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https://github.com/MobileGL-Dev/MobileGL
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[Test] (IntegrationTest): sample-shading state reaches both backends without disturbing the draw
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@@ -183,4 +183,92 @@ void main() { o_color = vec4(float(gl_NumSamples) * (16.0 / 255.0), 0.0, 0.0, 1.
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gl.EndFrame();
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}
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// ARB_sample_shading is advertised, and until now glMinSampleShading was a logging no-op while
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// glEnable(GL_SAMPLE_SHADING) fell out of RenderState::SetCapability's default arm - so an
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// application could ask for a shading rate and get silence from both halves.
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//
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// What this can and cannot assert. The RATE itself is not observable from a portable shader:
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// GL 4.6 core 14.3.1 makes any use of gl_SampleID or gl_SamplePosition force per-sample
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// evaluation on its own, so the very built-ins that would report the rate defeat the
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// measurement. What IS worth pinning is that the state now reaches both backends without
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// damage: DirectGLES forwards glEnable(GL_SAMPLE_SHADING) + glMinSampleShading to the ES
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// driver (and must not, on a driver that has neither, push an INVALID_ENUM into the
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// application's error queue), and DirectVulkan bakes sampleShadingEnable/minSampleShading into
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// a NEW pipeline - which it may only do with the device's sampleRateShading feature enabled.
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TEST_F(SampleVariablesScenario, SampleShadingStateReachesTheBackendWithoutDisturbingTheDraw) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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std::string error;
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const unsigned int program = CompileProgram(kVS, kFS, &error);
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ASSERT_NE(program, 0u) << error;
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GLint maxSamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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const GLint requestedSamples = std::min<GLint>(maxSamples, 4);
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if (requestedSamples < 2) {
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glDeleteProgram(program);
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GTEST_SKIP() << "GL_MAX_SAMPLES is " << maxSamples << "; sample shading needs a multisample target";
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}
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GLuint msFbo = 0, msRbo = 0;
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glGenFramebuffers(1, &msFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, msFbo);
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glGenRenderbuffers(1, &msRbo);
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glBindRenderbuffer(GL_RENDERBUFFER, msRbo);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, requestedSamples, GL_RGBA8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msRbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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glDeleteRenderbuffers(1, &msRbo);
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glDeleteFramebuffers(1, &msFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteProgram(program);
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GTEST_SKIP() << "no complete " << requestedSamples << "x multisample RGBA8 renderbuffer on this driver";
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}
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GLint realizedSamples = 0;
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glGetIntegerv(GL_SAMPLES, &realizedSamples);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glViewport(0, 0, width, height);
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glEnable(GL_SAMPLE_SHADING);
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glMinSampleShading(1.0f);
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EXPECT_EQ(glIsEnabled(GL_SAMPLE_SHADING), static_cast<GLboolean>(GL_TRUE));
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GLfloat rate = -1.0f;
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glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, &rate);
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EXPECT_FLOAT_EQ(rate, 1.0f);
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EXPECT_EQ(FirstGLError(), 0u) << "enabling sample shading raised a GL error";
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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DrawFullViewportQuad(program);
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EXPECT_EQ(FirstGLError(), 0u) << "the sample-shading draw raised a GL error";
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, msFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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const Image resolved = ReadPixels(width, height);
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const Rgba8 centre = resolved.At(width / 2, height / 2);
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// The rate changes how OFTEN the shader runs, never what it computes - so the same
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// gl_NumSamples reading has to come back.
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EXPECT_NEAR(centre.r, 16 * realizedSamples, 2)
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<< "the draw changed its result once sample shading was enabled";
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glMinSampleShading(0.0f);
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glDisable(GL_SAMPLE_SHADING);
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EXPECT_EQ(FirstGLError(), 0u);
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glDeleteRenderbuffers(1, &msRbo);
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glDeleteFramebuffers(1, &msFbo);
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glDeleteProgram(program);
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gl.EndFrame();
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}
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} // namespace MGITest
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