_EQUAL, 0xAA, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); constexpr char kVS[] = R"(#version 310 es precision highp float; in vec4 position; out vec2 texCoord; void main() { gl_Position = position; texCoord = position.xy * 0.5 + vec2(0.5); })"; constexpr char kFS[] = R"(#version 310 es precision mediump float; precision mediump usampler2D; in vec2 texCoord; uniform sampler2D depth; uniform usampler2D stencil; out vec4 color; void main() { // Note: Due to GL_DEPTH_STENCIL_TEXTURE_MODE, it is not possible to read both the depth and // stencil aspects correctly. For the sake of test (reading both aspects), just make sure to // sample from depth. bool depthPass = !isinf(texture(depth, texCoord).x); bool stencilPass = texture(stencil, texCoord).x == 0xAAu; color = vec4(0, depthPass, stencilPass, 1); } )"; ANGLE_GL_PROGRAM(validateDepthStencil, kVS, kFS); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, depthStencil); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, depthStencil); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); ASSERT_GL_NO_ERROR(); glUseProgram(validateDepthStencil); glUniform1i(glGetUniformLocation(validateDepthStencil, "depth"), 0); glUniform1i(glGetUniformLocation(validateDepthStencil, "stencil"), 1); ASSERT_GL_NO_ERROR(); drawQuad(validateDepthStencil, "position", 0.95); ASSERT_GL_NO_ERROR(); // Break the render pass glBindTexture(GL_TEXTURE_2D, copyTex); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2); ASSERT_GL_NO_ERROR(); GLFramebuffer readFramebuffer; glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::cyan); } // Instantiate the test for ES3. ANGLE_INSTANTIATE_TEST_ES3(ReadOnlyFeedbackLoopTest); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ReadOnlyFeedbackLoopTestES31); ANGLE_INSTANTIATE_TEST_ES31(ReadOnlyFeedbackLoopTestES31);