xref: /aosp_15_r20/external/angle/src/tests/gl_tests/PointSpritesTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // Some of the pointsprite tests below were ported from Khronos WebGL
7*8975f5c5SAndroid Build Coastguard Worker // conformance test suite.
8*8975f5c5SAndroid Build Coastguard Worker 
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
11*8975f5c5SAndroid Build Coastguard Worker 
12*8975f5c5SAndroid Build Coastguard Worker #include <cmath>
13*8975f5c5SAndroid Build Coastguard Worker 
14*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker constexpr char kVertexShaderSource[] =
17*8975f5c5SAndroid Build Coastguard Worker     R"(attribute vec4 vPosition;
18*8975f5c5SAndroid Build Coastguard Worker         uniform float uPointSize;
19*8975f5c5SAndroid Build Coastguard Worker         void main()
20*8975f5c5SAndroid Build Coastguard Worker         {
21*8975f5c5SAndroid Build Coastguard Worker             gl_PointSize = uPointSize;
22*8975f5c5SAndroid Build Coastguard Worker             gl_Position  = vPosition;
23*8975f5c5SAndroid Build Coastguard Worker         })";
24*8975f5c5SAndroid Build Coastguard Worker 
25*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat kMinMaxPointSize = 1.0f;
26*8975f5c5SAndroid Build Coastguard Worker 
27*8975f5c5SAndroid Build Coastguard Worker class PointSpritesTest : public ANGLETest<>
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker   protected:
30*8975f5c5SAndroid Build Coastguard Worker     const int windowWidth  = 256;
31*8975f5c5SAndroid Build Coastguard Worker     const int windowHeight = 256;
PointSpritesTest()32*8975f5c5SAndroid Build Coastguard Worker     PointSpritesTest()
33*8975f5c5SAndroid Build Coastguard Worker     {
34*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(windowWidth);
35*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(windowHeight);
36*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
37*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
38*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
39*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
40*8975f5c5SAndroid Build Coastguard Worker     }
41*8975f5c5SAndroid Build Coastguard Worker 
s2p(float s)42*8975f5c5SAndroid Build Coastguard Worker     float s2p(float s) { return (s + 1.0f) * 0.5f * (GLfloat)windowWidth; }
43*8975f5c5SAndroid Build Coastguard Worker 
testPointCoordAndPointSizeCompliance(GLProgram & program)44*8975f5c5SAndroid Build Coastguard Worker     void testPointCoordAndPointSizeCompliance(GLProgram &program)
45*8975f5c5SAndroid Build Coastguard Worker     {
46*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(program);
47*8975f5c5SAndroid Build Coastguard Worker 
48*8975f5c5SAndroid Build Coastguard Worker         GLfloat pointSizeRange[2] = {};
49*8975f5c5SAndroid Build Coastguard Worker         glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
50*8975f5c5SAndroid Build Coastguard Worker 
51*8975f5c5SAndroid Build Coastguard Worker         GLfloat maxPointSize = pointSizeRange[1];
52*8975f5c5SAndroid Build Coastguard Worker 
53*8975f5c5SAndroid Build Coastguard Worker         ASSERT_TRUE(maxPointSize >= 1);
54*8975f5c5SAndroid Build Coastguard Worker         maxPointSize = floorf(maxPointSize);
55*8975f5c5SAndroid Build Coastguard Worker         ASSERT_TRUE((int)maxPointSize % 1 == 0);
56*8975f5c5SAndroid Build Coastguard Worker 
57*8975f5c5SAndroid Build Coastguard Worker         maxPointSize       = std::min(maxPointSize, 64.0f);
58*8975f5c5SAndroid Build Coastguard Worker         GLfloat pointWidth = maxPointSize / windowWidth;
59*8975f5c5SAndroid Build Coastguard Worker         GLint step         = static_cast<GLint>(floorf(maxPointSize / 4));
60*8975f5c5SAndroid Build Coastguard Worker         GLint pointStep    = std::max<GLint>(1, step);
61*8975f5c5SAndroid Build Coastguard Worker 
62*8975f5c5SAndroid Build Coastguard Worker         GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize");
63*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
64*8975f5c5SAndroid Build Coastguard Worker 
65*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(pointSizeLoc, maxPointSize);
66*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
67*8975f5c5SAndroid Build Coastguard Worker 
68*8975f5c5SAndroid Build Coastguard Worker         GLfloat pixelOffset = ((int)maxPointSize % 2) ? (1.0f / (GLfloat)windowWidth) : 0;
69*8975f5c5SAndroid Build Coastguard Worker         GLBuffer vertexObject;
70*8975f5c5SAndroid Build Coastguard Worker 
71*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
72*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
73*8975f5c5SAndroid Build Coastguard Worker 
74*8975f5c5SAndroid Build Coastguard Worker         GLfloat thePoints[] = {-0.5f + pixelOffset, -0.5f + pixelOffset, 0.5f + pixelOffset,
75*8975f5c5SAndroid Build Coastguard Worker                                -0.5f + pixelOffset, -0.5f + pixelOffset, 0.5f + pixelOffset,
76*8975f5c5SAndroid Build Coastguard Worker                                0.5f + pixelOffset,  0.5f + pixelOffset};
77*8975f5c5SAndroid Build Coastguard Worker 
78*8975f5c5SAndroid Build Coastguard Worker         glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
79*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
80*8975f5c5SAndroid Build Coastguard Worker 
81*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(0);
82*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
83*8975f5c5SAndroid Build Coastguard Worker 
84*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
85*8975f5c5SAndroid Build Coastguard Worker 
86*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_POINTS, 0, 4);
87*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
88*8975f5c5SAndroid Build Coastguard Worker 
89*8975f5c5SAndroid Build Coastguard Worker         for (float py = 0; py < 2; ++py)
90*8975f5c5SAndroid Build Coastguard Worker         {
91*8975f5c5SAndroid Build Coastguard Worker             for (float px = 0; px < 2; ++px)
92*8975f5c5SAndroid Build Coastguard Worker             {
93*8975f5c5SAndroid Build Coastguard Worker                 float pointX = -0.5f + px + pixelOffset;
94*8975f5c5SAndroid Build Coastguard Worker                 float pointY = -0.5f + py + pixelOffset;
95*8975f5c5SAndroid Build Coastguard Worker                 for (int yy = 0; yy < maxPointSize; yy += pointStep)
96*8975f5c5SAndroid Build Coastguard Worker                 {
97*8975f5c5SAndroid Build Coastguard Worker                     for (int xx = 0; xx < maxPointSize; xx += pointStep)
98*8975f5c5SAndroid Build Coastguard Worker                     {
99*8975f5c5SAndroid Build Coastguard Worker                         // formula for s and t from OpenGL ES 2.0 spec section 3.3
100*8975f5c5SAndroid Build Coastguard Worker                         float xw         = s2p(pointX);
101*8975f5c5SAndroid Build Coastguard Worker                         float yw         = s2p(pointY);
102*8975f5c5SAndroid Build Coastguard Worker                         float u          = xx / maxPointSize * 2 - 1;
103*8975f5c5SAndroid Build Coastguard Worker                         float v          = yy / maxPointSize * 2 - 1;
104*8975f5c5SAndroid Build Coastguard Worker                         int xf           = static_cast<int>(floorf(s2p(pointX + u * pointWidth)));
105*8975f5c5SAndroid Build Coastguard Worker                         int yf           = static_cast<int>(floorf(s2p(pointY + v * pointWidth)));
106*8975f5c5SAndroid Build Coastguard Worker                         float s          = 0.5f + (xf + 0.5f - xw) / maxPointSize;
107*8975f5c5SAndroid Build Coastguard Worker                         float t          = 0.5f + (yf + 0.5f - yw) / maxPointSize;
108*8975f5c5SAndroid Build Coastguard Worker                         GLubyte color[4] = {static_cast<GLubyte>(floorf(s * 255)),
109*8975f5c5SAndroid Build Coastguard Worker                                             static_cast<GLubyte>(floorf((1 - t) * 255)), 0, 255};
110*8975f5c5SAndroid Build Coastguard Worker                         EXPECT_PIXEL_NEAR(xf, yf, color[0], color[1], color[2], color[3], 4);
111*8975f5c5SAndroid Build Coastguard Worker                     }
112*8975f5c5SAndroid Build Coastguard Worker                 }
113*8975f5c5SAndroid Build Coastguard Worker             }
114*8975f5c5SAndroid Build Coastguard Worker         }
115*8975f5c5SAndroid Build Coastguard Worker     }
116*8975f5c5SAndroid Build Coastguard Worker };
117*8975f5c5SAndroid Build Coastguard Worker 
118*8975f5c5SAndroid Build Coastguard Worker // Checks gl_PointCoord and gl_PointSize
119*8975f5c5SAndroid Build Coastguard Worker // https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/variables/gl-pointcoord.html
TEST_P(PointSpritesTest,PointCoordAndPointSizeCompliance)120*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointCoordAndPointSizeCompliance)
121*8975f5c5SAndroid Build Coastguard Worker {
122*8975f5c5SAndroid Build Coastguard Worker     constexpr char fs[] =
123*8975f5c5SAndroid Build Coastguard Worker         R"(precision mediump float;
124*8975f5c5SAndroid Build Coastguard Worker         void main()
125*8975f5c5SAndroid Build Coastguard Worker         {
126*8975f5c5SAndroid Build Coastguard Worker             gl_FragColor = vec4(gl_PointCoord.x, gl_PointCoord.y, 0, 1);
127*8975f5c5SAndroid Build Coastguard Worker         })";
128*8975f5c5SAndroid Build Coastguard Worker 
129*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVertexShaderSource, fs);
130*8975f5c5SAndroid Build Coastguard Worker 
131*8975f5c5SAndroid Build Coastguard Worker     testPointCoordAndPointSizeCompliance(program);
132*8975f5c5SAndroid Build Coastguard Worker }
133*8975f5c5SAndroid Build Coastguard Worker 
134*8975f5c5SAndroid Build Coastguard Worker // Checks gl_PointCoord and gl_PointSize, but use the gl_PointCoord inside a function.
135*8975f5c5SAndroid Build Coastguard Worker // In Vulkan, we need to inject some code into the shader to flip the Y coordinate, and we
136*8975f5c5SAndroid Build Coastguard Worker // need to make sure this code injection works even if someone uses gl_PointCoord outside the
137*8975f5c5SAndroid Build Coastguard Worker // main function.
TEST_P(PointSpritesTest,UsingPointCoordInsideFunction)138*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, UsingPointCoordInsideFunction)
139*8975f5c5SAndroid Build Coastguard Worker {
140*8975f5c5SAndroid Build Coastguard Worker     constexpr char fs[] =
141*8975f5c5SAndroid Build Coastguard Worker         R"(precision mediump float;
142*8975f5c5SAndroid Build Coastguard Worker         void foo()
143*8975f5c5SAndroid Build Coastguard Worker         {
144*8975f5c5SAndroid Build Coastguard Worker             gl_FragColor = vec4(gl_PointCoord.x, gl_PointCoord.y, 0, 1);
145*8975f5c5SAndroid Build Coastguard Worker         }
146*8975f5c5SAndroid Build Coastguard Worker 
147*8975f5c5SAndroid Build Coastguard Worker         void main()
148*8975f5c5SAndroid Build Coastguard Worker         {
149*8975f5c5SAndroid Build Coastguard Worker             foo();
150*8975f5c5SAndroid Build Coastguard Worker         })";
151*8975f5c5SAndroid Build Coastguard Worker 
152*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVertexShaderSource, fs);
153*8975f5c5SAndroid Build Coastguard Worker 
154*8975f5c5SAndroid Build Coastguard Worker     testPointCoordAndPointSizeCompliance(program);
155*8975f5c5SAndroid Build Coastguard Worker }
156*8975f5c5SAndroid Build Coastguard Worker 
157*8975f5c5SAndroid Build Coastguard Worker // Verify that drawing a point without enabling any attributes succeeds
158*8975f5c5SAndroid Build Coastguard Worker // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-no-attributes.html
TEST_P(PointSpritesTest,PointWithoutAttributesCompliance)159*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointWithoutAttributesCompliance)
160*8975f5c5SAndroid Build Coastguard Worker {
161*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSizeRange[2] = {};
162*8975f5c5SAndroid Build Coastguard Worker     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
163*8975f5c5SAndroid Build Coastguard Worker     GLfloat maxPointSize = pointSizeRange[1];
164*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize);
165*8975f5c5SAndroid Build Coastguard Worker 
166*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(void main()
167*8975f5c5SAndroid Build Coastguard Worker {
168*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = 2.0;
169*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
170*8975f5c5SAndroid Build Coastguard Worker })";
171*8975f5c5SAndroid Build Coastguard Worker 
172*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
173*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
174*8975f5c5SAndroid Build Coastguard Worker 
175*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
176*8975f5c5SAndroid Build Coastguard Worker 
177*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_POINTS, 0, 1);
178*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
179*8975f5c5SAndroid Build Coastguard Worker 
180*8975f5c5SAndroid Build Coastguard Worker     // expect the center pixel to be blue
181*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, GLColor::blue);
182*8975f5c5SAndroid Build Coastguard Worker }
183*8975f5c5SAndroid Build Coastguard Worker 
184*8975f5c5SAndroid Build Coastguard Worker // This is a regression test for a graphics driver bug affecting end caps on roads in MapsGL
185*8975f5c5SAndroid Build Coastguard Worker // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-with-gl-pointcoord-in-fragment-shader.html
TEST_P(PointSpritesTest,PointCoordRegressionTest)186*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointCoordRegressionTest)
187*8975f5c5SAndroid Build Coastguard Worker {
188*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSizeRange[2] = {};
189*8975f5c5SAndroid Build Coastguard Worker     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
190*8975f5c5SAndroid Build Coastguard Worker     GLfloat maxPointSize = pointSizeRange[1];
191*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize);
192*8975f5c5SAndroid Build Coastguard Worker 
193*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
194*8975f5c5SAndroid Build Coastguard Worker varying vec4 v_color;
195*8975f5c5SAndroid Build Coastguard Worker void main()
196*8975f5c5SAndroid Build Coastguard Worker {
197*8975f5c5SAndroid Build Coastguard Worker     // It seems as long as this mathematical expression references
198*8975f5c5SAndroid Build Coastguard Worker     // gl_PointCoord, the fragment's color is incorrect.
199*8975f5c5SAndroid Build Coastguard Worker     vec2 diff = gl_PointCoord - vec2(.5, .5);
200*8975f5c5SAndroid Build Coastguard Worker     if (length(diff) > 0.5)
201*8975f5c5SAndroid Build Coastguard Worker         discard;
202*8975f5c5SAndroid Build Coastguard Worker 
203*8975f5c5SAndroid Build Coastguard Worker     // The point should be a solid color.
204*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = v_color;
205*8975f5c5SAndroid Build Coastguard Worker })";
206*8975f5c5SAndroid Build Coastguard Worker 
207*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(varying vec4 v_color;
208*8975f5c5SAndroid Build Coastguard Worker // The X and Y coordinates of the center of the point.
209*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_vertex;
210*8975f5c5SAndroid Build Coastguard Worker uniform float u_pointSize;
211*8975f5c5SAndroid Build Coastguard Worker void main()
212*8975f5c5SAndroid Build Coastguard Worker {
213*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = u_pointSize;
214*8975f5c5SAndroid Build Coastguard Worker     gl_Position  = vec4(a_vertex, 0.0, 1.0);
215*8975f5c5SAndroid Build Coastguard Worker     // The color of the point.
216*8975f5c5SAndroid Build Coastguard Worker     v_color = vec4(0.0, 1.0, 0.0, 1.0);
217*8975f5c5SAndroid Build Coastguard Worker })";
218*8975f5c5SAndroid Build Coastguard Worker 
219*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, kFS);
220*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
221*8975f5c5SAndroid Build Coastguard Worker 
222*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
223*8975f5c5SAndroid Build Coastguard Worker 
224*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0, 0, 0, 1);
225*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
226*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
227*8975f5c5SAndroid Build Coastguard Worker 
228*8975f5c5SAndroid Build Coastguard Worker     GLint pointSizeLoc = glGetUniformLocation(program, "u_pointSize");
229*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
230*8975f5c5SAndroid Build Coastguard Worker 
231*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSize = std::min<GLfloat>(20.0f, maxPointSize);
232*8975f5c5SAndroid Build Coastguard Worker     glUniform1f(pointSizeLoc, pointSize);
233*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
234*8975f5c5SAndroid Build Coastguard Worker 
235*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexObject;
236*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
237*8975f5c5SAndroid Build Coastguard Worker 
238*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
239*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
240*8975f5c5SAndroid Build Coastguard Worker 
241*8975f5c5SAndroid Build Coastguard Worker     GLfloat thePoints[] = {0.0f, 0.0f};
242*8975f5c5SAndroid Build Coastguard Worker 
243*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
244*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
245*8975f5c5SAndroid Build Coastguard Worker 
246*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
247*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
248*8975f5c5SAndroid Build Coastguard Worker 
249*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_POINTS, 0, 1);
250*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
251*8975f5c5SAndroid Build Coastguard Worker 
252*8975f5c5SAndroid Build Coastguard Worker     // expect the center pixel to be green
253*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ((windowWidth - 1) / 2, (windowHeight - 1) / 2, 0, 255, 0, 255);
254*8975f5c5SAndroid Build Coastguard Worker }
255*8975f5c5SAndroid Build Coastguard Worker 
256*8975f5c5SAndroid Build Coastguard Worker // Verify GL_VERTEX_PROGRAM_POINT_SIZE is enabled
257*8975f5c5SAndroid Build Coastguard Worker // https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-size.html
TEST_P(PointSpritesTest,PointSizeEnabledCompliance)258*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointSizeEnabledCompliance)
259*8975f5c5SAndroid Build Coastguard Worker {
260*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
261*8975f5c5SAndroid Build Coastguard Worker varying vec4 color;
262*8975f5c5SAndroid Build Coastguard Worker 
263*8975f5c5SAndroid Build Coastguard Worker void main()
264*8975f5c5SAndroid Build Coastguard Worker {
265*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = color;
266*8975f5c5SAndroid Build Coastguard Worker })";
267*8975f5c5SAndroid Build Coastguard Worker 
268*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(attribute vec3 pos;
269*8975f5c5SAndroid Build Coastguard Worker attribute vec4 colorIn;
270*8975f5c5SAndroid Build Coastguard Worker uniform float pointSize;
271*8975f5c5SAndroid Build Coastguard Worker varying vec4 color;
272*8975f5c5SAndroid Build Coastguard Worker 
273*8975f5c5SAndroid Build Coastguard Worker void main()
274*8975f5c5SAndroid Build Coastguard Worker {
275*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = pointSize;
276*8975f5c5SAndroid Build Coastguard Worker     color        = colorIn;
277*8975f5c5SAndroid Build Coastguard Worker     gl_Position  = vec4(pos, 1.0);
278*8975f5c5SAndroid Build Coastguard Worker })";
279*8975f5c5SAndroid Build Coastguard Worker 
280*8975f5c5SAndroid Build Coastguard Worker     // The WebGL test is drawn on a 2x2 canvas. Emulate this by setting a 2x2 viewport.
281*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, 2, 2);
282*8975f5c5SAndroid Build Coastguard Worker 
283*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, kFS);
284*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
285*8975f5c5SAndroid Build Coastguard Worker 
286*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
287*8975f5c5SAndroid Build Coastguard Worker 
288*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_BLEND);
289*8975f5c5SAndroid Build Coastguard Worker 
290*8975f5c5SAndroid Build Coastguard Worker     // The choice of (0.4, 0.4) ensures that the centers of the surrounding
291*8975f5c5SAndroid Build Coastguard Worker     // pixels are not contained within the point when it is of size 1, but
292*8975f5c5SAndroid Build Coastguard Worker     // that they definitely are when it is of size 2.
293*8975f5c5SAndroid Build Coastguard Worker     GLfloat vertices[] = {0.4f, 0.4f, 0.0f};
294*8975f5c5SAndroid Build Coastguard Worker     GLubyte colors[]   = {255, 0, 0, 255};
295*8975f5c5SAndroid Build Coastguard Worker 
296*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexObject;
297*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
298*8975f5c5SAndroid Build Coastguard Worker 
299*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexObject);
300*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
301*8975f5c5SAndroid Build Coastguard Worker 
302*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(colors), nullptr, GL_STATIC_DRAW);
303*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
304*8975f5c5SAndroid Build Coastguard Worker 
305*8975f5c5SAndroid Build Coastguard Worker     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
306*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
307*8975f5c5SAndroid Build Coastguard Worker 
308*8975f5c5SAndroid Build Coastguard Worker     glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
309*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
310*8975f5c5SAndroid Build Coastguard Worker 
311*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
312*8975f5c5SAndroid Build Coastguard Worker 
313*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
314*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
315*8975f5c5SAndroid Build Coastguard Worker 
316*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0,
317*8975f5c5SAndroid Build Coastguard Worker                           reinterpret_cast<void *>(sizeof(vertices)));
318*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(1);
319*8975f5c5SAndroid Build Coastguard Worker 
320*8975f5c5SAndroid Build Coastguard Worker     GLint pointSizeLoc = glGetUniformLocation(program, "pointSize");
321*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
322*8975f5c5SAndroid Build Coastguard Worker 
323*8975f5c5SAndroid Build Coastguard Worker     glUniform1f(pointSizeLoc, 1.0f);
324*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
325*8975f5c5SAndroid Build Coastguard Worker 
326*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3);
327*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
328*8975f5c5SAndroid Build Coastguard Worker 
329*8975f5c5SAndroid Build Coastguard Worker     // Test the pixels around the target Red pixel to ensure
330*8975f5c5SAndroid Build Coastguard Worker     // they are the expected color values
331*8975f5c5SAndroid Build Coastguard Worker     for (GLint y = 0; y < 2; ++y)
332*8975f5c5SAndroid Build Coastguard Worker     {
333*8975f5c5SAndroid Build Coastguard Worker         for (GLint x = 0; x < 2; ++x)
334*8975f5c5SAndroid Build Coastguard Worker         {
335*8975f5c5SAndroid Build Coastguard Worker             // 1x1 is expected to be a red pixel
336*8975f5c5SAndroid Build Coastguard Worker             // All others are black
337*8975f5c5SAndroid Build Coastguard Worker             GLubyte expectedColor[4] = {0, 0, 0, 0};
338*8975f5c5SAndroid Build Coastguard Worker             if (x == 1 && y == 1)
339*8975f5c5SAndroid Build Coastguard Worker             {
340*8975f5c5SAndroid Build Coastguard Worker                 expectedColor[0] = 255;
341*8975f5c5SAndroid Build Coastguard Worker                 expectedColor[3] = 255;
342*8975f5c5SAndroid Build Coastguard Worker             }
343*8975f5c5SAndroid Build Coastguard Worker             EXPECT_PIXEL_EQ(x, y, expectedColor[0], expectedColor[1], expectedColor[2],
344*8975f5c5SAndroid Build Coastguard Worker                             expectedColor[3]);
345*8975f5c5SAndroid Build Coastguard Worker         }
346*8975f5c5SAndroid Build Coastguard Worker     }
347*8975f5c5SAndroid Build Coastguard Worker 
348*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSizeRange[2] = {};
349*8975f5c5SAndroid Build Coastguard Worker     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
350*8975f5c5SAndroid Build Coastguard Worker 
351*8975f5c5SAndroid Build Coastguard Worker     if (pointSizeRange[1] >= 2.0)
352*8975f5c5SAndroid Build Coastguard Worker     {
353*8975f5c5SAndroid Build Coastguard Worker         // Draw a point of size 2 and verify it fills the appropriate region.
354*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
355*8975f5c5SAndroid Build Coastguard Worker 
356*8975f5c5SAndroid Build Coastguard Worker         glUniform1f(pointSizeLoc, 2.0f);
357*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
358*8975f5c5SAndroid Build Coastguard Worker 
359*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(ArraySize(vertices)) / 3);
360*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
361*8975f5c5SAndroid Build Coastguard Worker 
362*8975f5c5SAndroid Build Coastguard Worker         // Test the pixels to ensure the target is ALL Red pixels
363*8975f5c5SAndroid Build Coastguard Worker         for (GLint y = 0; y < 2; ++y)
364*8975f5c5SAndroid Build Coastguard Worker         {
365*8975f5c5SAndroid Build Coastguard Worker             for (GLint x = 0; x < 2; ++x)
366*8975f5c5SAndroid Build Coastguard Worker             {
367*8975f5c5SAndroid Build Coastguard Worker                 EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 255);
368*8975f5c5SAndroid Build Coastguard Worker             }
369*8975f5c5SAndroid Build Coastguard Worker         }
370*8975f5c5SAndroid Build Coastguard Worker     }
371*8975f5c5SAndroid Build Coastguard Worker }
372*8975f5c5SAndroid Build Coastguard Worker 
373*8975f5c5SAndroid Build Coastguard Worker // Verify that rendering works correctly when gl_PointSize is declared in a shader but isn't used
TEST_P(PointSpritesTest,PointSizeDeclaredButUnused)374*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointSizeDeclaredButUnused)
375*8975f5c5SAndroid Build Coastguard Worker {
376*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(attribute highp vec4 position;
377*8975f5c5SAndroid Build Coastguard Worker void main(void)
378*8975f5c5SAndroid Build Coastguard Worker {
379*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = 1.0;
380*8975f5c5SAndroid Build Coastguard Worker     gl_Position  = position;
381*8975f5c5SAndroid Build Coastguard Worker })";
382*8975f5c5SAndroid Build Coastguard Worker 
383*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
384*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
385*8975f5c5SAndroid Build Coastguard Worker 
386*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
387*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, "position", 0.5f, 1.0f);
388*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
389*8975f5c5SAndroid Build Coastguard Worker 
390*8975f5c5SAndroid Build Coastguard Worker     // expect the center pixel to be red
391*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
392*8975f5c5SAndroid Build Coastguard Worker }
393*8975f5c5SAndroid Build Coastguard Worker 
394*8975f5c5SAndroid Build Coastguard Worker // Test to cover a bug where the D3D11 rasterizer state would not be update when switching between
395*8975f5c5SAndroid Build Coastguard Worker // draw types.  This causes the cull face to potentially be incorrect when drawing emulated point
396*8975f5c5SAndroid Build Coastguard Worker // spites.
TEST_P(PointSpritesTest,PointSpriteAlternatingDrawTypes)397*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointSpriteAlternatingDrawTypes)
398*8975f5c5SAndroid Build Coastguard Worker {
399*8975f5c5SAndroid Build Coastguard Worker     // TODO(anglebug.com/42262976): Investigate possible ARM driver bug.
400*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsFuchsia() && IsARM() && IsVulkan());
401*8975f5c5SAndroid Build Coastguard Worker 
402*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSizeRange[2] = {};
403*8975f5c5SAndroid Build Coastguard Worker     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
404*8975f5c5SAndroid Build Coastguard Worker     GLfloat maxPointSize = pointSizeRange[1];
405*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(maxPointSize < kMinMaxPointSize);
406*8975f5c5SAndroid Build Coastguard Worker 
407*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(uniform float u_pointSize;
408*8975f5c5SAndroid Build Coastguard Worker void main()
409*8975f5c5SAndroid Build Coastguard Worker {
410*8975f5c5SAndroid Build Coastguard Worker     gl_PointSize = u_pointSize;
411*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
412*8975f5c5SAndroid Build Coastguard Worker })";
413*8975f5c5SAndroid Build Coastguard Worker 
414*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(pointProgram, kVS, essl1_shaders::fs::Blue());
415*8975f5c5SAndroid Build Coastguard Worker 
416*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(quadProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
417*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
418*8975f5c5SAndroid Build Coastguard Worker 
419*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_CULL_FACE);
420*8975f5c5SAndroid Build Coastguard Worker     glCullFace(GL_FRONT);
421*8975f5c5SAndroid Build Coastguard Worker 
422*8975f5c5SAndroid Build Coastguard Worker     const GLfloat quadVertices[] = {
423*8975f5c5SAndroid Build Coastguard Worker         -1.0f, 1.0f, 0.5f, 1.0f, -1.0f, 0.5f, -1.0f, -1.0f, 0.5f,
424*8975f5c5SAndroid Build Coastguard Worker 
425*8975f5c5SAndroid Build Coastguard Worker         -1.0f, 1.0f, 0.5f, 1.0f, 1.0f,  0.5f, 1.0f,  -1.0f, 0.5f,
426*8975f5c5SAndroid Build Coastguard Worker     };
427*8975f5c5SAndroid Build Coastguard Worker 
428*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(quadProgram);
429*8975f5c5SAndroid Build Coastguard Worker     GLint positionLocation = glGetAttribLocation(quadProgram, essl1_shaders::PositionAttrib());
430*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices);
431*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(positionLocation);
432*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLES, 0, 6);
433*8975f5c5SAndroid Build Coastguard Worker 
434*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(pointProgram);
435*8975f5c5SAndroid Build Coastguard Worker     GLint pointSizeLoc = glGetUniformLocation(pointProgram, "u_pointSize");
436*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
437*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSize = std::min<GLfloat>(16.0f, maxPointSize);
438*8975f5c5SAndroid Build Coastguard Worker     glUniform1f(pointSizeLoc, pointSize);
439*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
440*8975f5c5SAndroid Build Coastguard Worker 
441*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_POINTS, 0, 1);
442*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
443*8975f5c5SAndroid Build Coastguard Worker 
444*8975f5c5SAndroid Build Coastguard Worker     // expect the center pixel to be blue
445*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
446*8975f5c5SAndroid Build Coastguard Worker }
447*8975f5c5SAndroid Build Coastguard Worker 
448*8975f5c5SAndroid Build Coastguard Worker // This checks for an NVIDIA driver bug where points larger than the maximum reported point size can
449*8975f5c5SAndroid Build Coastguard Worker // be drawn. Point size should be clamped to the point size range as specified in GLES 3.0.5 section
450*8975f5c5SAndroid Build Coastguard Worker // 3.4.
TEST_P(PointSpritesTest,PointSizeAboveMaxIsClamped)451*8975f5c5SAndroid Build Coastguard Worker TEST_P(PointSpritesTest, PointSizeAboveMaxIsClamped)
452*8975f5c5SAndroid Build Coastguard Worker {
453*8975f5c5SAndroid Build Coastguard Worker     // Failed on NVIDIA GeForce GTX 1080 - no pixels from the point were detected in the
454*8975f5c5SAndroid Build Coastguard Worker     // framebuffer. http://anglebug.com/42260857
455*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsD3D9());
456*8975f5c5SAndroid Build Coastguard Worker 
457*8975f5c5SAndroid Build Coastguard Worker     // Failed on AMD OSX and Windows trybots - no pixels from the point were detected in the
458*8975f5c5SAndroid Build Coastguard Worker     // framebuffer. http://anglebug.com/42260859
459*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
460*8975f5c5SAndroid Build Coastguard Worker 
461*8975f5c5SAndroid Build Coastguard Worker     // TODO(anglebug.com/40096805)
462*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsMetal() && IsAMD());
463*8975f5c5SAndroid Build Coastguard Worker 
464*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointSizeRange[2] = {};
465*8975f5c5SAndroid Build Coastguard Worker     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, pointSizeRange);
466*8975f5c5SAndroid Build Coastguard Worker     GLfloat maxPointSize = pointSizeRange[1];
467*8975f5c5SAndroid Build Coastguard Worker 
468*8975f5c5SAndroid Build Coastguard Worker     if (maxPointSize < 4)
469*8975f5c5SAndroid Build Coastguard Worker     {
470*8975f5c5SAndroid Build Coastguard Worker         // This test is only able to test larger points.
471*8975f5c5SAndroid Build Coastguard Worker         return;
472*8975f5c5SAndroid Build Coastguard Worker     }
473*8975f5c5SAndroid Build Coastguard Worker 
474*8975f5c5SAndroid Build Coastguard Worker     // Create a renderbuffer that has height and width equal to the max point size.
475*8975f5c5SAndroid Build Coastguard Worker     GLRenderbuffer renderbuffer;
476*8975f5c5SAndroid Build Coastguard Worker     glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
477*8975f5c5SAndroid Build Coastguard Worker     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, static_cast<GLsizei>(maxPointSize),
478*8975f5c5SAndroid Build Coastguard Worker                           static_cast<GLsizei>(maxPointSize));
479*8975f5c5SAndroid Build Coastguard Worker     // Switch the render target from the default window surface to the newly created renderbuffer so
480*8975f5c5SAndroid Build Coastguard Worker     // that the test can handle implementations with a very large max point size.
481*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
482*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
483*8975f5c5SAndroid Build Coastguard Worker     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
484*8975f5c5SAndroid Build Coastguard Worker 
485*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, maxPointSize, maxPointSize);
486*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
487*8975f5c5SAndroid Build Coastguard Worker 
488*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] =
489*8975f5c5SAndroid Build Coastguard Worker         "attribute vec2 vPosition;\n"
490*8975f5c5SAndroid Build Coastguard Worker         "uniform float uPointSize;\n"
491*8975f5c5SAndroid Build Coastguard Worker         "void main()\n"
492*8975f5c5SAndroid Build Coastguard Worker         "{\n"
493*8975f5c5SAndroid Build Coastguard Worker         "    gl_PointSize = uPointSize;\n"
494*8975f5c5SAndroid Build Coastguard Worker         "    gl_Position  = vec4(vPosition, 0, 1);\n"
495*8975f5c5SAndroid Build Coastguard Worker         "}\n";
496*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
497*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
498*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
499*8975f5c5SAndroid Build Coastguard Worker 
500*8975f5c5SAndroid Build Coastguard Worker     GLfloat testPointSize = floorf(maxPointSize * 2.0f);
501*8975f5c5SAndroid Build Coastguard Worker 
502*8975f5c5SAndroid Build Coastguard Worker     GLint pointSizeLoc = glGetUniformLocation(program, "uPointSize");
503*8975f5c5SAndroid Build Coastguard Worker     glUniform1f(pointSizeLoc, testPointSize);
504*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
505*8975f5c5SAndroid Build Coastguard Worker 
506*8975f5c5SAndroid Build Coastguard Worker     // The point will be a square centered at gl_Position. As the framebuffer is the same size as
507*8975f5c5SAndroid Build Coastguard Worker     // the square, setting the center of the point on the right edge of the viewport will result in
508*8975f5c5SAndroid Build Coastguard Worker     // the left edge of the point square to be at the center of the viewport.
509*8975f5c5SAndroid Build Coastguard Worker     GLfloat pointXPosition = 1;
510*8975f5c5SAndroid Build Coastguard Worker 
511*8975f5c5SAndroid Build Coastguard Worker     GLBuffer vertexBuffer;
512*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
513*8975f5c5SAndroid Build Coastguard Worker     GLfloat thePoints[] = {pointXPosition, 0.0f};
514*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(thePoints), thePoints, GL_STATIC_DRAW);
515*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
516*8975f5c5SAndroid Build Coastguard Worker 
517*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
518*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
519*8975f5c5SAndroid Build Coastguard Worker 
520*8975f5c5SAndroid Build Coastguard Worker     // Clear the framebuffer to green
521*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0, 1, 0, 1);
522*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
523*8975f5c5SAndroid Build Coastguard Worker 
524*8975f5c5SAndroid Build Coastguard Worker     // Draw the red point
525*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_POINTS, 0, 1);
526*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
527*8975f5c5SAndroid Build Coastguard Worker 
528*8975f5c5SAndroid Build Coastguard Worker     // Pixels to the right of the framebuffer center should be covered by the point.
529*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR(maxPointSize / 2 + 2, maxPointSize / 2, 255, 0, 0, 255, 1);
530*8975f5c5SAndroid Build Coastguard Worker 
531*8975f5c5SAndroid Build Coastguard Worker     // Pixels to the left of the framebuffer center should not be covered by the point.
532*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_NEAR(maxPointSize / 2 - 2, maxPointSize / 2, 0, 255, 0, 255, 1);
533*8975f5c5SAndroid Build Coastguard Worker }
534*8975f5c5SAndroid Build Coastguard Worker 
535*8975f5c5SAndroid Build Coastguard Worker // Use this to select which configurations (e.g. which renderer, which GLES
536*8975f5c5SAndroid Build Coastguard Worker // major version) these tests should be run against.
537*8975f5c5SAndroid Build Coastguard Worker //
538*8975f5c5SAndroid Build Coastguard Worker // We test on D3D11 9_3 because the existing D3D11 PointSprite implementation
539*8975f5c5SAndroid Build Coastguard Worker // uses Geometry Shaders which are not supported for 9_3.
540*8975f5c5SAndroid Build Coastguard Worker // D3D9 and D3D11 are also tested to ensure no regressions.
541*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2_AND(PointSpritesTest,
542*8975f5c5SAndroid Build Coastguard Worker                                ES2_VULKAN().enable(Feature::EmulatedPrerotation90),
543*8975f5c5SAndroid Build Coastguard Worker                                ES2_VULKAN().enable(Feature::EmulatedPrerotation180),
544*8975f5c5SAndroid Build Coastguard Worker                                ES2_VULKAN().enable(Feature::EmulatedPrerotation270));
545