Vulkan: Additional "invalidate" white-box tests

These are additional tests that were written when trying to refactor
mContentDefined and move it from RenderTargetVk to ImageHelper for
depth/stencil attachments.  We still want to land the tests.

Bug: b/167275320
Change-Id: I12f6bf8cece6499e4474a8f114b177626c1aa4d5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2419117
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Ian Elliott <ianelliott@google.com>
This commit is contained in:
Ian Elliott 2020-09-18 10:34:06 -06:00 коммит произвёл Commit Bot
Родитель e1f7e2def9
Коммит e8d01272eb
1 изменённых файлов: 137 добавлений и 0 удалений

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@ -1118,6 +1118,143 @@ TEST_P(VulkanPerformanceCounterTest, InvalidateDisableEnableDraw)
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests whether depth-stencil ContentDefined will be correct when:
//
// - Scenario: invalidate, detach D/S texture and modify it, attach D/S texture, draw with blend
TEST_P(VulkanPerformanceCounterTest, InvalidateDetachModifyTexAttachDrawWithBlend)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 0, 0, 1, 0, &expected);
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 2, 2, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear and draw with depth-stencil enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glClearDepthf(0.99f);
glEnable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Invalidate depth & stencil (should result: in storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Detach depth-stencil attachment
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Modify depth-stencil
constexpr uint32_t kDepthStencilInitialValue = 0xafffff00;
uint32_t depthStencilData[4] = {kDepthStencilInitialValue, kDepthStencilInitialValue,
kDepthStencilInitialValue, kDepthStencilInitialValue};
glBindTexture(GL_TEXTURE_2D, depthStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 2, 2, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, depthStencilData);
// Re-attach depth-stencil
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthStencilTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw again, showing that the modified depth-stencil value prevents a new color value
//
// Expect rpCount+1, depth(Clears+0, Loads+1, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 0, 1, 1, 0, 1, 1, &expected);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Draw again, using a different depth value, so that the drawing takes place
//
// Expect rpCount+1, depth(Clears+0, Loads+1, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 0, 1, 1, 0, 1, 1, &expected);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.2f);
ASSERT_GL_NO_ERROR();
// Check for the expected number of render passes, expected color, and other expected counters
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
compareDepthStencilCountersForInvalidateTest(counters, expected);
}
// Tests that a GLRenderbuffer can be deleted before the render pass ends, and that everything
// still works.
//
// - Scenario: invalidate
TEST_P(VulkanPerformanceCounterTest, InvalidateDrawAndDeleteRenderbuffer)
{
const rx::vk::PerfCounters &counters = hackANGLE();
rx::vk::PerfCounters expected;
// Expect rpCount+1, depth(Clears+1, Loads+0, Stores+1), stencil(Clears+0, Load+1, Stores+1)
setExpectedCountersForInvalidateTest(counters, 1, 1, 0, 1, 0, 1, 1, &expected);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
GLFramebuffer framebuffer;
GLTexture texture;
{
// Declare the RAII-based GLRenderbuffer object within this set of curly braces, so that it
// will be deleted early (at the close-curly-brace)
GLRenderbuffer renderbuffer;
setupClearAndDrawForInvalidateTest(&program, &framebuffer, &texture, &renderbuffer);
// Invalidate (storeOp = DONT_CARE; mContentDefined = false)
const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, discards);
ASSERT_GL_NO_ERROR();
// Draw (since enabled, should result: in storeOp = STORE; mContentDefined = true)
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Ensure that the render pass wasn't broken
EXPECT_EQ(expected.renderPasses, counters.renderPasses);
}
// The renderbuffer should now be deleted.
// Use swapBuffers and then check how many loads and stores were actually done
swapBuffers();
compareDepthStencilCountersForInvalidateTest(counters, expected);
// Start and end another render pass, to check that the load ops are as expected
setAndIncrementLoadCountersForInvalidateTest(counters, 0, 0, &expected);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
swapBuffers();
compareLoadCountersForInvalidateTest(counters, expected);
}
// Tests that even if the app clears depth, it should be invalidated if there is no read.
TEST_P(VulkanPerformanceCounterTest, SwapShouldInvalidateDepthAfterClear)
{