Commit 459f2e5e by Jamie Madill

Fix "start" vertex being applied for instanced buffers.

In GLES, the start vertex only applies to non-instanced vertex attributes. BUG=angle:864 BUG=447140 Change-Id: Idd2afbfbd4c2e76e06b2704cc002fae26b353109 Reviewed-on: https://chromium-review.googlesource.com/239843Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarAustin Kinross <aukinros@microsoft.com> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-on: https://chromium-review.googlesource.com/241870
parent 04184fb0
......@@ -247,10 +247,13 @@ gl::Error VertexDataManager::storeAttribute(const gl::VertexAttribute &attrib,
unsigned int streamOffset = 0;
unsigned int outputElementSize = 0;
// Instanced vertices do not apply the 'start' offset
GLint firstVertexIndex = (instances > 0 && attrib.divisor > 0 ? 0 : start);
if (directStorage)
{
outputElementSize = ComputeVertexAttributeStride(attrib);
streamOffset = attrib.offset + outputElementSize * start;
streamOffset = attrib.offset + outputElementSize * firstVertexIndex;
}
else if (staticBuffer)
{
......@@ -275,7 +278,7 @@ gl::Error VertexDataManager::storeAttribute(const gl::VertexAttribute &attrib,
}
unsigned int firstElementOffset = (attrib.offset / ComputeVertexAttributeStride(attrib)) * outputElementSize;
unsigned int startOffset = (instances == 0 || attrib.divisor == 0) ? start * outputElementSize : 0;
unsigned int startOffset = (instances == 0 || attrib.divisor == 0) ? firstVertexIndex * outputElementSize : 0;
if (streamOffset + firstElementOffset + startOffset < streamOffset)
{
return gl::Error(GL_OUT_OF_MEMORY);
......@@ -292,7 +295,8 @@ gl::Error VertexDataManager::storeAttribute(const gl::VertexAttribute &attrib,
return error;
}
error = mStreamingBuffer->storeVertexAttributes(attrib, currentValue, start, totalCount, instances, &streamOffset);
error = mStreamingBuffer->storeVertexAttributes(attrib, currentValue, firstVertexIndex,
totalCount, instances, &streamOffset);
if (error.isError())
{
return error;
......
......@@ -2,7 +2,10 @@
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
// We test on D3D9 and D3D11 9_3 because they use special codepaths when attribute zero is instanced, unlike D3D11.
ANGLE_TYPED_TEST_CASE(InstancingTest, ES2_D3D9, ES2_D3D11, ES2_D3D11_FL9_3);
ANGLE_TYPED_TEST_CASE(InstancingTestAllConfigs, ES2_D3D9, ES2_D3D11, ES2_D3D11_FL9_3);
// TODO(jmadill): Figure out the situation with DrawInstanced on FL 9_3
ANGLE_TYPED_TEST_CASE(InstancingTestNo9_3, ES2_D3D9, ES2_D3D11);
template<typename T>
class InstancingTest : public ANGLETest
......@@ -39,14 +42,14 @@ class InstancingTest : public ANGLETest
ASSERT_TRUE(mDrawElementsInstancedANGLE != NULL);
// Initialize the vertex and index vectors
GLfloat vertex1[3] = {-quadRadius, quadRadius, 0.0f};
GLfloat vertex2[3] = {-quadRadius, -quadRadius, 0.0f};
GLfloat vertex3[3] = { quadRadius, -quadRadius, 0.0f};
GLfloat vertex4[3] = { quadRadius, quadRadius, 0.0f};
mVertices.insert(mVertices.end(), vertex1, vertex1 + 3);
mVertices.insert(mVertices.end(), vertex2, vertex2 + 3);
mVertices.insert(mVertices.end(), vertex3, vertex3 + 3);
mVertices.insert(mVertices.end(), vertex4, vertex4 + 3);
GLfloat qvertex1[3] = {-quadRadius, quadRadius, 0.0f};
GLfloat qvertex2[3] = {-quadRadius, -quadRadius, 0.0f};
GLfloat qvertex3[3] = { quadRadius, -quadRadius, 0.0f};
GLfloat qvertex4[3] = { quadRadius, quadRadius, 0.0f};
mQuadVertices.insert(mQuadVertices.end(), qvertex1, qvertex1 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex2, qvertex2 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex3, qvertex3 + 3);
mQuadVertices.insert(mQuadVertices.end(), qvertex4, qvertex4 + 3);
GLfloat coord1[2] = {0.0f, 0.0f};
GLfloat coord2[2] = {0.0f, 1.0f};
......@@ -64,7 +67,21 @@ class InstancingTest : public ANGLETest
mIndices.push_back(2);
mIndices.push_back(3);
// Tile a 3x3 grid of the tiles
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
for (size_t vertexIndex = 0; vertexIndex < 6; ++vertexIndex)
{
mNonIndexedVertices.insert(mNonIndexedVertices.end(),
mQuadVertices.begin() + mIndices[vertexIndex] * 3,
mQuadVertices.begin() + mIndices[vertexIndex] * 3 + 3);
}
// Tile a 2x2 grid of the tiles
for (float y = -1.0f + quadRadius; y < 1.0f - quadRadius; y += quadRadius * 3)
{
for (float x = -1.0f + quadRadius; x < 1.0f - quadRadius; x += quadRadius * 3)
......@@ -79,7 +96,75 @@ class InstancingTest : public ANGLETest
ASSERT_GL_NO_ERROR();
}
virtual void runTest(std::string vs, bool shouldAttribZeroBeInstanced)
GLuint setupDrawArraysTest(const std::string &vs)
{
const std::string fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0, 0, 1.0);
}
);
GLuint program = CompileProgram(vs, fs);
if (program == 0)
{
return 0;
}
// Set the viewport
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(program);
return program;
}
void runDrawArraysTest(GLuint program, GLint first, GLsizei count, GLsizei instanceCount, float *offset)
{
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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(program, "a_position");
GLint instancePosLoc = glGetAttribLocation(program, "a_instancePos");
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mNonIndexedVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(instancePosLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(instancePosLoc);
// Enable instancing
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Offset
GLint uniformLoc = glGetUniformLocation(program, "u_offset");
ASSERT_NE(uniformLoc, -1);
glUniform3fv(uniformLoc, 1, offset);
// Do the instanced draw
mDrawArraysInstancedANGLE(GL_TRIANGLES, first, count, instanceCount);
ASSERT_GL_NO_ERROR();
swapBuffers();
}
virtual void runDrawElementsTest(std::string vs, bool shouldAttribZeroBeInstanced)
{
const std::string fs = SHADER_SOURCE
(
......@@ -110,7 +195,7 @@ class InstancingTest : public ANGLETest
glUseProgram(program);
// Load the vertex position
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mVertices.data());
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, mQuadVertices.data());
glEnableVertexAttribArray(positionLoc);
// Load the instance position
......@@ -121,16 +206,26 @@ class InstancingTest : public ANGLETest
mVertexAttribDivisorANGLE(instancePosLoc, 1);
// Do the instanced draw
mDrawElementsInstancedANGLE(GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_SHORT, mIndices.data(), mInstances.size());
mDrawElementsInstancedANGLE(GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_SHORT, mIndices.data(), mInstances.size() / 3);
swapBuffers();
ASSERT_GL_NO_ERROR();
checkQuads();
}
void checkQuads()
{
// Check that various pixels are the expected color.
EXPECT_PIXEL_EQ(quadRadius * getWindowWidth(), quadRadius * getWindowHeight(), 255, 0, 0, 255);
EXPECT_PIXEL_EQ((1 - quadRadius) * getWindowWidth(), (1 - quadRadius) * getWindowHeight(), 255, 0, 0, 255);
for (unsigned int quadIndex = 0; quadIndex < 4; ++quadIndex)
{
unsigned int baseOffset = quadIndex * 3;
float quadx = ((mInstances[baseOffset + 0]) * 0.5f + 0.5f) * getWindowWidth();
float quady = ((mInstances[baseOffset + 1]) * 0.5f + 0.5f) * getWindowHeight();
EXPECT_PIXEL_EQ((quadRadius / 2) * getWindowWidth(), (quadRadius / 2) * getWindowHeight(), 0, 0, 0, 255);
EXPECT_PIXEL_EQ((1 - quadRadius / 2) * getWindowWidth(), (1 - quadRadius / 2) * getWindowHeight(), 0, 0, 0, 255);
EXPECT_PIXEL_EQ(quadx, quady, 255, 0, 0, 255);
}
}
// Loaded entry points
......@@ -139,18 +234,33 @@ class InstancingTest : public ANGLETest
PFNGLDRAWELEMENTSINSTANCEDANGLEPROC mDrawElementsInstancedANGLE;
// Vertex data
std::vector<GLfloat> mVertices;
std::vector<GLfloat> mQuadVertices;
std::vector<GLfloat> mNonIndexedVertices;
std::vector<GLfloat> mTexcoords;
std::vector<GLfloat> mInstances;
std::vector<GLushort> mIndices;
const GLfloat quadRadius = 0.2f;
const GLfloat quadRadius = 0.30f;
};
template<typename T>
class InstancingTestAllConfigs : public InstancingTest<T>
{
protected:
InstancingTestAllConfigs() {}
};
template<typename T>
class InstancingTestNo9_3 : public InstancingTest<T>
{
protected:
InstancingTestNo9_3() {}
};
// This test uses a vertex shader with the first attribute (attribute zero) instanced.
// On D3D9 and D3D11 FL9_3, this triggers a special codepath that rearranges the input layout sent to D3D,
// to ensure that slot/stream zero of the input layout doesn't contain per-instance data.
TYPED_TEST(InstancingTest, AttributeZeroInstanced)
TYPED_TEST(InstancingTestAllConfigs, AttributeZeroInstanced)
{
const std::string vs = SHADER_SOURCE
(
......@@ -162,12 +272,12 @@ TYPED_TEST(InstancingTest, AttributeZeroInstanced)
}
);
runTest(vs, true);
runDrawElementsTest(vs, true);
}
// Same as AttributeZeroInstanced, but attribute zero is not instanced.
// This ensures the general instancing codepath (i.e. without rearranging the input layout) works as expected.
TYPED_TEST(InstancingTest, AttributeZeroNotInstanced)
TYPED_TEST(InstancingTestAllConfigs, AttributeZeroNotInstanced)
{
const std::string vs = SHADER_SOURCE
(
......@@ -179,5 +289,34 @@ TYPED_TEST(InstancingTest, AttributeZeroNotInstanced)
}
);
runTest(vs, false);
}
\ No newline at end of file
runDrawElementsTest(vs, false);
}
// Tests that the "first" parameter to glDrawArraysInstancedANGLE is only an offset into
// the non-instanced vertex attributes.
TYPED_TEST(InstancingTestNo9_3, DrawArraysWithOffset)
{
const std::string vs = SHADER_SOURCE
(
attribute vec3 a_position;
attribute vec3 a_instancePos;
uniform vec3 u_offset;
void main()
{
gl_Position = vec4(a_position.xyz + a_instancePos.xyz + u_offset, 1.0);
}
);
GLuint program = setupDrawArraysTest(vs);
ASSERT_NE(program, 0u);
float offset1[3] = { 0, 0, 0 };
runDrawArraysTest(program, 0, 6, 2, offset1);
float offset2[3] = { 0.0f, 1.0f, 0 };
runDrawArraysTest(program, 6, 6, 2, offset2);
checkQuads();
glDeleteProgram(program);
}
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