зеркало из https://github.com/AvaloniaUI/angle.git
Refactor instancing tests.
Replace a lot of code with one function that can do all the tests and do them with any divisor and number of instances. BUG=angleproject:2672 Change-Id: I4f7f59d17dad234c524e485d9baa3117fcbb57bd Reviewed-on: https://chromium-review.googlesource.com/c/1330309 Commit-Queue: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
This commit is contained in:
Родитель
ccad5e3334
Коммит
1934b78614
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@ -12,7 +12,7 @@ using namespace angle;
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class InstancingTest : public ANGLETest
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{
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protected:
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InstancingTest() : mProgram(0), mVertexBuffer(0)
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InstancingTest()
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{
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setWindowWidth(256);
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setWindowHeight(256);
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@ -22,233 +22,170 @@ class InstancingTest : public ANGLETest
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setConfigAlphaBits(8);
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}
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~InstancingTest() override
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void TearDown() override
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{
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glDeleteBuffers(1, &mVertexBuffer);
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glDeleteProgram(mProgram);
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glDeleteBuffers(1, &mInstanceBuffer);
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glDeleteProgram(mProgram0);
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glDeleteProgram(mProgram1);
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}
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void SetUp() override
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{
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ANGLETest::SetUp();
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// Initialize the vertex and index vectors
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constexpr GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
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constexpr GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
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constexpr GLfloat qvertex3[3] = {quadRadius, -quadRadius, 0.0f};
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constexpr GLfloat qvertex4[3] = {quadRadius, quadRadius, 0.0f};
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mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
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mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
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mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
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mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
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constexpr GLfloat coord1[2] = {0.0f, 0.0f};
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constexpr GLfloat coord2[2] = {0.0f, 1.0f};
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constexpr GLfloat coord3[2] = {1.0f, 1.0f};
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constexpr GLfloat coord4[2] = {1.0f, 0.0f};
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mTexcoords.insert(mTexcoords.end(), coord1, coord1 + 2);
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mTexcoords.insert(mTexcoords.end(), coord2, coord2 + 2);
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mTexcoords.insert(mTexcoords.end(), coord3, coord3 + 2);
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mTexcoords.insert(mTexcoords.end(), coord4, coord4 + 2);
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mIndices.push_back(0);
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mIndices.push_back(1);
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mIndices.push_back(2);
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mIndices.push_back(0);
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mIndices.push_back(2);
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mIndices.push_back(3);
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for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
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for (int i = 0; i < kMaxDrawn; ++i)
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{
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mNonIndexedVertices.insert(mNonIndexedVertices.end(),
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mQuadVertices.begin() + mIndices[vertexIndex] * 3,
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mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
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mInstanceData[i] = i * kDrawSize;
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}
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glGenBuffers(1, &mInstanceBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, mInstanceBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(mInstanceData), mInstanceData, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
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{
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mNonIndexedVertices.insert(mNonIndexedVertices.end(),
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mQuadVertices.begin() + mIndices[vertexIndex] * 3,
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mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
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}
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// Tile a 2x2 grid of the tiles
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for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
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{
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for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
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const std::string inst = "attribute float a_instance;";
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const std::string pos = "attribute vec2 a_position;";
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const std::string main = R"(
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void main()
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{
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const GLfloat instance[3] = {x + quadRadius, y + quadRadius, 0.0f};
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mInstances.insert(mInstances.end(), instance, instance + 3);
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gl_PointSize = 6.0;
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gl_Position = vec4(a_position.x, a_position.y + a_instance, 0, 1);
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}
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)";
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// attrib 0 is instanced
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mProgram0 = CompileProgram(inst + pos + main, essl1_shaders::fs::Red());
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ASSERT_NE(0u, mProgram0);
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ASSERT_EQ(0, glGetAttribLocation(mProgram0, "a_instance"));
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ASSERT_EQ(1, glGetAttribLocation(mProgram0, "a_position"));
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// attrib 1 is instanced
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mProgram1 = CompileProgram(pos + inst + main, essl1_shaders::fs::Red());
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ASSERT_NE(0u, mProgram1);
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ASSERT_EQ(1, glGetAttribLocation(mProgram1, "a_instance"));
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ASSERT_EQ(0, glGetAttribLocation(mProgram1, "a_position"));
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glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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}
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void runTest(
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unsigned numInstance,
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unsigned divisor,
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bool attribZeroInstanced, // true: attrib 0 is instance, false: attrib 1 is instanced
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bool points, // true: draw points, false: draw quad
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bool indexed, // true: DrawElements, false: DrawArrays
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bool offset, // true: pass nonzero offset to DrawArrays, false: zero offset
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bool buffer) // true: use instance data in buffer, false: in client memory
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{
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// The window is divided into kMaxDrawn slices of size kDrawSize.
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// The slice drawn into is determined by the instance datum.
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// The instance data array selects all the slices in order.
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// 'lastDrawn' is the index (zero-based) of the last slice into which we draw.
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const unsigned lastDrawn = (numInstance - 1) / divisor;
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ASSERT(lastDrawn < kMaxDrawn);
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const int instanceAttrib = attribZeroInstanced ? 0 : 1;
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const int positionAttrib = attribZeroInstanced ? 1 : 0;
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glUseProgram(attribZeroInstanced ? mProgram0 : mProgram1);
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glBindBuffer(GL_ARRAY_BUFFER, buffer ? mInstanceBuffer : 0);
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glVertexAttribPointer(instanceAttrib, 1, GL_FLOAT, GL_FALSE, 0,
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buffer ? nullptr : mInstanceData);
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glEnableVertexAttribArray(instanceAttrib);
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glVertexAttribDivisorANGLE(instanceAttrib, divisor);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 0,
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points ? kPointVertices : kQuadVertices);
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glEnableVertexAttribArray(positionAttrib);
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glVertexAttribDivisorANGLE(positionAttrib, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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if (points)
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{
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if (indexed)
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glDrawElementsInstancedANGLE(GL_POINTS, ArraySize(kPointIndices), GL_UNSIGNED_SHORT,
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kPointIndices, numInstance);
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else
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glDrawArraysInstancedANGLE(GL_POINTS, offset ? 2 : 0, 4, numInstance);
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}
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else
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{
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if (indexed)
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glDrawElementsInstancedANGLE(GL_TRIANGLES, ArraySize(kQuadIndices),
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GL_UNSIGNED_SHORT, kQuadIndices, numInstance);
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else
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glDrawArraysInstancedANGLE(GL_TRIANGLES, offset ? 4 : 0, 6, numInstance);
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}
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ASSERT_GL_NO_ERROR();
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checkDrawing(lastDrawn);
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}
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void checkDrawing(unsigned lastDrawn)
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{
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for (unsigned i = 0; i < kMaxDrawn; ++i)
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{
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float y = -1.0 + kDrawSize / 2.0 + i * kDrawSize;
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int iy = (y + 1.0) / 2.0 * getWindowHeight();
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for (unsigned j = 0; j < 8; j += 2)
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{
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int ix = (kPointVertices[j] + 1.0) / 2.0 * getWindowWidth();
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EXPECT_PIXEL_COLOR_EQ(ix, iy, i <= lastDrawn ? GLColor::red : GLColor::blue);
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}
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glGenBuffers(1, &mVertexBuffer);
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ASSERT_GL_NO_ERROR();
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}
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void setupDrawArraysTest(const std::string &vs)
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{
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mProgram = CompileProgram(vs, essl1_shaders::fs::Red());
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ASSERT_NE(0u, mProgram);
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GLuint mProgram0;
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GLuint mProgram1;
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GLuint mInstanceBuffer;
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// Set the viewport
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glViewport(0, 0, getWindowWidth(), getWindowHeight());
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static constexpr int kMaxDrawn = 4;
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static constexpr float kDrawSize = 2.0 / kMaxDrawn;
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GLfloat mInstanceData[kMaxDrawn];
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// clang-format off
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// Use the program object
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glUseProgram(mProgram);
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}
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// Vertices 0-5 are two triangles that form a quad filling the first "slice" of the window.
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// See above about slices. Vertices 4-9 are the same two triangles.
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static constexpr GLfloat kQuadVertices[] = {
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-1, -1,
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1, -1,
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-1, -1 + kDrawSize,
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1, -1,
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1, -1 + kDrawSize,
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-1, -1 + kDrawSize,
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1, -1,
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1, -1,
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-1, -1 + kDrawSize,
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-1, -1,
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};
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void setupInstancedPointsTest()
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{
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mIndices.clear();
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mIndices.push_back(0);
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mIndices.push_back(1);
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mIndices.push_back(2);
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mIndices.push_back(3);
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// Points 0-3 are spread across the first "slice."
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// Points 2-4 are the same.
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static constexpr GLfloat kPointVertices[] = {
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-0.6f, -1 + kDrawSize / 2.0,
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-0.2f, -1 + kDrawSize / 2.0,
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0.2f, -1 + kDrawSize / 2.0,
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0.6f, -1 + kDrawSize / 2.0,
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-0.2f, -1 + kDrawSize / 2.0,
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-0.6f, -1 + kDrawSize / 2.0,
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};
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// clang-format on
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// clang-format off
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const std::string vs =
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"attribute vec3 a_position;\n"
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"attribute vec3 a_instancePos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(a_position.xyz, 1.0);\n"
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" gl_Position = vec4(a_instancePos.xyz, 1.0);\n"
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" gl_PointSize = 6.0;\n"
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"}\n";
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// clang-format on
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// Same two triangles as described above.
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static constexpr GLushort kQuadIndices[] = {2, 9, 7, 5, 6, 4};
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mProgram = CompileProgram(vs, essl1_shaders::fs::Red());
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ASSERT_NE(0u, mProgram);
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// Set the viewport
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glViewport(0, 0, getWindowWidth(), getWindowHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(mProgram);
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}
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void runDrawArraysTest(GLint first, GLsizei count, GLsizei instanceCount, const float *offset)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Get the attribute locations
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GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
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GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
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// Load the vertex position
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glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
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glEnableVertexAttribArray(positionLoc);
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// Load the instance position
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glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
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glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(instancePosLoc);
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// Enable instancing
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glVertexAttribDivisorANGLE(instancePosLoc, 1);
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// Offset
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GLint uniformLoc = glGetUniformLocation(mProgram, "u_offset");
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ASSERT_NE(-1, uniformLoc);
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glUniform3fv(uniformLoc, 1, offset);
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// Do the instanced draw
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glDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
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ASSERT_GL_NO_ERROR();
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}
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virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
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{
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const std::string fs =
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"precision mediump float;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
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"}\n";
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ANGLE_GL_PROGRAM(program, vs, fs);
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// Get the attribute locations
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GLint positionLoc = glGetAttribLocation(program, "a_position");
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GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
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// If this ASSERT fails then the vertex shader code should be refactored
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ASSERT_EQ(shouldAttribZeroBeInstanced, (instancePosLoc == 0));
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// Set the viewport
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glViewport(0, 0, getWindowWidth(), getWindowHeight());
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// Clear the color buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// Use the program object
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glUseProgram(program);
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// Load the vertex position
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glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
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glEnableVertexAttribArray(positionLoc);
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// Load the instance position
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glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, mInstances.data());
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glEnableVertexAttribArray(instancePosLoc);
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// Enable instancing
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glVertexAttribDivisorANGLE(instancePosLoc, 1);
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// Do the instanced draw
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glDrawElementsInstancedANGLE(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()),
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GL_UNSIGNED_SHORT, mIndices.data(),
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static_cast<GLsizei>(mInstances.size()) / 3);
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ASSERT_GL_NO_ERROR();
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checkQuads();
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}
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void checkQuads()
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{
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// Check that various pixels are the expected color.
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for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
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{
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unsigned int baseOffset = quadIndex * 3;
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int quadx =
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static_cast<int>(((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth());
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int quady =
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static_cast<int>(((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight());
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EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
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}
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}
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// Vertex data
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std::vector<GLfloat> mQuadVertices;
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std::vector<GLfloat> mNonIndexedVertices;
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std::vector<GLfloat> mTexcoords;
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std::vector<GLfloat> mInstances;
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std::vector<GLushort> mIndices;
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static constexpr GLfloat quadRadius = 0.30f;
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GLuint mProgram;
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GLuint mVertexBuffer;
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// Same four points as described above.
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static constexpr GLushort kPointIndices[] = {1, 5, 3, 2};
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};
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constexpr GLfloat InstancingTest::kQuadVertices[];
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constexpr GLfloat InstancingTest::kPointVertices[];
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constexpr GLushort InstancingTest::kQuadIndices[];
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constexpr GLushort InstancingTest::kPointIndices[];
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class InstancingTestAllConfigs : public InstancingTest
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{
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protected:
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@ -274,15 +211,8 @@ TEST_P(InstancingTestAllConfigs, AttributeZeroInstanced)
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{
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ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
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const std::string vs =
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"attribute vec3 a_instancePos;\n"
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"attribute vec3 a_position;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
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"}\n";
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runDrawElementsTest(vs, true);
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runTest(4, 1, true /* attrib 0 instanced */, false /* quads */, true /* DrawElements */,
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false /* N/A */, false /* no buffer */);
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}
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// Same as AttributeZeroInstanced, but attribute zero is not instanced.
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@ -292,15 +222,8 @@ TEST_P(InstancingTestAllConfigs, AttributeZeroNotInstanced)
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{
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ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
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const std::string vs =
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"attribute vec3 a_position;\n"
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"attribute vec3 a_instancePos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
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"}\n";
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runDrawElementsTest(vs, false);
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runTest(4, 1, false /* attrib 1 instanced */, false /* quads */, true /* DrawElements */,
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false /* N/A */, false /* no buffer */);
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}
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// Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
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|
@ -309,24 +232,8 @@ TEST_P(InstancingTestNo9_3, DrawArraysWithOffset)
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{
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ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
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const std::string vs =
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"attribute vec3 a_position;\n"
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"attribute vec3 a_instancePos;\n"
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"uniform vec3 u_offset;\n"
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"void main()\n"
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"{\n"
|
||||
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
setupDrawArraysTest(vs);
|
||||
|
||||
constexpr float offset1[3] = {0, 0, 0};
|
||||
runDrawArraysTest(0, 6, 2, offset1);
|
||||
|
||||
constexpr float offset2[3] = {0.0f, 1.0f, 0};
|
||||
runDrawArraysTest(6, 6, 2, offset2);
|
||||
|
||||
checkQuads();
|
||||
runTest(4, 1, false /* attribute 1 instanced */, false /* quads */, false /* DrawArrays */,
|
||||
true /* offset>0 */, true /* buffer */);
|
||||
}
|
||||
|
||||
// This test verifies instancing with GL_POINTS with glDrawArraysInstanced works.
|
||||
|
@ -340,37 +247,8 @@ TEST_P(InstancingTestPoints, DrawArrays)
|
|||
// This doesn't occur on Windows 10 (Version 1511) though.
|
||||
ignoreD3D11SDKLayersWarnings();
|
||||
|
||||
setupInstancedPointsTest();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
|
||||
GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// Get the attribute locations
|
||||
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
|
||||
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
|
||||
|
||||
// Load the vertex position
|
||||
constexpr GLfloat pos[3] = {0, 0, 0};
|
||||
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
|
||||
glEnableVertexAttribArray(positionLoc);
|
||||
|
||||
// Load the instance position
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glEnableVertexAttribArray(instancePosLoc);
|
||||
|
||||
// Enable instancing
|
||||
glVertexAttribDivisorANGLE(instancePosLoc, 1);
|
||||
|
||||
// Do the instanced draw
|
||||
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, static_cast<GLsizei>(mInstances.size()) / 3);
|
||||
|
||||
ASSERT_GL_NO_ERROR();
|
||||
|
||||
checkQuads();
|
||||
runTest(4, 1, false /* attrib 1 instanced */, true /* points */, false /* DrawArrays */,
|
||||
false /* offset=0 */, true /* buffer */);
|
||||
}
|
||||
|
||||
// This test verifies instancing with GL_POINTS with glDrawElementsInstanced works.
|
||||
|
@ -384,39 +262,8 @@ TEST_P(InstancingTestPoints, DrawElements)
|
|||
// This doesn't occur on Windows 10 (Version 1511) though.
|
||||
ignoreD3D11SDKLayersWarnings();
|
||||
|
||||
setupInstancedPointsTest();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * sizeof(mInstances[0]), &mInstances[0],
|
||||
GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// Get the attribute locations
|
||||
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
|
||||
GLint instancePosLoc = glGetAttribLocation(mProgram, "a_instancePos");
|
||||
|
||||
// Load the vertex position
|
||||
const Vector3 pos[] = {Vector3(0), Vector3(0), Vector3(0), Vector3(0)};
|
||||
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, pos);
|
||||
glEnableVertexAttribArray(positionLoc);
|
||||
|
||||
// Load the instance position
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glEnableVertexAttribArray(instancePosLoc);
|
||||
|
||||
// Enable instancing
|
||||
glVertexAttribDivisorANGLE(instancePosLoc, 1);
|
||||
|
||||
// Do the instanced draw
|
||||
glDrawElementsInstancedANGLE(GL_POINTS, static_cast<GLsizei>(mIndices.size()),
|
||||
GL_UNSIGNED_SHORT, mIndices.data(),
|
||||
static_cast<GLsizei>(mInstances.size()) / 3);
|
||||
|
||||
ASSERT_GL_NO_ERROR();
|
||||
|
||||
checkQuads();
|
||||
runTest(4, 1, false /* attrib 1 instanced */, true /* points */, true /* DrawElements */,
|
||||
false /* N/A */, true /* buffer */);
|
||||
}
|
||||
|
||||
class InstancingTestES3 : public InstancingTest
|
||||
|
@ -436,29 +283,11 @@ TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
|
|||
{
|
||||
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_ANGLE_instanced_arrays"));
|
||||
|
||||
const std::string vs =
|
||||
"attribute vec3 a_instancePos;\n"
|
||||
"attribute vec3 a_position;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
const std::string fs =
|
||||
"precision mediump float;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = vec4(1.0, 0, 0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
constexpr GLsizei kFloatStride = 4;
|
||||
|
||||
ANGLE_GL_PROGRAM(program, vs, fs);
|
||||
glUseProgram(program);
|
||||
glUseProgram(mProgram0);
|
||||
|
||||
// Get the attribute locations
|
||||
GLint positionLoc = glGetAttribLocation(program, "a_position");
|
||||
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
|
||||
GLint positionLoc = glGetAttribLocation(mProgram0, "a_position");
|
||||
GLint instancePosLoc = glGetAttribLocation(mProgram0, "a_instance");
|
||||
ASSERT_NE(-1, positionLoc);
|
||||
ASSERT_NE(-1, instancePosLoc);
|
||||
ASSERT_GL_NO_ERROR();
|
||||
|
@ -469,16 +298,16 @@ TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
|
|||
|
||||
GLBuffer quadBuffer;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mQuadVertices.size() * kFloatStride, mQuadVertices.data(),
|
||||
GL_STATIC_DRAW);
|
||||
GLBuffer instancesBuffer;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instancesBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, mInstances.size() * kFloatStride, mInstances.data(),
|
||||
GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
|
||||
|
||||
const unsigned numInstance = 4;
|
||||
const unsigned divisor = 1;
|
||||
const unsigned lastDrawn = (numInstance - 1) / divisor;
|
||||
ASSERT(lastDrawn < kMaxDrawn);
|
||||
|
||||
// Set the formats by VertexAttribFormat
|
||||
glVertexAttribFormat(positionLoc, 3, GL_FLOAT, GL_FALSE, 0);
|
||||
glVertexAttribFormat(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0);
|
||||
glVertexAttribFormat(positionLoc, 2, GL_FLOAT, GL_FALSE, 0);
|
||||
glVertexAttribFormat(instancePosLoc, 1, GL_FLOAT, GL_FALSE, 0);
|
||||
glEnableVertexAttribArray(positionLoc);
|
||||
glEnableVertexAttribArray(instancePosLoc);
|
||||
|
||||
|
@ -487,8 +316,8 @@ TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
|
|||
|
||||
// Load the vertex position into the binding indexed positionBinding (== instancePosLoc)
|
||||
// Load the instance position into the binding indexed instanceBinding (== positionLoc)
|
||||
glBindVertexBuffer(positionBinding, quadBuffer, 0, kFloatStride * 3);
|
||||
glBindVertexBuffer(instanceBinding, instancesBuffer, 0, kFloatStride * 3);
|
||||
glBindVertexBuffer(positionBinding, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
|
||||
glBindVertexBuffer(instanceBinding, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
|
||||
|
||||
// The attribute indexed positionLoc is using the binding indexed positionBinding
|
||||
// The attribute indexed instancePosLoc is using the binding indexed instanceBinding
|
||||
|
@ -496,34 +325,34 @@ TEST_P(InstancingTestES31, UpdateAttribBindingByVertexAttribDivisor)
|
|||
glVertexAttribBinding(instancePosLoc, instanceBinding);
|
||||
|
||||
// Enable instancing on the binding indexed instanceBinding
|
||||
glVertexBindingDivisor(instanceBinding, 1);
|
||||
glVertexBindingDivisor(instanceBinding, divisor);
|
||||
|
||||
// Do the first instanced draw
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
|
||||
mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
|
||||
checkQuads();
|
||||
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
|
||||
numInstance);
|
||||
checkDrawing(lastDrawn);
|
||||
|
||||
// Disable instancing.
|
||||
glVertexBindingDivisor(instanceBinding, 0);
|
||||
|
||||
// Load the vertex position into the binding indexed positionLoc.
|
||||
// Load the instance position into the binding indexed instancePosLoc.
|
||||
glBindVertexBuffer(positionLoc, quadBuffer, 0, kFloatStride * 3);
|
||||
glBindVertexBuffer(instancePosLoc, instancesBuffer, 0, kFloatStride * 3);
|
||||
glBindVertexBuffer(positionLoc, quadBuffer, 0, 2 * sizeof(kQuadVertices[0]));
|
||||
glBindVertexBuffer(instancePosLoc, mInstanceBuffer, 0, sizeof(mInstanceData[0]));
|
||||
|
||||
// The attribute indexed positionLoc is using the binding indexed positionLoc.
|
||||
glVertexAttribBinding(positionLoc, positionLoc);
|
||||
|
||||
// Call VertexAttribDivisor to both enable instancing on instancePosLoc and set the attribute
|
||||
// indexed instancePosLoc using the binding indexed instancePosLoc.
|
||||
glVertexAttribDivisor(instancePosLoc, 1);
|
||||
glVertexAttribDivisor(instancePosLoc, divisor);
|
||||
|
||||
// Do the second instanced draw
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(mIndices.size()), GL_UNSIGNED_SHORT,
|
||||
mIndices.data(), static_cast<GLsizei>(mInstances.size()) / 3);
|
||||
checkQuads();
|
||||
glDrawElementsInstanced(GL_TRIANGLES, ArraySize(kQuadIndices), GL_UNSIGNED_SHORT, kQuadIndices,
|
||||
numInstance);
|
||||
checkDrawing(lastDrawn);
|
||||
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
}
|
||||
|
|
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