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filament/filament/backend/test/test_ReadPixels.cpp
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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "BackendTest.h"
#include "BackendTestUtils.h"
#include "Lifetimes.h"
#include "Shader.h"
#include "SharedShaders.h"
#include "TrianglePrimitive.h"
#include <utils/Hash.h>
#include <fstream>
#include <algorithm>
using namespace filament;
using namespace filament::backend;
#ifndef FILAMENT_IOS
#include <imageio/ImageEncoder.h>
#include <image/ColorTransform.h>
using namespace image;
#endif
namespace {
////////////////////////////////////////////////////////////////////////////////////////////////////
// Shaders
////////////////////////////////////////////////////////////////////////////////////////////////////
std::string fragmentFloat(R"(#version 450 core
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)");
std::string fragmentUint(R"(#version 450 core
layout(location = 0) out uvec4 fragColor;
void main() {
fragColor = uvec4(1);
}
)");
}
namespace test {
class ReadPixelsTest : public BackendTest {
public:
bool readPixelsFinished = false;
};
TEST_F(ReadPixelsTest, ReadPixels) {
// These test scenarios use a known hash of the result pixel buffer to decide pass / fail,
// asserting an exact pixel-for-pixel match. So far, rendering on macOS and iPhone have had
// deterministic results. Take this test with a grain of salt, however, as other platform / GPU
// combinations may vary ever-so-slightly, which would cause this test to fail.
const size_t renderTargetBaseSize = 512;
struct TestCase {
const char* testName = "readPixels_normal";
// The murmur3 hash of the read pixel buffer result, used to determine success.
uint32_t hash = 0x899fb4a9;
// The number of mip levels in the texture we're rendering into.
size_t mipLevels = 1;
// The mip level to render into. Must be < mipLevels.
size_t mipLevel = 0;
// The number of samples for MSAA rendering.
size_t samples = 1;
// The size of the actual render target, taking mip level into account;
size_t getRenderTargetSize() const {
return std::max(size_t(1), renderTargetBaseSize >> mipLevel);
}
// The rect that read pixels will read from.
struct Rect {
size_t x, y, width, height;
} readRect = { 0, 0, renderTargetBaseSize, renderTargetBaseSize };
// The size of the pixel buffer read pixels will write into.
size_t bufferDimension = getRenderTargetSize();
size_t getBufferSizeBytes() const {
size_t components;
int bpp;
getPixelInfo(format, type, components, bpp);
return bufferDimension * bufferDimension * bpp;
}
// The offset and stride set on the pixel buffer.
size_t left = 0, top = 0, alignment = 1;
// If true, use the default RT to render into the SwapChain as opposed to a texture.
bool useDefaultRT = false;
size_t getPixelBufferStride() const {
return bufferDimension;
}
void exportScreenshot(void* pixelData) const {
#ifndef FILAMENT_IOS
const size_t width = readRect.width, height = readRect.height;
LinearImage image(width, height, 4);
if (format == PixelDataFormat::RGBA && type == PixelDataType::UBYTE) {
image = toLinearWithAlpha<uint8_t>(width, height, width * 4, (uint8_t*)pixelData);
}
if (format == PixelDataFormat::RGBA && type == PixelDataType::FLOAT) {
memcpy(image.getPixelRef(), pixelData, width * height * sizeof(math::float4));
}
std::string png = std::string(testName) + ".png";
std::ofstream outputStream(png.c_str(), std::ios::binary | std::ios::trunc);
ImageEncoder::encode(outputStream, ImageEncoder::Format::PNG, image, "",
png.c_str());
#endif
}
void exportRawBytes(void* pixelData) const {
std::string out = std::string(testName) + ".raw";
std::ofstream outputStream(out.c_str(), std::ios::binary | std::ios::trunc);
outputStream.write((char*)pixelData, getBufferSizeBytes());
outputStream.close();
}
// The format and type for the readPixels call.
PixelDataFormat format = PixelDataFormat::RGBA;
PixelDataType type = PixelDataType::UBYTE;
// The texture format of the render target.
TextureFormat textureFormat = TextureFormat::RGBA8;
};
// The normative read pixels test case. Render a white triangle over a blue background and read
// the full viewport into a pixel buffer.
TestCase const t0;
// Check that a subregion of the render target can be read into a pixel buffer.
TestCase t2;
t2.testName = "readPixels_subregion";
t2.readRect.x = 90;
t2.readRect.y = 403;
t2.readRect.width = 64;
t2.readRect.height = 64;
t2.bufferDimension = 64;
t2.hash = 0xcba7675a;
// Check that readPixels works when rendering into and reading from a mip level.
TestCase t3;
t3.testName = "readPixels_mip";
t3.mipLevels = 4;
t3.mipLevel = 2;
t3.bufferDimension = t3.getRenderTargetSize();
t3.readRect.width = t3.getRenderTargetSize();
t3.readRect.height = t3.getRenderTargetSize();
t3.hash = 0xe6fa6c55;
// Check that readPixels can return pixels in floating point RGBA format.
TestCase t4;
t4.testName = "readPixels_float";
t4.format = PixelDataFormat::RGBA;
t4.type = PixelDataType::FLOAT;
t4.hash = 0xd8f5a7df;
// Check that readPixels can read a region of the render target into a subregion of a large
// buffer.
TestCase t5;
t5.testName = "readPixels_subbuffer";
t5.readRect.x = 90;
t5.readRect.y = 403;
t5.readRect.width = 64;
t5.readRect.height = 64;
t5.bufferDimension = 512;
t5.left = 64;
t5.top = 64;
t5.hash = 0xbaefdb54;
// Check that readPixels works with integer formats.
TestCase t6;
t6.testName = "readPixels_UINT";
t6.format = PixelDataFormat::R_INTEGER;
t6.type = PixelDataType::UINT;
t6.textureFormat = TextureFormat::R32UI;
t6.hash = 0x9d91227;
// Check that readPixels works with half formats.
TestCase t7;
t7.testName = "readPixels_half";
t7.format = PixelDataFormat::RG;
t7.type = PixelDataType::HALF;
t7.textureFormat = TextureFormat::RG16F;
t7.hash = 3726805703;
// Check that readPixels works when rendering into the SwapChain.
// This requires that the test runner's native window size is 512x512.
TestCase t8;
t8.testName = "readPixels_swapchain";
t8.useDefaultRT = true;
TestCase const testCases[] = { t0, t2, t3, t4, t5, t6, t7, t8 };
DriverApi& api = getDriverApi();
Cleanup cleanup(api);
std::string vertexShader = SharedShaders::getVertexShaderText(VertexShaderType::Noop,
ShaderUniformType::None);
Shader floatShader(api, cleanup, ShaderConfig{
.vertexShader = vertexShader,
.fragmentShader = fragmentFloat,
.uniforms = {}
});
Shader uintShader(api, cleanup, ShaderConfig{
.vertexShader = vertexShader,
.fragmentShader = fragmentUint,
.uniforms = {}
});
for (const auto& t: testCases) {
// Create a platform-specific SwapChain and make it current.
Handle<HwSwapChain> swapChain;
if (t.useDefaultRT) {
swapChain = cleanup.add(createSwapChain());
} else {
swapChain = cleanup.add(api.createSwapChainHeadless(t.getRenderTargetSize(),
t.getRenderTargetSize(), 0));
}
api.makeCurrent(swapChain, swapChain);
// Create a Texture and RenderTarget to render into.
auto usage = TextureUsage::COLOR_ATTACHMENT | TextureUsage::SAMPLEABLE;
Handle<HwTexture> const texture = cleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
t.mipLevels, t.textureFormat, 1, renderTargetBaseSize, renderTargetBaseSize, 1,
usage));
Handle<HwRenderTarget> renderTarget;
if (t.useDefaultRT) {
// The width and height must match the width and height of the respective mip
// level (at least for OpenGL).
renderTarget = cleanup.add(api.createDefaultRenderTarget());
} else {
// The width and height must match the width and height of the respective mip
// level (at least for OpenGL).
renderTarget = cleanup.add(api.createRenderTarget(
TargetBufferFlags::COLOR, t.getRenderTargetSize(),
t.getRenderTargetSize(), t.samples, 0, {{ texture, uint8_t(t.mipLevel) }}, {},
{}));
}
TrianglePrimitive const triangle(api);
RenderPassParams params = {};
fullViewport(params);
params.flags.clear = TargetBufferFlags::COLOR;
params.clearColor = { 0.f, 0.f, 1.f, 1.f };
params.flags.discardStart = TargetBufferFlags::ALL;
params.flags.discardEnd = TargetBufferFlags::NONE;
params.viewport.height = t.getRenderTargetSize();
params.viewport.width = t.getRenderTargetSize();
api.makeCurrent(swapChain, swapChain);
api.beginFrame(0, 0, 0);
// Render a white triangle over blue.
api.beginRenderPass(renderTarget, params);
PipelineState state;
state.program = floatShader.getProgram();
if (isUnsignedIntFormat(t.textureFormat)) {
state.program = uintShader.getProgram();
}
state.rasterState.colorWrite = true;
state.rasterState.depthWrite = false;
state.rasterState.depthFunc = RasterState::DepthFunc::A;
state.rasterState.culling = CullingMode::NONE;
api.draw(state, triangle.getRenderPrimitive(), 0, 3, 1);
api.endRenderPass();
if (t.mipLevel > 0) {
Cleanup localCleanup(api);
// Render red to the first mip level to check that the backend is actually reading the
// correct mip.
RenderPassParams p = params;
Handle<HwRenderTarget> mipLevelOneRT = localCleanup.add(api.createRenderTarget(
TargetBufferFlags::COLOR, renderTargetBaseSize, renderTargetBaseSize, 1, 0,
{{ texture }}, {}, {}));
p.clearColor = { 1.f, 0.f, 0.f, 1.f };
api.beginRenderPass(mipLevelOneRT, p);
api.endRenderPass();
}
// Read pixels.
void* buffer = calloc(1, t.getBufferSizeBytes());
PixelBufferDescriptor descriptor(buffer, t.getBufferSizeBytes(), t.format, t.type,
t.alignment, t.left, t.top, t.getPixelBufferStride(), [](void* buffer, size_t size,
void* user) {
const auto* test = (const TestCase*)user;
assert_invariant(test);
test->exportScreenshot(buffer);
//test->exportRawBytes(buffer);
// Hash the contents of the buffer and check that they match.
uint32_t hash = utils::hash::murmur3((const uint32_t*)buffer, size / 4, 0);
ASSERT_EQ(test->hash, hash) << test->testName <<
" failed: hashes do not match." << std::endl;
free(buffer);
}, (void*)&t);
api.readPixels(renderTarget, t.readRect.x, t.readRect.y, t.readRect.width,
t.readRect.height, std::move(descriptor));
// Now render red over what was just rendered. This ensures that readPixels captures the
// state of rendering between render passes.
params.clearColor = { 1.f, 0.f, 0.f, 1.f };
api.beginRenderPass(renderTarget, params);
api.endRenderPass();
api.commit(swapChain);
api.endFrame(0);
}
// This ensures all driver commands have finished before exiting the test.
flushAndWait();
}
TEST_F(ReadPixelsTest, ReadPixelsPerformance) {
const size_t renderTargetSize = 2000;
const int iterationCount = 100;
DriverApi& api = getDriverApi();
Cleanup cleanup(api);
// Create a platform-specific SwapChain and make it current.
auto swapChain = cleanup.add(
api.createSwapChainHeadless(renderTargetSize, renderTargetSize, 0));
api.makeCurrent(swapChain, swapChain);
Shader shader = SharedShaders::makeShader(api, cleanup, ShaderRequest{
.mVertexType = VertexShaderType::Noop,
.mFragmentType = FragmentShaderType::White,
.mUniformType = ShaderUniformType::None
});
// Create a Texture and RenderTarget to render into.
auto usage = TextureUsage::COLOR_ATTACHMENT | TextureUsage::SAMPLEABLE;
Handle<HwTexture> texture = cleanup.add(api.createTexture(
SamplerType::SAMPLER_2D, // target
1, // levels
TextureFormat::RGBA8, // format
1, // samples
renderTargetSize, // width
renderTargetSize, // height
1, // depth
usage)); // usage
Handle<HwRenderTarget> renderTarget = cleanup.add(api.createRenderTarget(
TargetBufferFlags::COLOR,
renderTargetSize, // width
renderTargetSize, // height
1, // samples
0, // layerCount
{{ texture }}, // color
{}, // depth
{})); // stencil
TrianglePrimitive triangle(api);
RenderPassParams params = {};
fullViewport(params);
params.flags.clear = TargetBufferFlags::COLOR;
params.clearColor = { 0.f, 0.f, 1.f, 1.f };
params.flags.discardStart = TargetBufferFlags::ALL;
params.flags.discardEnd = TargetBufferFlags::NONE;
params.viewport.height = renderTargetSize;
params.viewport.width = renderTargetSize;
void* buffer = calloc(1, renderTargetSize * renderTargetSize * 4);
PipelineState state;
state.program = shader.getProgram();
state.rasterState.colorWrite = true;
state.rasterState.depthWrite = false;
state.rasterState.depthFunc = RasterState::DepthFunc::A;
state.rasterState.culling = CullingMode::NONE;
for (int iteration = 0; iteration < iterationCount; ++iteration) {
readPixelsFinished = false;
if (0 == iteration % 10) {
printf("Executing test %d / %d\n", iteration, iterationCount);
}
api.makeCurrent(swapChain, swapChain);
api.beginFrame(0, 0, 0);
// Render some content, just so we don't read back uninitialized data.
api.beginRenderPass(renderTarget, params);
api.draw(state, triangle.getRenderPrimitive(), 0, 3, 1);
api.endRenderPass();
PixelBufferDescriptor descriptor(buffer, renderTargetSize * renderTargetSize * 4,
PixelDataFormat::RGBA, PixelDataType::UBYTE, 1, 0, 0, renderTargetSize,
[](void* buffer, size_t size, void* user) {
ReadPixelsTest* test = (ReadPixelsTest*)user;
test->readPixelsFinished = true;
}, this);
api.readPixels(renderTarget, 0, 0, renderTargetSize, renderTargetSize,
std::move(descriptor));
api.commit(swapChain);
api.endFrame(0);
flushAndWait();
getDriver().purge();
ASSERT_TRUE(readPixelsFinished);
}
free(buffer);
api.finish();
executeCommands();
}
} // namespace test