| // | |
| // 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" | |
| #include "platform/FeaturesVk.h" | |
| #include "test_utils/gl_raii.h" | |
| #include "util/random_utils.h" | |
| #include "util/shader_utils.h" | |
| using namespace angle; | |
| namespace | |
| { | |
| Vector4 RandomVec4(int seed, float minValue, float maxValue) | |
| { | |
| RNG rng(seed); | |
| srand(seed); | |
| return Vector4( | |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), | |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue)); | |
| } | |
| GLColor Vec4ToColor(const Vector4 &vec) | |
| { | |
| GLColor color; | |
| color.R = static_cast<uint8_t>(vec.x() * 255.0f); | |
| color.G = static_cast<uint8_t>(vec.y() * 255.0f); | |
| color.B = static_cast<uint8_t>(vec.z() * 255.0f); | |
| color.A = static_cast<uint8_t>(vec.w() * 255.0f); | |
| return color; | |
| } | |
| class ClearTestBase : public ANGLETest | |
| { | |
| protected: | |
| ClearTestBase() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| setConfigDepthBits(24); | |
| setConfigStencilBits(8); | |
| } | |
| void testSetUp() override | |
| { | |
| mFBOs.resize(2, 0); | |
| glGenFramebuffers(2, mFBOs.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void testTearDown() override | |
| { | |
| if (!mFBOs.empty()) | |
| { | |
| glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data()); | |
| } | |
| if (!mTextures.empty()) | |
| { | |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data()); | |
| } | |
| } | |
| std::vector<GLuint> mFBOs; | |
| std::vector<GLuint> mTextures; | |
| }; | |
| class ClearTest : public ClearTestBase | |
| {}; | |
| class ClearTestES3 : public ClearTestBase | |
| { | |
| protected: | |
| void verifyDepth(float depthValue, uint32_t size) | |
| { | |
| // Use a small shader to verify depth. | |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), | |
| essl1_shaders::fs::Blue()); | |
| ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(), | |
| essl1_shaders::fs::Red()); | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthFunc(GL_LESS); | |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f); | |
| drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f); | |
| glDisable(GL_DEPTH_TEST); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1); | |
| } | |
| void verifyStencil(uint32_t stencilValue, uint32_t size) | |
| { | |
| // Use another small shader to verify stencil. | |
| ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), | |
| essl1_shaders::fs::Green()); | |
| glEnable(GL_STENCIL_TEST); | |
| glStencilFunc(GL_EQUAL, stencilValue, 0xFF); | |
| drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); | |
| glDisable(GL_STENCIL_TEST); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1); | |
| } | |
| }; | |
| class ClearTestRGB : public ANGLETest | |
| { | |
| protected: | |
| ClearTestRGB() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| } | |
| }; | |
| // Each int parameter can have three values: don't clear, clear, or masked clear. The bool | |
| // parameter controls scissor. | |
| using MaskedScissoredClearVariationsTestParams = | |
| std::tuple<angle::PlatformParameters, int, int, int, bool>; | |
| void ParseMaskedScissoredClearVariationsTestParams( | |
| const MaskedScissoredClearVariationsTestParams ¶ms, | |
| bool *clearColor, | |
| bool *clearDepth, | |
| bool *clearStencil, | |
| bool *maskColor, | |
| bool *maskDepth, | |
| bool *maskStencil, | |
| bool *scissor) | |
| { | |
| int colorClearInfo = std::get<1>(params); | |
| int depthClearInfo = std::get<2>(params); | |
| int stencilClearInfo = std::get<3>(params); | |
| *clearColor = colorClearInfo > 0; | |
| *clearDepth = depthClearInfo > 0; | |
| *clearStencil = stencilClearInfo > 0; | |
| *maskColor = colorClearInfo > 1; | |
| *maskDepth = depthClearInfo > 1; | |
| *maskStencil = stencilClearInfo > 1; | |
| *scissor = std::get<4>(params); | |
| } | |
| std::string MaskedScissoredClearVariationsTestPrint( | |
| const ::testing::TestParamInfo<MaskedScissoredClearVariationsTestParams> ¶msInfo) | |
| { | |
| const MaskedScissoredClearVariationsTestParams ¶ms = paramsInfo.param; | |
| std::ostringstream out; | |
| out << std::get<0>(params); | |
| bool clearColor, clearDepth, clearStencil; | |
| bool maskColor, maskDepth, maskStencil; | |
| bool scissor; | |
| ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, | |
| &maskColor, &maskDepth, &maskStencil, &scissor); | |
| if (scissor) | |
| { | |
| out << "_scissored"; | |
| } | |
| if (clearColor || clearDepth || clearStencil) | |
| { | |
| out << "_clear_"; | |
| if (clearColor) | |
| { | |
| out << "c"; | |
| } | |
| if (clearDepth) | |
| { | |
| out << "d"; | |
| } | |
| if (clearStencil) | |
| { | |
| out << "s"; | |
| } | |
| } | |
| if (maskColor || maskDepth || maskStencil) | |
| { | |
| out << "_mask_"; | |
| if (maskColor) | |
| { | |
| out << "c"; | |
| } | |
| if (maskDepth) | |
| { | |
| out << "d"; | |
| } | |
| if (maskStencil) | |
| { | |
| out << "s"; | |
| } | |
| } | |
| return out.str(); | |
| } | |
| class MaskedScissoredClearTestBase | |
| : public ANGLETestWithParam<MaskedScissoredClearVariationsTestParams> | |
| { | |
| protected: | |
| MaskedScissoredClearTestBase() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| setConfigDepthBits(24); | |
| setConfigStencilBits(8); | |
| } | |
| void MaskedScissoredColorDepthStencilClear( | |
| const MaskedScissoredClearVariationsTestParams ¶ms); | |
| bool mHasDepth = true; | |
| bool mHasStencil = true; | |
| }; | |
| class MaskedScissoredClearTest : public MaskedScissoredClearTestBase | |
| {}; | |
| class VulkanClearTest : public MaskedScissoredClearTestBase | |
| { | |
| protected: | |
| void testSetUp() override | |
| { | |
| glBindTexture(GL_TEXTURE_2D, mColorTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil. | |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, | |
| 0); | |
| glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), | |
| getWindowHeight()); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, | |
| mStencilTexture); | |
| ASSERT_GL_NO_ERROR(); | |
| // Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2. | |
| if (getClientMajorVersion() >= 3) | |
| { | |
| // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil. | |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | |
| mColorTexture, 0); | |
| glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), | |
| getWindowHeight()); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, | |
| mDepthTexture); | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void bindColorStencilFBO() | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); | |
| mHasDepth = false; | |
| } | |
| void bindColorDepthFBO() | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); | |
| mHasStencil = false; | |
| } | |
| // Override a feature to force emulation of stencil-only and depth-only formats with a packed | |
| // depth/stencil format | |
| void overrideFeaturesVk(FeaturesVk *featuresVk) override | |
| { | |
| featuresVk->overrideFeatures({"force_fallback_format"}, true); | |
| } | |
| private: | |
| GLFramebuffer mColorStencilFBO; | |
| GLFramebuffer mColorDepthFBO; | |
| GLTexture mColorTexture; | |
| GLRenderbuffer mDepthTexture; | |
| GLRenderbuffer mStencilTexture; | |
| }; | |
| // Test clearing the default framebuffer | |
| TEST_P(ClearTest, DefaultFramebuffer) | |
| { | |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0); | |
| } | |
| // Test clearing the default framebuffer with scissor and mask | |
| // This forces down path that uses draw to do clear | |
| TEST_P(ClearTest, EmptyScissor) | |
| { | |
| // These configs have bug that fails this test. | |
| // These configs are unmaintained so skipping. | |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9()); | |
| ANGLE_SKIP_TEST_IF(IsOSX()); | |
| glClearColor(0.25f, 0.5f, 0.5f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glEnable(GL_SCISSOR_TEST); | |
| glScissor(-10, 0, 5, 5); | |
| glClearColor(0.5f, 0.25f, 0.75f, 0.5f); | |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDisable(GL_SCISSOR_TEST); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); | |
| } | |
| // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared | |
| TEST_P(ClearTestRGB, DefaultFramebufferRGB) | |
| { | |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); | |
| } | |
| // Test clearing a RGBA8 Framebuffer | |
| TEST_P(ClearTest, RGBA8Framebuffer) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); | |
| } | |
| // Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still | |
| // have a correct behavior after. | |
| TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB) | |
| { | |
| // http://anglebug.com/2689 | |
| ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES())); | |
| ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL()); | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); | |
| ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(), | |
| angle::essl1_shaders::fs::UniformColor()); | |
| setupQuadVertexBuffer(0.5f, 1.0f); | |
| glUseProgram(program); | |
| GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib()); | |
| ASSERT_NE(positionLocation, -1); | |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(positionLocation); | |
| GLint colorUniformLocation = | |
| glGetUniformLocation(program, angle::essl1_shaders::ColorUniform()); | |
| ASSERT_NE(colorUniformLocation, -1); | |
| glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture texture; | |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| glClearColor(0.5f, 0.5f, 0.5f, 0.75f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| // So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere. | |
| EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 192, 1.0); | |
| // In the Vulkan backend, RGB textures are emulated with an RGBA texture format | |
| // underneath and we keep a special mask to know that we shouldn't touch the alpha | |
| // channel when we have that emulated texture. This test exists to validate that | |
| // this mask gets updated correctly when the framebuffer attachment changes. | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GL_NO_ERROR(); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta); | |
| } | |
| // Test clearing a RGB8 Framebuffer with a color mask. | |
| TEST_P(ClearTest, RGB8WithMaskFramebuffer) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| glClearColor(0.2f, 0.4f, 0.6f, 0.8f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // Since there's no alpha, we expect to get 255 back instead of the clear value (204). | |
| EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); | |
| glClearColor(0.1f, 0.3f, 0.5f, 0.7f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| // The blue channel was masked so its value should be unchanged. | |
| EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0); | |
| // Restore default. | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| } | |
| TEST_P(ClearTest, ClearIssue) | |
| { | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthFunc(GL_LEQUAL); | |
| glClearColor(0.0, 1.0, 0.0, 1.0); | |
| glClearDepthf(0.0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| EXPECT_GL_NO_ERROR(); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLRenderbuffer rbo; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); | |
| EXPECT_GL_NO_ERROR(); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| EXPECT_GL_NO_ERROR(); | |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); | |
| glClearDepthf(1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| EXPECT_GL_NO_ERROR(); | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); | |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Regression test for a bug where "glClearDepthf"'s argument was not clamped | |
| // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 | |
| TEST_P(ClearTest, ClearIsClamped) | |
| { | |
| glClearDepthf(5.0f); | |
| GLfloat clear_depth; | |
| glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth); | |
| EXPECT_EQ(1.0f, clear_depth); | |
| } | |
| // Regression test for a bug where "glDepthRangef"'s arguments were not clamped | |
| // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 | |
| TEST_P(ClearTest, DepthRangefIsClamped) | |
| { | |
| glDepthRangef(1.1f, -4.0f); | |
| GLfloat depth_range[2]; | |
| glGetFloatv(GL_DEPTH_RANGE, depth_range); | |
| EXPECT_EQ(1.0f, depth_range[0]); | |
| EXPECT_EQ(0.0f, depth_range[1]); | |
| } | |
| // Test scissored clears on Depth16 | |
| TEST_P(ClearTest, Depth16Scissored) | |
| { | |
| GLRenderbuffer renderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| constexpr int kRenderbufferSize = 64; | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize, | |
| kRenderbufferSize); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); | |
| glClearDepthf(0.0f); | |
| glClear(GL_DEPTH_BUFFER_BIT); | |
| glEnable(GL_SCISSOR_TEST); | |
| constexpr int kNumSteps = 13; | |
| for (int ndx = 1; ndx < kNumSteps; ndx++) | |
| { | |
| float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps); | |
| glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc), | |
| static_cast<int>(kRenderbufferSize * perc)); | |
| glClearDepthf(perc); | |
| glClear(GL_DEPTH_BUFFER_BIT); | |
| } | |
| } | |
| // Test scissored clears on Stencil8 | |
| TEST_P(ClearTest, Stencil8Scissored) | |
| { | |
| GLRenderbuffer renderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| constexpr int kRenderbufferSize = 64; | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); | |
| glClearStencil(0); | |
| glClear(GL_STENCIL_BUFFER_BIT); | |
| glEnable(GL_SCISSOR_TEST); | |
| constexpr int kNumSteps = 13; | |
| for (int ndx = 1; ndx < kNumSteps; ndx++) | |
| { | |
| float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps); | |
| glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc), | |
| static_cast<int>(kRenderbufferSize * perc)); | |
| glClearStencil(static_cast<int>(perc * 255.0f)); | |
| glClear(GL_STENCIL_BUFFER_BIT); | |
| } | |
| } | |
| // Covers a bug in the Vulkan back-end where starting a new command buffer in | |
| // the masked clear would not trigger descriptor sets to be re-bound. | |
| TEST_P(ClearTest, MaskedClearThenDrawWithUniform) | |
| { | |
| // Initialize a program with a uniform. | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); | |
| glUseProgram(program); | |
| GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform()); | |
| ASSERT_NE(-1, uniLoc); | |
| glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f); | |
| // Initialize position attribute. | |
| GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); | |
| ASSERT_NE(-1, posLoc); | |
| setupQuadVertexBuffer(0.5f, 1.0f); | |
| glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); | |
| glEnableVertexAttribArray(posLoc); | |
| // Initialize a simple FBO. | |
| constexpr GLsizei kSize = 2; | |
| GLTexture clearTexture; | |
| glBindTexture(GL_TEXTURE_2D, clearTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0); | |
| glViewport(0, 0, kSize, kSize); | |
| // Clear and draw to flush out dirty bits. | |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| // Flush to trigger a new serial. | |
| glFlush(); | |
| // Enable color mask and draw again to trigger the bug. | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); | |
| glClearColor(1.0f, 0.0f, 0.0f, 0.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that clearing all buffers through glClearColor followed by a clear of a specific buffer | |
| // clears to the correct values. | |
| TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne) | |
| { | |
| // http://anglebug.com/4092 | |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); | |
| constexpr uint32_t kSize = 16; | |
| constexpr uint32_t kAttachmentCount = 4; | |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[kAttachmentCount]; | |
| GLenum drawBuffers[kAttachmentCount]; | |
| GLColor clearValues[kAttachmentCount]; | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[i]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| pixelData.data()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], | |
| 0); | |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; | |
| clearValues[i].R = static_cast<GLubyte>(1 + i * 20); | |
| clearValues[i].G = static_cast<GLubyte>(7 + i * 20); | |
| clearValues[i].B = static_cast<GLubyte>(12 + i * 20); | |
| clearValues[i].A = static_cast<GLubyte>(16 + i * 20); | |
| } | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); | |
| // Clear all targets. | |
| angle::Vector4 clearColor = clearValues[0].toNormalizedVector(); | |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| // Clear odd targets individually. | |
| for (uint32_t i = 1; i < kAttachmentCount; i += 2) | |
| { | |
| clearColor = clearValues[i].toNormalizedVector(); | |
| glClearBufferfv(GL_COLOR, i, clearColor.data()); | |
| } | |
| // Even attachments should be cleared to color 0, while odd attachments are cleared to their | |
| // respective color. | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); | |
| ASSERT_GL_NO_ERROR(); | |
| uint32_t clearIndex = i % 2 == 0 ? 0 : i; | |
| const GLColor &expect = clearValues[clearIndex]; | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); | |
| } | |
| } | |
| // Test that clearing each render target individually works. In the Vulkan backend, this should be | |
| // done in a single render pass. | |
| TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually) | |
| { | |
| constexpr uint32_t kSize = 16; | |
| constexpr uint32_t kAttachmentCount = 2; | |
| constexpr float kDepthClearValue = 0.125f; | |
| constexpr int32_t kStencilClearValue = 0x67; | |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[kAttachmentCount]; | |
| GLRenderbuffer depthStencil; | |
| GLenum drawBuffers[kAttachmentCount]; | |
| GLColor clearValues[kAttachmentCount]; | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[i]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| pixelData.data()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], | |
| 0); | |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; | |
| clearValues[i].R = static_cast<GLubyte>(1 + i * 20); | |
| clearValues[i].G = static_cast<GLubyte>(7 + i * 20); | |
| clearValues[i].B = static_cast<GLubyte>(12 + i * 20); | |
| clearValues[i].A = static_cast<GLubyte>(16 + i * 20); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, | |
| depthStencil); | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data()); | |
| } | |
| glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); | |
| glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); | |
| ASSERT_GL_NO_ERROR(); | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); | |
| ASSERT_GL_NO_ERROR(); | |
| const GLColor &expect = clearValues[i]; | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); | |
| } | |
| glReadBuffer(GL_COLOR_ATTACHMENT0); | |
| for (uint32_t i = 1; i < kAttachmentCount; ++i) | |
| drawBuffers[i] = GL_NONE; | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| verifyDepth(kDepthClearValue, kSize); | |
| verifyStencil(kStencilClearValue, kSize); | |
| } | |
| // Test that clearing multiple attachments in the presence of a color mask, scissor or both | |
| // correctly clears all the attachments. | |
| TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments) | |
| { | |
| constexpr uint32_t kSize = 16; | |
| constexpr uint32_t kAttachmentCount = 2; | |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[kAttachmentCount]; | |
| GLenum drawBuffers[kAttachmentCount]; | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[i]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| pixelData.data()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], | |
| 0); | |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; | |
| } | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); | |
| // Masked clear | |
| GLColor clearColorMasked(31, 63, 255, 191); | |
| angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); | |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| // All attachments should be cleared, with the blue channel untouched | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked); | |
| } | |
| // Masked scissored clear | |
| GLColor clearColorMaskedScissored(63, 127, 255, 31); | |
| clearColor = GLColor(63, 127, 191, 31).toNormalizedVector(); | |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); | |
| glEnable(GL_SCISSOR_TEST); | |
| glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| // The corners should keep the previous value while the center is cleared, except its blue | |
| // channel. | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored); | |
| } | |
| // Scissored clear | |
| GLColor clearColorScissored(127, 191, 31, 63); | |
| clearColor = GLColor(127, 191, 31, 63).toNormalizedVector(); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| ASSERT_GL_NO_ERROR(); | |
| // The corners should keep the old value while all channels of the center are cleared. | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); | |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored); | |
| } | |
| } | |
| // Test that clearing multiple attachments of different nature (float, int and uint) in the | |
| // presence of a color mask works correctly. In the Vulkan backend, this exercises clearWithDraw | |
| // and the relevant internal shaders. | |
| TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments) | |
| { | |
| constexpr uint32_t kSize = 16; | |
| constexpr uint32_t kAttachmentCount = 3; | |
| constexpr float kDepthClearValue = 0.256f; | |
| constexpr int32_t kStencilClearValue = 0x1D; | |
| constexpr GLenum kAttachmentFormats[kAttachmentCount] = { | |
| GL_RGBA8, | |
| GL_RGBA8I, | |
| GL_RGBA8UI, | |
| }; | |
| constexpr GLenum kDataFormats[kAttachmentCount] = { | |
| GL_RGBA, | |
| GL_RGBA_INTEGER, | |
| GL_RGBA_INTEGER, | |
| }; | |
| constexpr GLenum kDataTypes[kAttachmentCount] = { | |
| GL_UNSIGNED_BYTE, | |
| GL_BYTE, | |
| GL_UNSIGNED_BYTE, | |
| }; | |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 0); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[kAttachmentCount]; | |
| GLRenderbuffer depthStencil; | |
| GLenum drawBuffers[kAttachmentCount]; | |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[i]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i], | |
| kDataTypes[i], pixelData.data()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], | |
| 0); | |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, | |
| depthStencil); | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); | |
| // Mask out red for all clears | |
| glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); | |
| glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); | |
| GLColor clearValuef = {25, 50, 75, 100}; | |
| glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data()); | |
| int clearValuei[4] = {10, -20, 30, -40}; | |
| glClearBufferiv(GL_COLOR, 1, clearValuei); | |
| uint32_t clearValueui[4] = {50, 60, 70, 80}; | |
| glClearBufferuiv(GL_COLOR, 2, clearValueui); | |
| ASSERT_GL_NO_ERROR(); | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0); | |
| ASSERT_GL_NO_ERROR(); | |
| GLColor expect = clearValuef; | |
| expect.R = 0; | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); | |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); | |
| } | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT1); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); | |
| EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); | |
| EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); | |
| EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); | |
| } | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT2); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); | |
| EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]); | |
| EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); | |
| EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2], | |
| clearValueui[3]); | |
| } | |
| glReadBuffer(GL_COLOR_ATTACHMENT0); | |
| for (uint32_t i = 1; i < kAttachmentCount; ++i) | |
| drawBuffers[i] = GL_NONE; | |
| glDrawBuffers(kAttachmentCount, drawBuffers); | |
| verifyDepth(kDepthClearValue, kSize); | |
| verifyStencil(kStencilClearValue, kSize); | |
| } | |
| // This tests a bug where in a masked clear when calling "ClearBuffer", we would | |
| // mistakenly clear every channel (including the masked-out ones) | |
| TEST_P(ClearTestES3, MaskedClearBufferBug) | |
| { | |
| // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. | |
| // http://anglebug.com/3423 | |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); | |
| unsigned char pixelData[] = {255, 255, 255, 255}; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[2]; | |
| glBindTexture(GL_TEXTURE_2D, textures[0]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); | |
| glBindTexture(GL_TEXTURE_2D, textures[1]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); | |
| float clearValue[] = {0, 0.5f, 0.5f, 1.0f}; | |
| GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; | |
| glDrawBuffers(2, drawBuffers); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); | |
| glClearBufferfv(GL_COLOR, 1, clearValue); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); | |
| glReadBuffer(GL_COLOR_ATTACHMENT1); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1); | |
| } | |
| TEST_P(ClearTestES3, BadFBOSerialBug) | |
| { | |
| // First make a simple framebuffer, and clear it to green | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[2]; | |
| glBindTexture(GL_TEXTURE_2D, textures[0]); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); | |
| GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0}; | |
| glDrawBuffers(1, drawBuffers); | |
| float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f}; | |
| glClearBufferfv(GL_COLOR, 0, clearValues1); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| // Next make a second framebuffer, and draw it to red | |
| // (Triggers bad applied render target serial) | |
| GLFramebuffer fbo2; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo2); | |
| ASSERT_GL_NO_ERROR(); | |
| glBindTexture(GL_TEXTURE_2D, textures[1]); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); | |
| glDrawBuffers(1, drawBuffers); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| // Check that the first framebuffer is still green. | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that SRGB framebuffers clear to the linearized clear color | |
| TEST_P(ClearTestES3, SRGBClear) | |
| { | |
| // First make a simple framebuffer, and clear it | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); | |
| } | |
| // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each | |
| // attachment | |
| TEST_P(ClearTestES3, MixedSRGBClear) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| GLTexture textures[2]; | |
| glBindTexture(GL_TEXTURE_2D, textures[0]); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); | |
| glBindTexture(GL_TEXTURE_2D, textures[1]); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); | |
| GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; | |
| glDrawBuffers(2, drawBuffers); | |
| // Clear both textures | |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); | |
| // Check value of texture0 | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); | |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); | |
| // Check value of texture1 | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); | |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); | |
| } | |
| // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync | |
| // before a draw call. The test draws small quads to a larger FBO (the default back buffer). | |
| // Before each blit to the back buffer it clears the quad to a certain color using | |
| // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to | |
| // flush or finish after ClearBufferfv or each draw. | |
| TEST_P(ClearTestES3, RepeatedClear) | |
| { | |
| // Fails on 431.02 driver. http://anglebug.com/3748 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan()); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in highp vec2 position;\n" | |
| "out highp vec2 v_coord;\n" | |
| "void main(void)\n" | |
| "{\n" | |
| " gl_Position = vec4(position, 0, 1);\n" | |
| " vec2 texCoord = (position * 0.5) + 0.5;\n" | |
| " v_coord = texCoord;\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "in highp vec2 v_coord;\n" | |
| "out highp vec4 color;\n" | |
| "uniform sampler2D tex;\n" | |
| "void main()\n" | |
| "{\n" | |
| " color = texture(tex, v_coord);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| mTextures.resize(1, 0); | |
| glGenTextures(1, mTextures.data()); | |
| GLenum format = GL_RGBA8; | |
| const int numRowsCols = 3; | |
| const int cellSize = 32; | |
| const int fboSize = cellSize; | |
| const int backFBOSize = cellSize * numRowsCols; | |
| const float fmtValueMin = 0.0f; | |
| const float fmtValueMax = 1.0f; | |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // larger fbo bound -- clear to transparent black | |
| glUseProgram(program); | |
| GLint uniLoc = glGetUniformLocation(program, "tex"); | |
| ASSERT_NE(-1, uniLoc); | |
| glUniform1i(uniLoc, 0); | |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); | |
| GLint positionLocation = glGetAttribLocation(program, "position"); | |
| ASSERT_NE(-1, positionLocation); | |
| glUseProgram(program); | |
| for (int cellY = 0; cellY < numRowsCols; cellY++) | |
| { | |
| for (int cellX = 0; cellX < numRowsCols; cellX++) | |
| { | |
| int seed = cellX + cellY * numRowsCols; | |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); | |
| glClearBufferfv(GL_COLOR, 0, color.data()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| // Method 1: Set viewport and draw full-viewport quad | |
| glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize); | |
| drawQuad(program, "position", 0.5f); | |
| // Uncommenting the glFinish call seems to make the test pass. | |
| // glFinish(); | |
| } | |
| } | |
| std::vector<GLColor> pixelData(backFBOSize * backFBOSize); | |
| glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); | |
| for (int cellY = 0; cellY < numRowsCols; cellY++) | |
| { | |
| for (int cellX = 0; cellX < numRowsCols; cellX++) | |
| { | |
| int seed = cellX + cellY * numRowsCols; | |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); | |
| GLColor expectedColor = Vec4ToColor(color); | |
| int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1; | |
| GLColor actualColor = pixelData[testN]; | |
| EXPECT_NEAR(expectedColor.R, actualColor.R, 1); | |
| EXPECT_NEAR(expectedColor.G, actualColor.G, 1); | |
| EXPECT_NEAR(expectedColor.B, actualColor.B, 1); | |
| EXPECT_NEAR(expectedColor.A, actualColor.A, 1); | |
| } | |
| } | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void MaskedScissoredClearTestBase::MaskedScissoredColorDepthStencilClear( | |
| const MaskedScissoredClearVariationsTestParams ¶ms) | |
| { | |
| // Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug. | |
| // TODO(jmadill): Re-enable when possible. http://anglebug.com/2548 | |
| ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid()); | |
| const int w = getWindowWidth(); | |
| const int h = getWindowHeight(); | |
| const int wthird = w / 3; | |
| const int hthird = h / 3; | |
| constexpr float kPreClearDepth = 0.9f; | |
| constexpr float kClearDepth = 0.5f; | |
| constexpr uint8_t kPreClearStencil = 0xFF; | |
| constexpr uint8_t kClearStencil = 0x16; | |
| constexpr uint8_t kStencilMask = 0x59; | |
| constexpr uint8_t kMaskedClearStencil = | |
| (kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask); | |
| bool clearColor, clearDepth, clearStencil; | |
| bool maskColor, maskDepth, maskStencil; | |
| bool scissor; | |
| ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, | |
| &maskColor, &maskDepth, &maskStencil, &scissor); | |
| // clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614 | |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL() && clearDepth && !maskDepth); | |
| // Clear to a random color, 0.9 depth and 0x00 stencil | |
| Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f); | |
| GLColor color1RGB(color1); | |
| glClearColor(color1[0], color1[1], color1[2], color1[3]); | |
| glClearDepthf(kPreClearDepth); | |
| glClearStencil(kPreClearStencil); | |
| if (!clearColor) | |
| { | |
| // If not asked to clear color, clear it anyway, but individually. The clear value is | |
| // still used to verify that the depth/stencil clear happened correctly. This allows | |
| // testing for depth/stencil-only clear implementations. | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| } | |
| glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | | |
| (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); | |
| ASSERT_GL_NO_ERROR(); | |
| // Verify color was cleared correctly. | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1); | |
| if (scissor) | |
| { | |
| glEnable(GL_SCISSOR_TEST); | |
| glScissor(wthird / 2, hthird / 2, wthird, hthird); | |
| } | |
| // Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil. | |
| Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f); | |
| GLColor color2RGB(color2); | |
| glClearColor(color2[0], color2[1], color2[2], color2[3]); | |
| glClearDepthf(kClearDepth); | |
| glClearStencil(kClearStencil); | |
| if (maskColor) | |
| { | |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); | |
| } | |
| if (maskDepth) | |
| { | |
| glDepthMask(GL_FALSE); | |
| } | |
| if (maskStencil) | |
| { | |
| glStencilMask(kStencilMask); | |
| } | |
| glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | | |
| (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); | |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| glDepthMask(GL_TRUE); | |
| glStencilMask(0xFF); | |
| glDisable(GL_DEPTH_TEST); | |
| glDisable(GL_STENCIL_TEST); | |
| glDisable(GL_SCISSOR_TEST); | |
| ASSERT_GL_NO_ERROR(); | |
| GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]); | |
| // If not clearing color, the original color should be left both in the center and corners. If | |
| // using a scissor, the corners should be left to the original color, while the center is | |
| // possibly changed. If using a mask, the center (and corners if not scissored), changes to | |
| // the masked results. | |
| GLColor expectedCenterColorRGB = | |
| !clearColor ? color1RGB : maskColor ? color2MaskedRGB : color2RGB; | |
| GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB; | |
| // Verify second clear color mask worked as expected. | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| // If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage, | |
| // so no particular behavior can be expected. | |
| if (clearDepth || !mHasDepth) | |
| { | |
| // We use a small shader to verify depth. | |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), | |
| essl1_shaders::fs::Blue()); | |
| glEnable(GL_DEPTH_TEST); | |
| glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL); | |
| // - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer. | |
| // - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer. | |
| // - If depth is not cleared, the if above ensures there is no depth buffer at all, | |
| // which means depth test will always pass. | |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f); | |
| glDisable(GL_DEPTH_TEST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Either way, we expect blue to be written to the center. | |
| expectedCenterColorRGB = GLColor::blue; | |
| // If there is no depth, depth test always passes so the whole image must be blue. Same if | |
| // depth write is masked. | |
| expectedCornerColorRGB = | |
| mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue; | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| } | |
| // If there is stencil, but it's not asked to be cleared, there is similarly no expectation. | |
| if (clearStencil || !mHasStencil) | |
| { | |
| // And another small shader to verify stencil. | |
| ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), | |
| essl1_shaders::fs::Green()); | |
| glEnable(GL_STENCIL_TEST); | |
| // - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil | |
| // buffer. | |
| // - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil | |
| // buffer. | |
| // - If stencil is not cleared, the if above ensures there is no stencil buffer at all, | |
| // which means stencil test will always pass. | |
| glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF); | |
| drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); | |
| glDisable(GL_STENCIL_TEST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Either way, we expect green to be written to the center. | |
| expectedCenterColorRGB = GLColor::green; | |
| // If there is no stencil, stencil test always passes so the whole image must be green. | |
| expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green; | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); | |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); | |
| } | |
| } | |
| // Tests combinations of color, depth, stencil clears with or without masks or scissor. | |
| TEST_P(MaskedScissoredClearTest, Test) | |
| { | |
| MaskedScissoredColorDepthStencilClear(GetParam()); | |
| } | |
| // Tests combinations of color, depth, stencil clears with or without masks or scissor. | |
| // | |
| // This uses depth/stencil attachments that are single-channel, but are emulated with a format | |
| // that has both channels. | |
| TEST_P(VulkanClearTest, Test) | |
| { | |
| bool clearColor, clearDepth, clearStencil; | |
| bool maskColor, maskDepth, maskStencil; | |
| bool scissor; | |
| ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth, | |
| &clearStencil, &maskColor, &maskDepth, | |
| &maskStencil, &scissor); | |
| // We only care about clearing depth xor stencil. | |
| if (clearDepth == clearStencil) | |
| { | |
| return; | |
| } | |
| if (clearDepth) | |
| { | |
| // Creating a depth-only renderbuffer is an ES3 feature. | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); | |
| bindColorDepthFBO(); | |
| } | |
| else | |
| { | |
| bindColorStencilFBO(); | |
| } | |
| MaskedScissoredColorDepthStencilClear(GetParam()); | |
| } | |
| // Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an | |
| // assert. | |
| TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert) | |
| { | |
| std::vector<GLuint> testUint(4); | |
| glClearBufferuiv(GL_COLOR, 1, testUint.data()); | |
| std::vector<GLint> testInt(4); | |
| glClearBufferiv(GL_COLOR, 1, testInt.data()); | |
| std::vector<GLfloat> testFloat(4); | |
| glClearBufferfv(GL_COLOR, 1, testFloat.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| #ifdef Bool | |
| // X11 craziness. | |
| # undef Bool | |
| #endif | |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these | |
| // tests should be run against. | |
| ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ClearTest); | |
| ANGLE_INSTANTIATE_TEST_ES3(ClearTestES3); | |
| ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest, | |
| MaskedScissoredClearVariationsTestPrint, | |
| testing::Range(0, 3), | |
| testing::Range(0, 3), | |
| testing::Range(0, 3), | |
| testing::Bool(), | |
| ES2_D3D9(), | |
| ES2_D3D11(), | |
| ES3_D3D11(), | |
| ES2_OPENGL(), | |
| ES3_OPENGL(), | |
| ES2_OPENGLES(), | |
| ES3_OPENGLES(), | |
| ES2_VULKAN(), | |
| ES3_VULKAN()); | |
| ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest, | |
| MaskedScissoredClearVariationsTestPrint, | |
| testing::Range(0, 3), | |
| testing::Range(0, 3), | |
| testing::Range(0, 3), | |
| testing::Bool(), | |
| ES2_VULKAN(), | |
| ES3_VULKAN()); | |
| // Not all ANGLE backends support RGB backbuffers | |
| ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN(), ES3_VULKAN()); | |
| } // anonymous namespace |