Commit 85769f0d by Jinyoung Hur Committed by Jamie Madill

Re-land "Only require that the stencil masks are same as many effective bits set"

It seems reasonable to validate the equality between stencilWriteMask and stencilBackWriteMask only by comparing the effective bits. An existing dEQP test[1] and a WebGL test[2] also use the max size of stencil bits for checking the stencil mask values. [1] StencilWriteMaskSeparateTestCase (gles3/functional/ es3fIntegerStateQueryTests.cpp) [2] https://www.khronos.org/registry/webgl/sdk/tests/conformance/state/ gl-get-calls.html (Search for "minimumRequiredStencilMask ") Re-land with fix for Clang warning. Change-Id: I4cadaffced04ca55fa6daf7ac6a462368e0cfeec Reviewed-on: https://chromium-review.googlesource.com/307530Reviewed-by: 's avatarJinyoung Hur <hurims@gmail.com> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 1220bbbd
......@@ -41,3 +41,4 @@ Aitor Moreno
Yuri O'Donnell
Josh Soref
Maks Naumov
Jinyoung Hur
......@@ -238,6 +238,7 @@ void Renderer11::SRVCache::clear()
Renderer11::Renderer11(egl::Display *display)
: RendererD3D(display),
mStateCache(this),
mCurStencilSize(0),
mLastHistogramUpdateTime(ANGLEPlatformCurrent()->monotonicallyIncreasingTime()),
mDebug(nullptr)
{
......@@ -1198,9 +1199,17 @@ gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthSte
memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
{
ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
// get the maximum size of the stencil ref
unsigned int maxStencil = 0;
if (depthStencilState.stencilTest && mCurStencilSize > 0)
{
maxStencil = (1 << mCurStencilSize) - 1;
}
ASSERT((depthStencilState.stencilWritemask & maxStencil) ==
(depthStencilState.stencilBackWritemask & maxStencil));
ASSERT(stencilRef == stencilBackRef);
ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
ASSERT((depthStencilState.stencilMask & maxStencil) ==
(depthStencilState.stencilBackMask & maxStencil));
ID3D11DepthStencilState *dxDepthStencilState = NULL;
gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
......@@ -1500,6 +1509,13 @@ gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index);
unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index);
}
unsigned int stencilSize = depthStencil->getStencilSize();
if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
{
mCurStencilSize = stencilSize;
mForceSetDepthStencilState = true;
}
}
// Apply the render target and depth stencil
......
......@@ -323,6 +323,7 @@ class Renderer11 : public RendererD3D
uintptr_t mAppliedDSV;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
unsigned int mCurStencilSize;
struct RenderTargetDesc
{
......
......@@ -1065,13 +1065,15 @@ gl::Error Renderer9::setDepthStencilState(const gl::DepthStencilState &depthSten
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
ASSERT(stencilRef == stencilBackRef);
ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
// get the maximum size of the stencil ref
unsigned int maxStencil = (1 << mCurStencilSize) - 1;
ASSERT((depthStencilState.stencilWritemask & maxStencil) ==
(depthStencilState.stencilBackWritemask & maxStencil));
ASSERT(stencilRef == stencilBackRef);
ASSERT((depthStencilState.stencilMask & maxStencil) ==
(depthStencilState.stencilBackMask & maxStencil));
mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
depthStencilState.stencilWritemask);
mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
......
......@@ -1500,10 +1500,16 @@ static bool ValidateDrawBase(Context *context, GLenum mode, GLsizei count, GLsiz
if (context->getLimitations().noSeparateStencilRefsAndMasks)
{
const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
const Framebuffer *framebuffer = context->getState().getDrawFramebuffer();
const FramebufferAttachment *stencilBuffer = framebuffer->getStencilbuffer();
GLuint stencilBits = stencilBuffer ? stencilBuffer->getStencilSize() : 0;
GLuint minimumRequiredStencilMask = (1 << stencilBits) - 1;
const DepthStencilState &depthStencilState = state.getDepthStencilState();
if ((depthStencilState.stencilWritemask & minimumRequiredStencilMask) !=
(depthStencilState.stencilBackWritemask & minimumRequiredStencilMask) ||
state.getStencilRef() != state.getStencilBackRef() ||
depthStencilState.stencilMask != depthStencilState.stencilBackMask)
(depthStencilState.stencilMask & minimumRequiredStencilMask) !=
(depthStencilState.stencilBackMask & minimumRequiredStencilMask))
{
// Note: these separate values are not supported in WebGL, due to D3D's limitations. See
// Section 6.10 of the WebGL 1.0 spec
......
//
// Copyright 2015 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.
//
// DifferentStencilMasksTest:
// Tests the equality between stencilWriteMask and stencilBackWriteMask.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class DifferentStencilMasksTest : public ANGLETest
{
protected:
DifferentStencilMasksTest() : mProgram(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
void main()
{
gl_Position = position;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
glEnable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDisable(GL_STENCIL_TEST);
if (mProgram != 0)
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
};
// Tests that effectively same front and back masks are legal.
TEST_P(DifferentStencilMasksTest, DrawWithSameEffectiveMask)
{
// 0x00ff and 0x01ff are effectively 0x00ff by being masked by the current stencil bits, 8.
glStencilMaskSeparate(GL_FRONT, 0x00ff);
glStencilMaskSeparate(GL_BACK, 0x01ff);
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
}
// Tests that effectively different front and back masks are illegal.
TEST_P(DifferentStencilMasksTest, DrawWithDifferentMask)
{
glStencilMaskSeparate(GL_FRONT, 0x0001);
glStencilMaskSeparate(GL_BACK, 0x0002);
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
class DifferentStencilMasksWithoutStencilBufferTest : public ANGLETest
{
protected:
DifferentStencilMasksWithoutStencilBufferTest() : mProgram(0)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(0);
setConfigStencilBits(0);
}
void SetUp() override
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
void main()
{
gl_Position = position;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
glEnable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDisable(GL_STENCIL_TEST);
if (mProgram != 0)
glDeleteProgram(mProgram);
ANGLETest::TearDown();
}
GLuint mProgram;
};
// Tests that effectively different front and back masks, without stencil bits, are legal.
TEST_P(DifferentStencilMasksWithoutStencilBufferTest, DrawWithDifferentMask)
{
glStencilMaskSeparate(GL_FRONT, 0x0001);
glStencilMaskSeparate(GL_BACK, 0x0002);
glUseProgram(mProgram);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(DifferentStencilMasksTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
ANGLE_INSTANTIATE_TEST(DifferentStencilMasksWithoutStencilBufferTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
} // anonymous namespace
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