| // | |
| // 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. | |
| // | |
| // Framebuffer tests: | |
| // Various tests related for Frambuffers. | |
| // | |
| #include "platform/FeaturesD3D.h" | |
| #include "test_utils/ANGLETest.h" | |
| #include "test_utils/gl_raii.h" | |
| using namespace angle; | |
| namespace | |
| { | |
| void ExpectFramebufferCompleteOrUnsupported(GLenum binding) | |
| { | |
| GLenum status = glCheckFramebufferStatus(binding); | |
| EXPECT_TRUE(status == GL_FRAMEBUFFER_COMPLETE || status == GL_FRAMEBUFFER_UNSUPPORTED); | |
| } | |
| } // anonymous namespace | |
| class FramebufferFormatsTest : public ANGLETest | |
| { | |
| protected: | |
| FramebufferFormatsTest() : mFramebuffer(0), mTexture(0), mRenderbuffer(0), mProgram(0) | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| void checkBitCount(GLuint fbo, GLenum channel, GLint minBits) | |
| { | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| GLint bits = 0; | |
| glGetIntegerv(channel, &bits); | |
| if (minBits == 0) | |
| { | |
| EXPECT_EQ(minBits, bits); | |
| } | |
| else | |
| { | |
| EXPECT_GE(bits, minBits); | |
| } | |
| } | |
| void testBitCounts(GLuint fbo, | |
| GLint minRedBits, | |
| GLint minGreenBits, | |
| GLint minBlueBits, | |
| GLint minAlphaBits, | |
| GLint minDepthBits, | |
| GLint minStencilBits) | |
| { | |
| checkBitCount(fbo, GL_RED_BITS, minRedBits); | |
| checkBitCount(fbo, GL_GREEN_BITS, minGreenBits); | |
| checkBitCount(fbo, GL_BLUE_BITS, minBlueBits); | |
| checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits); | |
| checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits); | |
| checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits); | |
| } | |
| void testTextureFormat(GLenum internalFormat, | |
| GLint minRedBits, | |
| GLint minGreenBits, | |
| GLint minBlueBits, | |
| GLint minAlphaBits) | |
| { | |
| glGenTextures(1, &mTexture); | |
| glBindTexture(GL_TEXTURE_2D, mTexture); | |
| if (getClientMajorVersion() >= 3) | |
| { | |
| glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1); | |
| } | |
| else | |
| { | |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1); | |
| } | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0); | |
| testBitCounts(mFramebuffer, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0); | |
| } | |
| void testRenderbufferMultisampleFormat(int minESVersion, | |
| GLenum attachmentType, | |
| GLenum internalFormat) | |
| { | |
| int clientVersion = getClientMajorVersion(); | |
| if (clientVersion < minESVersion) | |
| { | |
| return; | |
| } | |
| // Check that multisample is supported with at least two samples (minimum required is 1) | |
| bool supports2Samples = false; | |
| if (clientVersion == 2) | |
| { | |
| if (IsGLExtensionEnabled("ANGLE_framebuffer_multisample")) | |
| { | |
| int maxSamples; | |
| glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples); | |
| supports2Samples = maxSamples >= 2; | |
| } | |
| } | |
| else | |
| { | |
| assert(clientVersion >= 3); | |
| int maxSamples; | |
| glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); | |
| supports2Samples = maxSamples >= 2; | |
| } | |
| if (!supports2Samples) | |
| { | |
| return; | |
| } | |
| glGenRenderbuffers(1, &mRenderbuffer); | |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); | |
| EXPECT_GL_NO_ERROR(); | |
| glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128); | |
| EXPECT_GL_NO_ERROR(); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, mRenderbuffer); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| void testZeroHeightRenderbuffer() | |
| { | |
| glGenRenderbuffers(1, &mRenderbuffer); | |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 0); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, | |
| mRenderbuffer); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| void testSetUp() override | |
| { | |
| glGenFramebuffers(1, &mFramebuffer); | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); | |
| } | |
| void testTearDown() override | |
| { | |
| if (mTexture != 0) | |
| { | |
| glDeleteTextures(1, &mTexture); | |
| mTexture = 0; | |
| } | |
| if (mRenderbuffer != 0) | |
| { | |
| glDeleteRenderbuffers(1, &mRenderbuffer); | |
| mRenderbuffer = 0; | |
| } | |
| if (mFramebuffer != 0) | |
| { | |
| glDeleteFramebuffers(1, &mFramebuffer); | |
| mFramebuffer = 0; | |
| } | |
| if (mProgram != 0) | |
| { | |
| glDeleteProgram(mProgram); | |
| mProgram = 0; | |
| } | |
| } | |
| GLuint mFramebuffer; | |
| GLuint mTexture; | |
| GLuint mRenderbuffer; | |
| GLuint mProgram; | |
| }; | |
| TEST_P(FramebufferFormatsTest, RGBA4) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && | |
| !IsGLExtensionEnabled("GL_EXT_texture_storage")); | |
| testTextureFormat(GL_RGBA4, 4, 4, 4, 4); | |
| } | |
| TEST_P(FramebufferFormatsTest, RGB565) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && | |
| !IsGLExtensionEnabled("GL_EXT_texture_storage")); | |
| testTextureFormat(GL_RGB565, 5, 6, 5, 0); | |
| } | |
| TEST_P(FramebufferFormatsTest, RGB8) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && | |
| (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") || | |
| !IsGLExtensionEnabled("GL_EXT_texture_storage"))); | |
| testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0); | |
| } | |
| TEST_P(FramebufferFormatsTest, BGRA8) | |
| { | |
| ANGLE_SKIP_TEST_IF( | |
| !IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888") || | |
| (getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_EXT_texture_storage"))); | |
| testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8); | |
| } | |
| TEST_P(FramebufferFormatsTest, RGBA8) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && | |
| (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") || | |
| !IsGLExtensionEnabled("GL_EXT_texture_storage"))); | |
| testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16) | |
| { | |
| testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24) | |
| { | |
| testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); | |
| testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8) | |
| { | |
| testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); | |
| testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8); | |
| } | |
| TEST_P(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8) | |
| { | |
| // TODO(geofflang): Figure out how to support GLSTENCIL_INDEX8 on desktop GL | |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL()); | |
| testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8); | |
| } | |
| // Test that binding an incomplete cube map is rejected by ANGLE. | |
| TEST_P(FramebufferFormatsTest, IncompleteCubeMap) | |
| { | |
| // http://anglebug.com/3145 | |
| ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan()); | |
| // First make a complete CubeMap. | |
| glGenTextures(1, &mTexture); | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, | |
| mTexture, 0); | |
| // Verify the framebuffer is complete. | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Make the CubeMap cube-incomplete. | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| nullptr); | |
| // Verify the framebuffer is incomplete. | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| // Verify drawing with the incomplete framebuffer produces a GL error | |
| mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| ASSERT_NE(0u, mProgram); | |
| drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION); | |
| } | |
| // Test that a renderbuffer with zero height but nonzero width is handled without crashes/asserts. | |
| TEST_P(FramebufferFormatsTest, ZeroHeightRenderbuffer) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); | |
| testZeroHeightRenderbuffer(); | |
| } | |
| // Test to cover a bug where the read framebuffer affects the completeness of the draw framebuffer. | |
| TEST_P(FramebufferFormatsTest, ReadDrawCompleteness) | |
| { | |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); | |
| GLTexture incompleteTexture; | |
| glBindTexture(GL_TEXTURE_2D, incompleteTexture); | |
| GLFramebuffer incompleteFBO; | |
| glBindFramebuffer(GL_FRAMEBUFFER, incompleteFBO); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, incompleteTexture, | |
| 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| GLTexture completeTexture; | |
| glBindTexture(GL_TEXTURE_2D, completeTexture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); | |
| GLFramebuffer completeFBO; | |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, completeFBO); | |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | |
| completeTexture, 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| // Simple draw program. | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_GL_NO_ERROR(); | |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, completeFBO); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| } | |
| // 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(FramebufferFormatsTest); | |
| class FramebufferTest_ES3 : public ANGLETest | |
| {}; | |
| // Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error. | |
| TEST_P(FramebufferTest_ES3, InvalidateIncomplete) | |
| { | |
| // TODO: anglebug.com/3971 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer framebuffer; | |
| GLRenderbuffer renderbuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| std::vector<GLenum> attachments; | |
| attachments.push_back(GL_COLOR_ATTACHMENT0); | |
| glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that the framebuffer state tracking robustly handles a depth-only attachment being set | |
| // as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment. | |
| TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil) | |
| { | |
| GLFramebuffer framebuffer; | |
| GLRenderbuffer renderbuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, | |
| renderbuffer); | |
| EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| } | |
| // Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels | |
| // are bound | |
| TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels) | |
| { | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| // Create a complete mip chain in mips 1 to 3 | |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| // Create another complete mip chain in mips 4 to 5 | |
| glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| // Create a non-complete mip chain in mip 6 | |
| glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| // Incomplete, mipLevel != baseLevel and texture is not mip complete | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Complete, mipLevel == baseLevel | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| // Complete, mipLevel != baseLevel but texture is now mip complete | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| // Incomplete, attached level below the base level | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Incomplete, attached level is beyond effective max level | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Complete, mipLevel == baseLevel | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| // Complete, mipLevel != baseLevel but texture is now mip complete | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| // Complete, mipLevel == baseLevel | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6); | |
| ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER); | |
| } | |
| // Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS | |
| // generates an INVALID_OPERATION. | |
| // OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p. | |
| // 208 | |
| TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds) | |
| { | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); | |
| GLint maxColorAttachments = 0; | |
| glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments); | |
| GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture.get()); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0); | |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); | |
| } | |
| // Check that depth-only attachments report the correct number of samples. | |
| TEST_P(FramebufferTest_ES3, MultisampleDepthOnly) | |
| { | |
| GLRenderbuffer renderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32); | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| EXPECT_GL_NO_ERROR(); | |
| GLint samples = 0; | |
| glGetIntegerv(GL_SAMPLES, &samples); | |
| EXPECT_GL_NO_ERROR(); | |
| EXPECT_GE(samples, 2); | |
| } | |
| // Check that we only compare width and height of attachments, not depth. | |
| TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers) | |
| { | |
| GLTexture texA; | |
| glBindTexture(GL_TEXTURE_2D, texA); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| GLTexture texB; | |
| glBindTexture(GL_TEXTURE_3D, texB); | |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); | |
| GLFramebuffer framebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0); | |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that clearing the stencil buffer when the framebuffer only has a color attachment does not | |
| // crash. | |
| TEST_P(FramebufferTest_ES3, ClearNonexistentStencil) | |
| { | |
| GLRenderbuffer rbo; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| GLint clearValue = 0; | |
| glClearBufferiv(GL_STENCIL, 0, &clearValue); | |
| // There's no error specified for clearing nonexistent buffers, it's simply a no-op. | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that clearing the depth buffer when the framebuffer only has a color attachment does not | |
| // crash. | |
| TEST_P(FramebufferTest_ES3, ClearNonexistentDepth) | |
| { | |
| GLRenderbuffer rbo; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| GLfloat clearValue = 0.0f; | |
| glClearBufferfv(GL_DEPTH, 0, &clearValue); | |
| // There's no error specified for clearing nonexistent buffers, it's simply a no-op. | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that clearing a nonexistent color attachment does not crash. | |
| TEST_P(FramebufferTest_ES3, ClearNonexistentColor) | |
| { | |
| GLRenderbuffer rbo; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}}; | |
| glClearBufferfv(GL_COLOR, 1, clearValue.data()); | |
| // There's no error specified for clearing nonexistent buffers, it's simply a no-op. | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment | |
| // does not crash. | |
| TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil) | |
| { | |
| GLRenderbuffer rbo; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0); | |
| // There's no error specified for clearing nonexistent buffers, it's simply a no-op. | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that clearing a color attachment that has been deleted doesn't crash. | |
| TEST_P(FramebufferTest_ES3, ClearDeletedAttachment) | |
| { | |
| // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might | |
| // be originating from. http://anglebug.com/2834 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL()); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| // There used to be a bug where some draw buffer state used to remain set even after the | |
| // attachment was detached via deletion. That's why we create, attach and delete this RBO here. | |
| GLuint rbo = 0u; | |
| glGenRenderbuffers(1, &rbo); | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); | |
| glDeleteRenderbuffers(1, &rbo); | |
| // There needs to be at least one color attachment to prevent early out from the clear calls. | |
| GLRenderbuffer rbo2; | |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo2); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2); | |
| ASSERT_GL_NO_ERROR(); | |
| // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we | |
| // expect no GL errors below. | |
| std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f}; | |
| glClearBufferfv(GL_COLOR, 0, floatClearValue.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u}; | |
| glClearBufferuiv(GL_COLOR, 0, uintClearValue.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| std::array<GLint, 4> intClearValue = {0, 0, 0, 0}; | |
| glClearBufferiv(GL_COLOR, 0, intClearValue.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that resizing the color attachment is handled correctly. | |
| TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge) | |
| { | |
| GLFramebuffer fbo; | |
| GLTexture smallTexture; | |
| GLTexture largeTexture; | |
| ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| // Bind the small texture | |
| glBindTexture(GL_TEXTURE_2D, smallTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the small texture | |
| glUseProgram(greenProgram); | |
| drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green); | |
| // Change the attachment to the larger texture that fills the window | |
| glBindTexture(GL_TEXTURE_2D, largeTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the large texture | |
| glUseProgram(blueProgram); | |
| drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue); | |
| } | |
| // Test that resizing the color attachment is handled correctly. | |
| TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall) | |
| { | |
| GLFramebuffer fbo; | |
| GLTexture smallTexture; | |
| GLTexture largeTexture; | |
| ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| // Bind the large texture | |
| glBindTexture(GL_TEXTURE_2D, largeTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the large texture | |
| glUseProgram(blueProgram); | |
| drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue); | |
| // Change the attachment to the smaller texture | |
| glBindTexture(GL_TEXTURE_2D, smallTexture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the small texture | |
| glUseProgram(greenProgram); | |
| drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green); | |
| } | |
| // Test that resizing the texture is handled correctly. | |
| TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall) | |
| { | |
| GLFramebuffer fbo; | |
| GLTexture texture; | |
| ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| // Allocate a large texture | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the large texture | |
| glUseProgram(blueProgram); | |
| drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue); | |
| // Shrink the texture | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the small texture | |
| glUseProgram(greenProgram); | |
| drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green); | |
| } | |
| // Test that resizing the texture is handled correctly. | |
| TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge) | |
| { | |
| GLFramebuffer fbo; | |
| GLTexture texture; | |
| ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); | |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| // Allocate a small texture | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the large texture | |
| glUseProgram(blueProgram); | |
| drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); | |
| EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue); | |
| // Grow the texture | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to FBO backed by the small texture | |
| glUseProgram(greenProgram); | |
| drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); | |
| } | |
| ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3); | |
| class FramebufferTest_ES31 : public ANGLETest | |
| { | |
| protected: | |
| void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height) | |
| { | |
| glUniform2i(0, width - 1, height - 1); | |
| glBeginQuery(GL_ANY_SAMPLES_PASSED, query); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| glEndQuery(GL_ANY_SAMPLES_PASSED); | |
| glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount); | |
| EXPECT_GT(static_cast<GLint>(passedCount), 0); | |
| glUniform2i(0, width - 1, height); | |
| glBeginQuery(GL_ANY_SAMPLES_PASSED, query); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| glEndQuery(GL_ANY_SAMPLES_PASSED); | |
| glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount); | |
| EXPECT_EQ(static_cast<GLint>(passedCount), 0); | |
| glUniform2i(0, width, height - 1); | |
| glBeginQuery(GL_ANY_SAMPLES_PASSED, query); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| glEndQuery(GL_ANY_SAMPLES_PASSED); | |
| glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount); | |
| EXPECT_EQ(static_cast<GLint>(passedCount), 0); | |
| } | |
| }; | |
| // Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or | |
| // FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete. | |
| TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam) | |
| { | |
| // anglebug.com/3565 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get()); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Test that the sample count of a mix of texture and renderbuffer should be same. | |
| TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix) | |
| { | |
| // anglebug.com/3565 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get()); | |
| // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of | |
| // sample counts for textures and renderbuffers) | |
| GLint numSampleCounts = 0; | |
| std::vector<GLint> sampleCounts; | |
| GLsizei queryBufferSize = 1; | |
| glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS, | |
| queryBufferSize, &numSampleCounts); | |
| ANGLE_SKIP_TEST_IF((numSampleCounts < 2)); | |
| sampleCounts.resize(numSampleCounts); | |
| queryBufferSize = numSampleCounts; | |
| glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize, | |
| sampleCounts.data()); | |
| GLTexture mTexture; | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true); | |
| GLRenderbuffer mRenderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get()); | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTexture.get(), 0); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, | |
| mRenderbuffer.get()); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Test that the sample count of texture attachments should be same. | |
| TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex) | |
| { | |
| // anglebug.com/3565 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get()); | |
| // Lookup the supported number of sample counts | |
| GLint numSampleCounts = 0; | |
| std::vector<GLint> sampleCounts; | |
| GLsizei queryBufferSize = 1; | |
| glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS, | |
| queryBufferSize, &numSampleCounts); | |
| ANGLE_SKIP_TEST_IF((numSampleCounts < 2)); | |
| sampleCounts.resize(numSampleCounts); | |
| queryBufferSize = numSampleCounts; | |
| glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize, | |
| sampleCounts.data()); | |
| GLTexture mTextures[2]; | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true); | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTextures[0].get(), 0); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTextures[1].get(), 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Test that if the attached images are a mix of renderbuffers and textures, the value of | |
| // TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures. | |
| TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix) | |
| { | |
| // anglebug.com/3565 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get()); | |
| GLTexture mTexture; | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false); | |
| GLRenderbuffer mRenderbuffer; | |
| glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get()); | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTexture.get(), 0); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, | |
| mRenderbuffer.get()); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures. | |
| TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex) | |
| { | |
| // anglebug.com/3565 | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get()); | |
| GLTexture mTextures[2]; | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTextures[0].get(), 0); | |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get()); | |
| glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, | |
| mTextures[1].get(), 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, | |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // If there are no attachments, rendering will be limited to a rectangle having a lower left of | |
| // (0, 0) and an upper right of(width, height), where width and height are the framebuffer | |
| // object's default width and height. | |
| TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments) | |
| { | |
| // anglebug.com/2253 | |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL()); | |
| // Occlusion query reports fragments outside the render area are still rendered | |
| ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD()))); | |
| constexpr char kVS1[] = R"(#version 310 es | |
| in layout(location = 0) highp vec2 a_position; | |
| void main() | |
| { | |
| gl_Position = vec4(a_position, 0.0, 1.0); | |
| })"; | |
| constexpr char kFS1[] = R"(#version 310 es | |
| uniform layout(location = 0) highp ivec2 u_expectedSize; | |
| out layout(location = 3) mediump vec4 f_color; | |
| void main() | |
| { | |
| if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard; | |
| f_color = vec4(1.0, 0.5, 0.25, 1.0); | |
| })"; | |
| constexpr char kVS2[] = R"(#version 310 es | |
| in layout(location = 0) highp vec2 a_position; | |
| void main() | |
| { | |
| gl_Position = vec4(a_position, 0.0, 1.0); | |
| })"; | |
| constexpr char kFS2[] = R"(#version 310 es | |
| uniform layout(location = 0) highp ivec2 u_expectedSize; | |
| out layout(location = 2) mediump vec4 f_color; | |
| void main() | |
| { | |
| if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard; | |
| f_color = vec4(1.0, 0.5, 0.25, 1.0); | |
| })"; | |
| GLuint program1 = CompileProgram(kVS1, kFS1); | |
| ASSERT_NE(program1, 0u); | |
| GLuint program2 = CompileProgram(kVS2, kFS2); | |
| ASSERT_NE(program2, 0u); | |
| glUseProgram(program1); | |
| GLFramebuffer mFramebuffer; | |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer); | |
| GLuint defaultWidth = 1; | |
| GLuint defaultHeight = 1; | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth); | |
| glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| const float data[] = { | |
| 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, | |
| }; | |
| GLuint vertexArray = 0; | |
| GLuint vertexBuffer = 0; | |
| GLuint query = 0; | |
| GLuint passedCount = 0; | |
| glGenQueries(1, &query); | |
| glGenVertexArrays(1, &vertexArray); | |
| glBindVertexArray(vertexArray); | |
| glGenBuffers(1, &vertexBuffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); | |
| glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); | |
| glEnableVertexAttribArray(0); | |
| glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| validateSamplePass(query, passedCount, defaultWidth, defaultHeight); | |
| glUseProgram(program2); | |
| validateSamplePass(query, passedCount, defaultWidth, defaultHeight); | |
| glUseProgram(program1); | |
| // If fbo has attachments, the rendering size should be the same as its attachment. | |
| GLTexture mTexture; | |
| GLuint width = 2; | |
| GLuint height = 2; | |
| glBindTexture(GL_TEXTURE_2D, mTexture.get()); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); | |
| const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; | |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(), | |
| 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| glDrawBuffers(4, bufs); | |
| validateSamplePass(query, passedCount, width, height); | |
| // If fbo's attachment has been removed, the rendering size should be the same as framebuffer | |
| // default size. | |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0); | |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| validateSamplePass(query, passedCount, defaultWidth, defaultHeight); | |
| glDisableVertexAttribArray(0); | |
| glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| glBindVertexArray(0); | |
| glDeleteBuffers(1, &vertexBuffer); | |
| glDeleteVertexArrays(1, &vertexArray); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31); | |
| class AddDummyTextureNoRenderTargetTest : public ANGLETest | |
| { | |
| public: | |
| AddDummyTextureNoRenderTargetTest() | |
| { | |
| setWindowWidth(512); | |
| setWindowHeight(512); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| void overrideWorkaroundsD3D(FeaturesD3D *features) override | |
| { | |
| features->overrideFeatures({"add_dummy_texture_no_render_target"}, true); | |
| } | |
| }; | |
| // Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283 | |
| TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround) | |
| { | |
| constexpr char kVS[] = "void main() {}"; | |
| constexpr char kFS[] = "void main() {}"; | |
| ANGLE_GL_PROGRAM(drawProgram, kVS, kFS); | |
| glUseProgram(drawProgram); | |
| glDrawArrays(GL_TRIANGLES, 0, 6); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest); |