blob: b451087a11c85eae78fa72c618b0d43c2216c336 [file] [log] [blame]
//
// 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.
//
// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
#include "test_utils/ANGLETest.h"
#include "common/mathutil.h"
#include "test_utils/gl_raii.h"
namespace
{
bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
{
return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
(second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
}
void CheckBlendFunctions(GLenum src, GLenum dst)
{
if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
ConstantColorAndAlphaBlendFunctions(dst, src))
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
}
// Extensions that affect the ability to use floating point textures
constexpr const char *FloatingPointTextureExtensions[] = {
"",
"GL_EXT_texture_storage",
"GL_OES_texture_half_float",
"GL_OES_texture_half_float_linear",
"GL_EXT_color_buffer_half_float",
"GL_OES_texture_float",
"GL_OES_texture_float_linear",
"GL_EXT_color_buffer_float",
"GL_EXT_float_blend",
"GL_CHROMIUM_color_buffer_float_rgba",
"GL_CHROMIUM_color_buffer_float_rgb",
};
} // namespace
namespace angle
{
class WebGLCompatibilityTest : public ANGLETest
{
protected:
WebGLCompatibilityTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setWebGLCompatibilityEnabled(true);
}
template <typename T>
void TestFloatTextureFormat(GLenum internalFormat,
GLenum format,
GLenum type,
bool texturingEnabled,
bool linearSamplingEnabled,
bool renderingEnabled,
const T textureData[4],
const float floatData[4])
{
ASSERT_GL_NO_ERROR();
constexpr char kVS[] =
R"(attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(precision mediump float;
uniform sampler2D tex;
uniform vec4 subtractor;
varying vec2 texcoord;
void main()
{
vec4 color = texture2D(tex, texcoord);
if (abs(color.r - subtractor.r) +
abs(color.g - subtractor.g) +
abs(color.b - subtractor.b) +
abs(color.a - subtractor.a) < 8.0)
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
else
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
})";
ANGLE_GL_PROGRAM(samplingProgram, kVS, kFS);
glUseProgram(samplingProgram.get());
// Need RGBA8 renderbuffers for enough precision on the readback
if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") &&
getClientMajorVersion() < 3);
ASSERT_GL_NO_ERROR();
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo.get());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
if (internalFormat == format)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
}
else
{
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
else
{
ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
}
if (!texturingEnabled)
{
// Depending on the entry point and client version, different errors may be generated
ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
// Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
// second error
glGetError();
return;
}
ASSERT_GL_NO_ERROR();
glUniform1i(glGetUniformLocation(samplingProgram.get(), "tex"), 0);
glUniform4fv(glGetUniformLocation(samplingProgram.get(), "subtractor"), 1, floatData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
if (linearSamplingEnabled)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(),
0);
glBindTexture(GL_TEXTURE_2D, 0);
if (!renderingEnabled)
{
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
return;
}
GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED)
{
std::cout << "Framebuffer returned GL_FRAMEBUFFER_UNSUPPORTED, this is legal."
<< std::endl;
return;
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus);
ANGLE_GL_PROGRAM(renderingProgram, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
glUseProgram(renderingProgram.get());
glUniform4fv(glGetUniformLocation(renderingProgram.get(), essl1_shaders::ColorUniform()), 1,
floatData);
drawQuad(renderingProgram.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR32F_NEAR(
0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
}
void TestExtFloatBlend(bool shouldBlend)
{
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
if (shouldBlend)
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
void TestDifferentStencilMaskAndRef(GLenum errIfMismatch);
// Called from RenderingFeedbackLoopWithDrawBuffersEXT.
void drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from RenderingFeedbackLoopWithDrawBuffers.
void drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from Enable[Compressed]TextureFormatExtensions
void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
void validateCompressedTexImageExtensionFormat(GLenum format,
GLsizei width,
GLsizei height,
GLsizei blockSize,
const std::string &extName,
bool subImageAllowed);
};
class WebGL2CompatibilityTest : public WebGLCompatibilityTest
{};
// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
// the GL extension should always be present
TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
{
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
}
// Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest, EntryPoints)
{
if (IsGLExtensionEnabled("GL_ANGLE_request_extension"))
{
EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
}
}
// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
// even in ES2 contexts.
TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
EXPECT_GL_NO_ERROR();
}
// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
{
glRequestExtensionANGLE("invalid_extension_string");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
{
if (getClientMajorVersion() != 2)
{
// This test only works on ES2 where uint indices are not available by default
return;
}
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
GLuint data[] = {0, 1, 2, 1, 3, 2};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
glUseProgram(program.get());
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_element_index_uint"))
{
glRequestExtensionANGLE("GL_OES_element_index_uint");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
constexpr char kFS[] =
R"(#extension GL_OES_standard_derivatives : require
void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); })";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_OES_standard_derivatives"))
{
glRequestExtensionANGLE("GL_OES_standard_derivatives");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
constexpr char kFS[] =
R"(#extension GL_EXT_shader_texture_lod : require
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0,
0.0));
})";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_EXT_shader_texture_lod"))
{
glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
constexpr char kFS[] =
R"(#extension GL_EXT_frag_depth : require
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragDepthEXT = 1.0;
})";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_EXT_frag_depth"))
{
glRequestExtensionANGLE("GL_EXT_frag_depth");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
GLfloat maxAnisotropy = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
ASSERT_GL_NO_ERROR();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat currentAnisotropy = 0.0f;
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_EXT_texture_filter_anisotropic"))
{
glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_GE(maxAnisotropy, 2.0f);
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(1.0f, currentAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
ASSERT_GL_NO_ERROR();
}
}
// Test enabling the EGL image extensions
TEST_P(WebGLCompatibilityTest, EnableExtensionEGLImage)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
EXPECT_FALSE(IsGLExtensionEnabled("NV_EGL_stream_consumer_external"));
constexpr char kFSES2[] =
R"(#extension GL_OES_EGL_image_external : require
precision highp float;
uniform samplerExternalOES sampler;
void main()
{
gl_FragColor = texture2D(sampler, vec2(0, 0));
})";
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
constexpr char kFSES3[] =
R"(#version 300 es
#extension GL_OES_EGL_image_external : require
precision highp float;
uniform samplerExternalOES sampler;
void main()
{
gl_FragColor = texture(sampler, vec2(0, 0));
})";
if (getClientMajorVersion() > 3)
{
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint result;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_EGL_image_external"))
{
glRequestExtensionANGLE("GL_OES_EGL_image_external");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
EXPECT_GL_NO_ERROR();
if (getClientMajorVersion() > 3 &&
IsGLExtensionRequestable("GL_OES_EGL_image_external_essl3"))
{
glRequestExtensionANGLE("GL_OES_EGL_image_external_essl3");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
else
{
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
}
}
// Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
{
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
// Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
constexpr char kVS[] =
R"(struct Foo {
int _webgl_bar;
};
void main()
{
Foo foo = Foo(1);
})";
// Default fragement shader.
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Test enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLBuffer buffer;
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_NV_pixel_buffer_object"))
{
glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
EXPECT_GL_NO_ERROR();
// Create a framebuffer to read from
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_NO_ERROR();
glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_texture_storage extension
TEST_P(WebGLCompatibilityTest, EnableTextureStorage)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
GLint result;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
if (getClientMajorVersion() >= 3)
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
{
glRequestExtensionANGLE("GL_EXT_texture_storage");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
EXPECT_GL_NO_ERROR();
const GLenum alwaysAcceptableFormats[] = {
GL_ALPHA8_EXT,
GL_LUMINANCE8_EXT,
GL_LUMINANCE8_ALPHA8_EXT,
};
for (const auto &acceptableFormat : alwaysAcceptableFormats)
{
GLTexture localTexture;
glBindTexture(GL_TEXTURE_2D, localTexture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, acceptableFormat, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
}
// Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLBuffer buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint access = 0;
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_mapbuffer"))
{
glRequestExtensionANGLE("GL_OES_mapbuffer");
EXPECT_GL_NO_ERROR();
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_EXT_map_buffer_range"))
{
glRequestExtensionANGLE("GL_EXT_map_buffer_range");
EXPECT_GL_NO_ERROR();
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_fbo_render_mipmap"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
if (IsGLExtensionRequestable("GL_OES_fbo_render_mipmap"))
{
glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_blend_minmax"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
glBlendEquation(GL_MIN);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlendEquation(GL_MAX);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_EXT_blend_minmax"))
{
glRequestExtensionANGLE("GL_EXT_blend_minmax");
EXPECT_GL_NO_ERROR();
glBlendEquation(GL_MIN);
glBlendEquation(GL_MAX);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the query extensions
TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
{
// Seems to be causing a device lost. http://anglebug.com/2423
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL());
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_CHROMIUM_sync_query"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLQueryEXT badQuery;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_EXT_occlusion_query_boolean"))
{
glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_EXT_disjoint_timer_query"))
{
glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query1;
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
glEndQueryEXT(GL_TIME_ELAPSED_EXT);
EXPECT_GL_NO_ERROR();
GLQueryEXT query2;
glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_CHROMIUM_sync_query"))
{
glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_multisample"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_NO_ERROR();
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionANGLE)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint divisor = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"))
{
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_instanced_arrays extension
TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionEXT)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint divisor = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glVertexAttribDivisorEXT(0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_EXT_instanced_arrays"))
{
glRequestExtensionANGLE("GL_EXT_instanced_arrays");
EXPECT_GL_NO_ERROR();
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
glVertexAttribDivisorEXT(0, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_pack_reverse_row_order"));
GLint result = 0;
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_ANGLE_pack_reverse_row_order"))
{
glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_UNPACK_ROW_LENGTH_EXT,
GL_UNPACK_SKIP_ROWS_EXT,
GL_UNPACK_SKIP_PIXELS_EXT,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_EXT_unpack_subimage"))
{
glRequestExtensionANGLE("GL_EXT_unpack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
GLTexture texture;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint minFilter = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_ANGLE_texture_rectangle"))
{
glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_NO_ERROR();
glDisableExtensionANGLE("GL_ANGLE_texture_rectangle");
EXPECT_GL_NO_ERROR();
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_PACK_ROW_LENGTH,
GL_PACK_SKIP_ROWS,
GL_PACK_SKIP_PIXELS,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_NV_pack_subimage"))
{
glRequestExtensionANGLE("GL_NV_pack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLFramebuffer fbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint result;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_blit"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_get_program_binary"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint result = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
uint8_t tempArray[512];
GLenum tempFormat = 0;
GLsizei tempLength = 0;
glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
&tempFormat, tempArray);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_OES_get_program_binary"))
{
glRequestExtensionANGLE("GL_OES_get_program_binary");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &result);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_NO_ERROR();
GLint binaryLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
EXPECT_GL_NO_ERROR();
GLenum binaryFormat;
GLsizei writeLength = 0;
std::vector<uint8_t> binary(binaryLength);
glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_vertex_array_object extension
TEST_P(WebGLCompatibilityTest, EnableVertexArrayExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint result = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Expect that GL_OES_vertex_array_object is always available. It is implemented in the GL
// frontend.
EXPECT_TRUE(IsGLExtensionRequestable("GL_OES_vertex_array_object"));
glRequestExtensionANGLE("GL_OES_vertex_array_object");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
EXPECT_GL_NO_ERROR();
GLuint vao = 0;
glGenVertexArraysOES(0, &vao);
EXPECT_GL_NO_ERROR();
glBindVertexArrayOES(vao);
EXPECT_GL_NO_ERROR();
glDeleteVertexArraysOES(1, &vao);
EXPECT_GL_NO_ERROR();
}
// Verify that the context generates the correct error when the framebuffer attachments are
// different sizes
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
{
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
// Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
// Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
// enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
// GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(intptr_t(1)));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
{
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
{
// glTexSubImage2D
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// TexImage with null data - OK
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// glTexSubImage3D
if (getClientMajorVersion() >= 3)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
// TexImage with null data - OK
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
}
// Tests the WebGL requirement of having the same stencil mask, writemask and ref for front and back
// (when stencil testing is enabled)
void WebGLCompatibilityTest::TestDifferentStencilMaskAndRef(GLenum errIfMismatch)
{
// Run the test in an FBO to make sure we have some stencil bits.
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
glUseProgram(program.get());
ASSERT_GL_NO_ERROR();
// Having ref and mask the same for front and back is valid.
glStencilMask(255);
glStencilFunc(GL_ALWAYS, 0, 255);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different front - back write mask generates an error.
glStencilMaskSeparate(GL_FRONT, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both write masks separately to the same value is valid.
glStencilMaskSeparate(GL_BACK, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back mask generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both masks separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back reference generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both references separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Using different stencil funcs, everything being equal is valid.
glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
}
TEST_P(WebGLCompatibilityTest, StencilTestEnabledDisallowsDifferentStencilMaskAndRef)
{
glEnable(GL_STENCIL_TEST);
TestDifferentStencilMaskAndRef(GL_INVALID_OPERATION);
}
TEST_P(WebGLCompatibilityTest, StencilTestDisabledAllowsDifferentStencilMaskAndRef)
{
glDisable(GL_STENCIL_TEST);
TestDifferentStencilMaskAndRef(GL_NO_ERROR);
}
// Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest, MaxStride)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArrays(GL_POINTS, 0, 0);
ASSERT_GL_NO_ERROR();
// Test a case of overflow that could give a max vertex that's negative
constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 0);
glDrawArrays(GL_POINTS, kIntMax, kIntMax);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that index values outside of the 32-bit integer range do not read out of bounds
TEST_P(WebGLCompatibilityTest, LargeIndexRange)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_element_index_uint"));
constexpr char kVS[] =
R"(attribute vec4 a_Position;
void main()
{
gl_Position = a_Position;
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
glUseProgram(program.get());
glEnableVertexAttribArray(glGetAttribLocation(program, "a_Position"));
constexpr float kVertexData[] = {
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STREAM_DRAW);
constexpr GLuint kMaxIntAsGLuint = static_cast<GLuint>(std::numeric_limits<GLint>::max());
constexpr GLuint kIndexData[] = {
kMaxIntAsGLuint,
kMaxIntAsGLuint + 1,
kMaxIntAsGLuint + 2,
kMaxIntAsGLuint + 3,
};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData, GL_DYNAMIC_DRAW);
EXPECT_GL_NO_ERROR();
// First index is representable as 32-bit int but second is not
glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Neither index is representable as 32-bit int
glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, reinterpret_cast<void *>(sizeof(GLuint) * 2));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test for drawing with a null index buffer
TEST_P(WebGLCompatibilityTest, NullIndexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
glUseProgram(program.get());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
{
constexpr char kVS[] =
R"(attribute float a_pos;
attribute float a_w;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisor(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisor(wLocation, 1);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR();
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR();
}
// Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"));
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
constexpr char kVS[] =
R"(attribute float a_pos;
attribute float a_w;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisorANGLE(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisorANGLE(wLocation, 1);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR() << "touching the last element.";
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1.";
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR() << "touching the last element using a stride.";
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1 using a stride.";
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR() << "any offset with no vertices.";
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR() << "any offset with primitives.";
}
// Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the last index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the last + 1 element is invalid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset if valid if count is zero
glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
ASSERT_GL_NO_ERROR();
// Test touching the first index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the first - 1 index is invalid
// The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
// the historic behavior of WebGL implementations
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the end of the vertex buffer is valid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
ASSERT_GL_NO_ERROR();
// Test touching just after the end of the vertex buffer is invalid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the whole vertex buffer is valid
glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
ASSERT_GL_NO_ERROR();
// Test an index that would be negative
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest, DepthRange)
{
glDepthRangef(0, 1);
ASSERT_GL_NO_ERROR();
glDepthRangef(.5, .5);
ASSERT_GL_NO_ERROR();
glDepthRangef(1, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test all blend function combinations.
// In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
{
constexpr GLenum srcFunc[] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR,
GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA,
GL_ONE_MINUS_CONSTANT_ALPHA,
GL_SRC_ALPHA_SATURATE,
};
constexpr GLenum dstFunc[] = {
GL_ZERO, GL_ONE,
GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
};
for (GLenum src : srcFunc)
{
for (GLenum dst : dstFunc)
{
glBlendFunc(src, dst);
CheckBlendFunctions(src, dst);
glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
CheckBlendFunctions(src, dst);
}
}
}
// Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
{
const std::string validAttribName =
"abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
const std::string validUniformName =
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
if (getClientMajorVersion() < 3)
{
invalidSet.push_back('\\');
}
std::string vert = "attribute float ";
vert += validAttribName;
vert +=
R"(;
void main()
{
gl_Position = vec4(1.0);
})";
std::string frag =
R"(precision highp float;
uniform vec4 )";
frag += validUniformName;
// Insert illegal characters into comments
frag +=
R"(;
// $ \" @ /*
void main()
{/*
` @ $
*/gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, vert.c_str(), frag.c_str());
EXPECT_GL_NO_ERROR();
for (char invalidChar : invalidSet)
{
std::string invalidName = validAttribName + invalidChar;
glGetAttribLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
glBindAttribLocation(program, 0, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidName = validUniformName + invalidChar;
glGetUniformLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidAttribName = validAttribName + invalidChar;
const char *invalidVert[] = {
"attribute float ",
invalidAttribName.c_str(),
R"(;,
void main(),
{,
gl_Position = vec4(1.0);,
})",
};
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, static_cast<GLsizei>(ArraySize(invalidVert)), invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
}
// Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
{
// Verify that a line continuation character (i.e. backslash) cannot be used
// within a preprocessor directive in a ES2 context.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
const char *validVert =
R"(#define foo this is a test
precision mediump float;
void main()
{
gl_Position = vec4(1.0);
})";
const char *invalidVert =
R"(#define foo this \
is a test
precision mediump float;
void main()
{
gl_Position = vec4(1.0);
})";
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 1, &validVert, nullptr);
EXPECT_GL_NO_ERROR();
glShaderSource(shader, 1, &invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
// Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
{
const char *validVert =
R"(#version 300 es
precision mediump float;
void main ()
{
float f\
oo = 1.0;
gl_Position = vec4(foo);
})";
const char *invalidVert =
R"(#version 300 es
precision mediump float;
void main ()
{
float f\$
oo = 1.0;
gl_Position = vec4(foo);
})";
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 1, &validVert, nullptr);
EXPECT_GL_NO_ERROR();
glShaderSource(shader, 1, &invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
// Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
{
constexpr int maxLocStringLength = 256;
const std::string tooLongString(maxLocStringLength + 1, '_');
glBindAttribLocation(0, 0, "_webgl_var");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribDivisor(posLocation, 1);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
}
// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest, NPOT)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_texture_npot"));
// Create a texture and set an NPOT mip 0, should always be acceptable.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Try setting an NPOT mip 1 and verify the error if WebGL 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
if (getClientMajorVersion() < 3)
{
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
else
{
ASSERT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_OES_texture_npot"))
{
glRequestExtensionANGLE("GL_OES_texture_npot");
ASSERT_GL_NO_ERROR();
// Try again to set NPOT mip 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
template <typename T>
void FillTexture2D(GLuint texture,
GLsizei width,
GLsizei height,
const T &onePixelData,
GLint level,
GLint internalFormat,
GLenum format,
GLenum type)
{
std::vector<T> allPixelsData(width * height, onePixelData);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
allPixelsData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
// Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest, DefaultPosition)
{
// Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
// and green otherwise. The center of each quadrant will be red if and only if all
// four corners are red.
constexpr char kVS[] =
R"(attribute vec3 pos;
varying vec4 color;
void main() {
if (gl_Position == vec4(0,0,0,0)) {
color = vec4(1,0,0,1);
} else {
color = vec4(0,1,0,1);
}
gl_Position = vec4(pos,1);
})";
constexpr char kFS[] =
R"(precision mediump float;
varying vec4 color;
void main() {
gl_FragColor = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
}
// Tests that a rendering feedback loop triggers a GL error under WebGL.
// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
{
constexpr char kVS[] =
R"(attribute vec4 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = (a_position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
// Shader swizzles color channels so we can tell if the draw succeeded.
gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
})";
GLTexture texture;
FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
ASSERT_NE(-1, uniformLoc);
glUseProgram(program.get());
glUniform1i(uniformLoc, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Drawing with a texture that is also bound to the current framebuffer should fail
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Ensure that the texture contents did not change after the previous render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Drawing when texture is bound to an inactive uniform should succeed
GLTexture texture2;
FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
{
// This test only applies to ES2.
if (getClientMajorVersion() != 2)
{
return;
}
GLFramebuffer fbo[2];
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
// Test that is valid when we bind with a single attachment point.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GL_NO_ERROR();
// Test that enabling the draw buffers extension will allow us to bind with a non-zero
// attachment point.
if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
0);
ASSERT_GL_NO_ERROR();
}
}
// Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
GLBuffer indexBuffer;
const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
const char *zeroIndices = nullptr;
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
// size
TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
{
const char *zeroOffset = nullptr;
// Base case, vector of two floats
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
ASSERT_GL_NO_ERROR();
// Test setting a non-multiple offset
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test setting a non-multiple stride
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffersEXT(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
{
constexpr char kVS[] =
R"(attribute vec4 aPosition;
varying vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = (aPosition.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(#extension GL_EXT_draw_buffers : require
precision mediump float;
uniform sampler2D tex;
varying vec2 texCoord;
void main() {
gl_FragData[0] = texture2D(tex, texCoord);
gl_FragData[1] = texture2D(tex, texCoord);
})";
GLsizei width = 8;
GLsizei height = 8;
// This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
// extension and gl_FragData semantics are changed to enforce indexing by zero always.
// TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
if (/*!IsGLExtensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
{
// No WEBGL_draw_buffers support -- this is legal.
return;
}
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// Test skipped because MAX_DRAW_BUFFERS is too small.
ANGLE_SKIP_TEST_IF(maxDrawBuffers < 2);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
ASSERT_GL_NO_ERROR();
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
// A feedback loop is formed regardless of drawBuffers settings.
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}},
GL_INVALID_OPERATION);
}
// Test tests that texture copying feedback loops are properly rejected in WebGL.
// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
{
// Vulkan does not support copying from a texture to itself. http://anglebug.com/2914
ANGLE_SKIP_TEST_IF(IsVulkan());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
// framebuffer should be FRAMEBUFFER_COMPLETE.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// testing copyTexImage2D
// copyTexImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// copyTexImage2D to same texture same level, invalid feedback loop
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// testing copyTexSubImage2D
// copyTexSubImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// copyTexSubImage2D to same texture same level, invalid feedback loop
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexSubImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
}
void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffers(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// Tests invariance matching rules between built in varyings.
// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
{
constexpr char kVS[] =
R"(varying vec4 v_varying;
void main()
{
gl_PointSize = 1.0;
gl_Position = v_varying;
})";
constexpr char kFSInvariantGlFragCoord[] =
R"(invariant gl_FragCoord;
void main()
{
gl_FragColor = gl_FragCoord;
})";
constexpr char kFSInvariantGlPointCoord[] =
R"(invariant gl_PointCoord;
void main()
{
gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);
})";
GLuint program = CompileProgram(kVS, kFSInvariantGlFragCoord);
EXPECT_EQ(0u, program);
program = CompileProgram(kVS, kFSInvariantGlPointCoord);
EXPECT_EQ(0u, program);
}
// Tests global namespace conflicts between uniforms and attributes.
// Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
{
constexpr char kVS[] =
R"(attribute vec4 foo;
void main()
{
gl_Position = foo;
})";
constexpr char kFS[] =
R"(precision mediump float;
uniform vec4 foo;
void main()
{
gl_FragColor = foo;
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
}
// Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
{
if (IsGLExtensionRequestable("GL_EXT_texture_compression_dxt1"))
{
glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Regular case, verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test various dimensions that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test various image sizes that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Fill a full mip chain and verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that non-block size sub-uploads are not valid for the 0 mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test that non-block size sub-uploads are valid for if they fill the whole mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that if the format miss-matches the texture, an error is generated
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
TEST_P(WebGLCompatibilityTest, L32FTextures)
{
constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized L 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized L 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, A32FTextures)
{
constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized A 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized A 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, LA32FTextures)
{
constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
textureData[1]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized LA 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized LA 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, R32FTextures)
{
constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized R 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized R 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RG32FTextures)
{
constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RG 32F
{
bool texture = (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RG 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGB32FTextures)
{
// TODO(syoussefi): Missing format support. http://anglebug.com/2898
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGB 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGB 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
{
// TODO(syoussefi): Missing format support. http://anglebug.com/2898
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGBA 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
// Test that has float color attachment caching works when color attachments change, by calling draw
// command when blending is enabled
TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachment)
{
if (getClientMajorVersion() >= 3)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
}
else
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
}
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glEnable(GL_BLEND);
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
glDrawArrays(GL_POINTS, 0, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
0); // test unbind
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
// Test that has float color attachment caching works with multiple color attachments bound to a
// Framebuffer
TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachmentMRT)
{
bool isWebGL2 = getClientMajorVersion() >= 3;
if (isWebGL2)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
constexpr char kVS[] =
R"(#version 300 es