// // 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. // #include "test_utils/ANGLETest.h" using namespace angle; namespace { class ViewportTest : public ANGLETest { protected: ViewportTest() { setWindowWidth(512); setWindowHeight(512); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); mProgram = 0; } void runNonScissoredTest() { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); runTest(); } void runScissoredTest() { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2); runTest(); } void runTest() { // Firstly ensure that no errors have been hit. EXPECT_GL_NO_ERROR(); GLint viewportSize[4]; glGetIntegerv(GL_VIEWPORT, viewportSize); // Clear to green. Might be a scissored clear, if scissorSize != window size glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); // Draw a red quad centered in the middle of the viewport, with dimensions 25% of the size of the viewport. drawQuad(mProgram, "position", 0.5f, 0.25f); GLint centerViewportX = viewportSize[0] + (viewportSize[2] / 2); GLint centerViewportY = viewportSize[1] + (viewportSize[3] / 2); GLint redQuadLeftSideX = viewportSize[0] + viewportSize[2] * 3 / 8; GLint redQuadRightSideX = viewportSize[0] + viewportSize[2] * 5 / 8; GLint redQuadTopSideY = viewportSize[1] + viewportSize[3] * 3 / 8; GLint redQuadBottomSideY = viewportSize[1] + viewportSize[3] * 5 / 8; // The midpoint of the viewport should be red. checkPixel(centerViewportX, centerViewportY, true); // Pixels just inside the red quad should be red. checkPixel(redQuadLeftSideX, redQuadTopSideY, true); checkPixel(redQuadLeftSideX, redQuadBottomSideY - 1, true); checkPixel(redQuadRightSideX - 1, redQuadTopSideY, true); checkPixel(redQuadRightSideX - 1, redQuadBottomSideY - 1, true); // Pixels just outside the red quad shouldn't be red. checkPixel(redQuadLeftSideX - 1, redQuadTopSideY - 1, false); checkPixel(redQuadLeftSideX - 1, redQuadBottomSideY, false); checkPixel(redQuadRightSideX, redQuadTopSideY - 1, false); checkPixel(redQuadRightSideX, redQuadBottomSideY, false); // Pixels just within the viewport shouldn't be red. checkPixel(viewportSize[0], viewportSize[1], false); checkPixel(viewportSize[0], viewportSize[1] + viewportSize[3] - 1, false); checkPixel(viewportSize[0] + viewportSize[2] - 1, viewportSize[1], false); checkPixel(viewportSize[0] + viewportSize[2] - 1, viewportSize[1] + viewportSize[3] - 1, false); } void checkPixel(GLint x, GLint y, GLboolean renderedRed) { // By default, expect the pixel to be black. GLint expectedRedChannel = 0; GLint expectedGreenChannel = 0; GLint scissorSize[4]; glGetIntegerv(GL_SCISSOR_BOX, scissorSize); EXPECT_GL_NO_ERROR(); if (scissorSize[0] <= x && x < scissorSize[0] + scissorSize[2] && scissorSize[1] <= y && y < scissorSize[1] + scissorSize[3]) { // If the pixel lies within the scissor rect, then it should have been cleared to green. // If we rendered a red square on top of it, then the pixel should be red (the green channel will have been reset to 0). expectedRedChannel = renderedRed ? 255 : 0; expectedGreenChannel = renderedRed ? 0 : 255; } // If the pixel is within the bounds of the window, then we check it. Otherwise we skip it. if (0 <= x && x < getWindowWidth() && 0 <= y && y < getWindowHeight()) { EXPECT_PIXEL_EQ(x, y, expectedRedChannel, expectedGreenChannel, 0, 255); } } void SetUp() override { ANGLETest::SetUp(); const std::string testVertexShaderSource = SHADER_SOURCE ( attribute highp vec4 position; void main(void) { gl_Position = position; } ); const std::string testFragmentShaderSource = SHADER_SOURCE ( void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } ); mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource); if (mProgram == 0) { FAIL() << "shader compilation failed."; } glUseProgram(mProgram); glClearColor(0, 0, 0, 1); glClearDepthf(0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Call glViewport and glScissor with default parameters. glScissor(0, 0, getWindowWidth(), getWindowHeight()); glViewport(0, 0, getWindowWidth(), getWindowHeight()); glDisable(GL_DEPTH_TEST); } void TearDown() override { glDeleteProgram(mProgram); ANGLETest::TearDown(); } GLuint mProgram; }; TEST_P(ViewportTest, QuarterWindow) { glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, QuarterWindowCentered) { glViewport(getWindowWidth() * 3 / 8, getWindowHeight() * 3 / 8, getWindowWidth() / 4, getWindowHeight() / 4); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, FullWindow) { glViewport(0, 0, getWindowWidth(), getWindowHeight()); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, FullWindowOffCenter) { glViewport(-getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth(), getWindowHeight()); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, DoubleWindow) { glViewport(0, 0, getWindowWidth() * 2, getWindowHeight() * 2); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, DoubleWindowCentered) { glViewport(-getWindowWidth() / 2, -getWindowHeight() / 2, getWindowWidth() * 2, getWindowHeight() * 2); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, DoubleWindowOffCenter) { glViewport(-getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, getWindowWidth(), getWindowHeight()); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, TripleWindow) { glViewport(0, 0, getWindowWidth() * 3, getWindowHeight() * 3); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, TripleWindowCentered) { glViewport(-getWindowWidth(), -getWindowHeight(), getWindowWidth() * 3, getWindowHeight() * 3); runNonScissoredTest(); runScissoredTest(); } TEST_P(ViewportTest, TripleWindowOffCenter) { glViewport(-getWindowWidth() * 3 / 2, -getWindowHeight() * 3 / 2, getWindowWidth() * 3, getWindowHeight() * 3); runNonScissoredTest(); runScissoredTest(); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. // D3D11 Feature Level 9 and D3D9 emulate large and negative viewports in the vertex shader. We should test both of these as well as D3D11 Feature Level 10_0+. ANGLE_INSTANTIATE_TEST(ViewportTest, ES2_D3D9(), ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE), ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE), ES2_D3D11_FL9_3(), ES2_OPENGLES(), ES3_OPENGLES()); } // namespace