// // 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(); } }; // 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) { // TODO - Add support for readonly feedback loops (http://anglebug.com/4778) ANGLE_SKIP_TEST_IF(true); 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_EQ(depthColorValue, angle::ReadColor(width / 2, height / 2).R); EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255); } // Instantiate the test for ES2 and ES3. ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ReadOnlyFeedbackLoopTest);