1#include "ANGLETest.h"
2
3// Needed for Sleep()
4#include <Windows.h>
5
6class OcclusionQueriesTest : public ANGLETest
7{
8protected:
9    OcclusionQueriesTest()
10    {
11        setWindowWidth(128);
12        setWindowHeight(128);
13        setConfigRedBits(8);
14        setConfigGreenBits(8);
15        setConfigBlueBits(8);
16        setConfigAlphaBits(8);
17        setConfigDepthBits(24);
18
19        mProgram = 0;
20    }
21
22    virtual void SetUp()
23    {
24        ANGLETest::SetUp();
25
26        const std::string passthroughVS = SHADER_SOURCE
27        (
28            attribute highp vec4 position;
29            void main(void)
30            {
31                gl_Position = position;
32            }
33        );
34
35        const std::string passthroughPS = SHADER_SOURCE
36        (
37            precision highp float;
38            void main(void)
39            {
40               gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
41            }
42        );
43
44        mProgram = CompileProgram(passthroughVS, passthroughPS);
45        if (mProgram == 0)
46        {
47            FAIL() << "shader compilation failed.";
48        }
49    }
50
51    virtual void TearDown()
52    {
53        glDeleteProgram(mProgram);
54
55        ANGLETest::TearDown();
56    }
57
58    GLuint mProgram;
59};
60
61TEST_F(OcclusionQueriesTest, IsOccluded)
62{
63    glDepthMask(GL_TRUE);
64    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
65
66    // draw a quad at depth 0.3
67    glEnable(GL_DEPTH_TEST);
68    glUseProgram(mProgram);
69    drawQuad(mProgram, "position", 0.3f);
70    glUseProgram(0);
71
72    EXPECT_GL_NO_ERROR();
73
74    GLuint query = 0;
75    glGenQueriesEXT(1, &query);
76    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
77    drawQuad(mProgram, "position", 0.8f); // this quad should be occluded by first quad
78    glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
79
80    EXPECT_GL_NO_ERROR();
81
82    swapBuffers();
83
84    GLuint ready = GL_FALSE;
85    while (ready == GL_FALSE)
86    {
87        Sleep(0);
88        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
89    }
90
91    GLuint result = GL_TRUE;
92    glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
93
94    EXPECT_GL_NO_ERROR();
95
96    glDeleteQueriesEXT(1, &query);
97
98    EXPECT_EQ(result, GL_FALSE);
99}
100
101TEST_F(OcclusionQueriesTest, IsNotOccluded)
102{
103    glDepthMask(GL_TRUE);
104    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
105
106    EXPECT_GL_NO_ERROR();
107
108    GLuint query = 0;
109    glGenQueriesEXT(1, &query);
110    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
111    drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
112    glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
113
114    EXPECT_GL_NO_ERROR();
115
116    swapBuffers();
117
118    GLuint result = GL_TRUE;
119    glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result); // will block waiting for result
120
121    EXPECT_GL_NO_ERROR();
122
123    glDeleteQueriesEXT(1, &query);
124
125    EXPECT_EQ(result, GL_TRUE);
126}
127
128TEST_F(OcclusionQueriesTest, Errors)
129{
130    glDepthMask(GL_TRUE);
131    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
132
133    EXPECT_GL_NO_ERROR();
134
135    GLuint query = 0;
136    GLuint query2 = 0;
137    glGenQueriesEXT(1, &query);
138
139    EXPECT_EQ(glIsQueryEXT(query), GL_FALSE);
140    EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE);
141
142    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0); // can't pass 0 as query id
143    EXPECT_GL_ERROR(GL_INVALID_OPERATION);
144
145    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
146    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // can't initiate a query while one's already active
147    EXPECT_GL_ERROR(GL_INVALID_OPERATION);
148
149    EXPECT_EQ(glIsQueryEXT(query), GL_TRUE);
150    EXPECT_EQ(glIsQueryEXT(query2), GL_FALSE); // have not called begin
151
152    drawQuad(mProgram, "position", 0.8f); // this quad should not be occluded
153    glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // no active query for this target
154    EXPECT_GL_ERROR(GL_INVALID_OPERATION);
155    glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
156
157    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query); // can't begin a query as a different type than previously used
158    EXPECT_GL_ERROR(GL_INVALID_OPERATION);
159
160    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // have to call genqueries first
161    EXPECT_EQ(glGetError(), GL_INVALID_OPERATION);
162
163    glGenQueriesEXT(1, &query2);
164    glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2); // should be ok now
165    EXPECT_EQ(glIsQueryEXT(query2), GL_TRUE);
166
167    drawQuad(mProgram, "position", 0.3f); // this should draw in front of other quad
168    glDeleteQueriesEXT(1, &query2); // should delete when query becomes inactive
169    glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT); // should not incur error; should delete query + 1 at end of execution.
170    EXPECT_GL_NO_ERROR();
171
172    swapBuffers();
173
174    EXPECT_GL_NO_ERROR();
175
176    GLuint ready = GL_FALSE;
177    glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); // this query is now deleted
178    EXPECT_GL_ERROR(GL_INVALID_OPERATION);
179
180    EXPECT_GL_NO_ERROR();
181}
182