| // |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| class BlitFramebufferANGLETest : public ANGLETest |
| { |
| protected: |
| BlitFramebufferANGLETest() |
| { |
| setWindowWidth(256); |
| setWindowHeight(256); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| |
| mCheckerProgram = 0; |
| mBlueProgram = 0; |
| |
| mOriginalFBO = 0; |
| |
| mUserFBO = 0; |
| mUserColorBuffer = 0; |
| mUserDepthStencilBuffer = 0; |
| |
| mSmallFBO = 0; |
| mSmallColorBuffer = 0; |
| mSmallDepthStencilBuffer = 0; |
| |
| mColorOnlyFBO = 0; |
| mColorOnlyColorBuffer = 0; |
| |
| mDiffFormatFBO = 0; |
| mDiffFormatColorBuffer = 0; |
| |
| mDiffSizeFBO = 0; |
| mDiffSizeColorBuffer = 0; |
| |
| mMRTFBO = 0; |
| mMRTColorBuffer0 = 0; |
| mMRTColorBuffer1 = 0; |
| |
| mRGBAColorbuffer = 0; |
| mRGBAFBO = 0; |
| |
| mBGRAMultisampledRenderbuffer = 0; |
| mBGRAMultisampledFBO = 0; |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string passthroughVS = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec4 pos; |
| |
| void main() |
| { |
| gl_Position = position; |
| pos = position; |
| } |
| ); |
| |
| const std::string checkeredFS = SHADER_SOURCE |
| ( |
| precision highp float; |
| varying vec4 pos; |
| |
| void main() |
| { |
| if (pos.x * pos.y > 0.0) |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| else |
| { |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); |
| } |
| } |
| ); |
| |
| const std::string blueFS = SHADER_SOURCE |
| ( |
| precision highp float; |
| varying vec4 pos; |
| |
| void main() |
| { |
| gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); |
| } |
| ); |
| |
| mCheckerProgram = CompileProgram(passthroughVS, checkeredFS); |
| mBlueProgram = CompileProgram(passthroughVS, blueFS); |
| if (mCheckerProgram == 0 || mBlueProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| GLint originalFBO; |
| glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO); |
| if (originalFBO >= 0) |
| { |
| mOriginalFBO = (GLuint)originalFBO; |
| } |
| |
| GLenum format = GL_BGRA_EXT; |
| |
| glGenFramebuffers(1, &mUserFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| glGenTextures(1, &mUserColorBuffer); |
| glGenRenderbuffers(1, &mUserDepthStencilBuffer); |
| glBindTexture(GL_TEXTURE_2D, mUserColorBuffer); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mUserColorBuffer, 0); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, |
| GL_UNSIGNED_BYTE, nullptr); |
| glBindRenderbuffer(GL_RENDERBUFFER, mUserDepthStencilBuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(), getWindowHeight()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glGenFramebuffers(1, &mSmallFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO); |
| glGenTextures(1, &mSmallColorBuffer); |
| glGenRenderbuffers(1, &mSmallDepthStencilBuffer); |
| glBindTexture(GL_TEXTURE_2D, mSmallColorBuffer); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() / 2, getWindowHeight() / 2, 0, |
| format, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSmallColorBuffer, 0); |
| glBindRenderbuffer(GL_RENDERBUFFER, mSmallDepthStencilBuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth() / 2, getWindowHeight() / 2); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glGenFramebuffers(1, &mColorOnlyFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); |
| glGenTextures(1, &mColorOnlyColorBuffer); |
| glBindTexture(GL_TEXTURE_2D, mColorOnlyColorBuffer); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorOnlyColorBuffer, 0); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glGenFramebuffers(1, &mDiffFormatFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mDiffFormatFBO); |
| glGenTextures(1, &mDiffFormatColorBuffer); |
| glBindTexture(GL_TEXTURE_2D, mDiffFormatColorBuffer); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, |
| GL_UNSIGNED_SHORT_5_6_5, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffFormatColorBuffer, 0); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glGenFramebuffers(1, &mDiffSizeFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mDiffSizeFBO); |
| glGenTextures(1, &mDiffSizeColorBuffer); |
| glBindTexture(GL_TEXTURE_2D, mDiffSizeColorBuffer); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() * 2, getWindowHeight() * 2, 0, |
| format, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffSizeColorBuffer, 0); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| if (extensionEnabled("GL_EXT_draw_buffers")) |
| { |
| glGenFramebuffers(1, &mMRTFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); |
| glGenTextures(1, &mMRTColorBuffer0); |
| glGenTextures(1, &mMRTColorBuffer1); |
| glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer0); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mMRTColorBuffer0, 0); |
| glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer1); |
| glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, mMRTColorBuffer1, 0); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| if (extensionEnabled("GL_ANGLE_framebuffer_multisample")) |
| { |
| // Test blit between RGBA and multisampled BGRA |
| glGenTextures(1, &mRGBAColorbuffer); |
| glBindTexture(GL_TEXTURE_2D, mRGBAColorbuffer); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| |
| glGenFramebuffers(1, &mRGBAFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mRGBAFBO); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mRGBAColorbuffer, 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| glGenRenderbuffers(1, &mBGRAMultisampledRenderbuffer); |
| glBindRenderbuffer(GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer); |
| glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_BGRA8_EXT, getWindowWidth(), getWindowHeight()); |
| |
| glGenFramebuffers(1, &mBGRAMultisampledFBO); |
| glBindFramebuffer(GL_FRAMEBUFFER, mBGRAMultisampledFBO); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer); |
| |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteProgram(mCheckerProgram); |
| glDeleteProgram(mBlueProgram); |
| |
| glDeleteFramebuffers(1, &mUserFBO); |
| glDeleteTextures(1, &mUserColorBuffer); |
| glDeleteRenderbuffers(1, &mUserDepthStencilBuffer); |
| |
| glDeleteFramebuffers(1, &mSmallFBO); |
| glDeleteTextures(1, &mSmallColorBuffer); |
| glDeleteRenderbuffers(1, &mSmallDepthStencilBuffer); |
| |
| glDeleteFramebuffers(1, &mColorOnlyFBO); |
| glDeleteTextures(1, &mSmallDepthStencilBuffer); |
| |
| glDeleteFramebuffers(1, &mDiffFormatFBO); |
| glDeleteTextures(1, &mDiffFormatColorBuffer); |
| |
| glDeleteFramebuffers(1, &mDiffSizeFBO); |
| glDeleteTextures(1, &mDiffSizeColorBuffer); |
| |
| if (extensionEnabled("GL_EXT_draw_buffers")) |
| { |
| glDeleteFramebuffers(1, &mMRTFBO); |
| glDeleteTextures(1, &mMRTColorBuffer0); |
| glDeleteTextures(1, &mMRTColorBuffer1); |
| } |
| |
| if (mRGBAColorbuffer != 0) |
| { |
| glDeleteTextures(1, &mRGBAColorbuffer); |
| } |
| |
| if (mRGBAFBO != 0) |
| { |
| glDeleteFramebuffers(1, &mBGRAMultisampledFBO); |
| } |
| |
| if (mBGRAMultisampledRenderbuffer != 0) |
| { |
| glDeleteRenderbuffers(1, &mBGRAMultisampledRenderbuffer); |
| } |
| |
| if (mBGRAMultisampledFBO != 0) |
| { |
| glDeleteFramebuffers(1, &mBGRAMultisampledFBO); |
| } |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mCheckerProgram; |
| GLuint mBlueProgram; |
| |
| GLuint mOriginalFBO; |
| |
| GLuint mUserFBO; |
| GLuint mUserColorBuffer; |
| GLuint mUserDepthStencilBuffer; |
| |
| GLuint mSmallFBO; |
| GLuint mSmallColorBuffer; |
| GLuint mSmallDepthStencilBuffer; |
| |
| GLuint mColorOnlyFBO; |
| GLuint mColorOnlyColorBuffer; |
| |
| GLuint mDiffFormatFBO; |
| GLuint mDiffFormatColorBuffer; |
| |
| GLuint mDiffSizeFBO; |
| GLuint mDiffSizeColorBuffer; |
| |
| GLuint mMRTFBO; |
| GLuint mMRTColorBuffer0; |
| GLuint mMRTColorBuffer1; |
| |
| GLuint mRGBAColorbuffer; |
| GLuint mRGBAFBO; |
| |
| GLuint mBGRAMultisampledRenderbuffer; |
| GLuint mBGRAMultisampledFBO; |
| }; |
| |
| // Draw to user-created framebuffer, blit whole-buffer color to original framebuffer. |
| TEST_P(BlitFramebufferANGLETest, BlitColorToDefault) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // Draw to system framebuffer, blit whole-buffer color to user-created framebuffer. |
| TEST_P(BlitFramebufferANGLETest, ReverseColorBlit) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // blit from user-created FBO to system framebuffer, with the scissor test enabled. |
| TEST_P(BlitFramebufferANGLETest, ScissoredBlit) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight()); |
| glEnable(GL_SCISSOR_TEST); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDisable(GL_SCISSOR_TEST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 255, 255, 255); |
| } |
| |
| // blit from system FBO to user-created framebuffer, with the scissor test enabled. |
| TEST_P(BlitFramebufferANGLETest, ReverseScissoredBlit) |
| { |
| // TODO(jmadill): Triage this driver bug. |
| if (IsAMD() && IsD3D11()) |
| { |
| std::cout << "Test skipped on AMD D3D11." << std::endl; |
| return; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight()); |
| glEnable(GL_SCISSOR_TEST); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDisable(GL_SCISSOR_TEST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 255, 255, 255); |
| } |
| |
| // blit from user-created FBO to system framebuffer, using region larger than buffer. |
| TEST_P(BlitFramebufferANGLETest, OversizedBlit) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0, getWindowWidth() * 2, getWindowHeight() * 2, |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // blit from system FBO to user-created framebuffer, using region larger than buffer. |
| TEST_P(BlitFramebufferANGLETest, ReverseOversizedBlit) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0, getWindowWidth() * 2, getWindowHeight() * 2, |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // blit from user-created FBO to system framebuffer, with depth buffer. |
| TEST_P(BlitFramebufferANGLETest, BlitWithDepth) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glDepthMask(GL_TRUE); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| // if blit is happening correctly, this quad will not draw, because it is behind the blitted one |
| drawQuad(mBlueProgram, "position", 0.8f); |
| |
| glDisable(GL_DEPTH_TEST); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // blit from system FBO to user-created framebuffer, with depth buffer. |
| TEST_P(BlitFramebufferANGLETest, ReverseBlitWithDepth) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glEnable(GL_DEPTH_TEST); |
| |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| |
| glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| // if blit is happening correctly, this quad will not draw, because it is behind the blitted one |
| |
| drawQuad(mBlueProgram, "position", 0.8f); |
| |
| glDisable(GL_DEPTH_TEST); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| } |
| |
| // blit from one region of the system fbo to another-- this should fail. |
| TEST_P(BlitFramebufferANGLETest, BlitSameBufferOriginal) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // blit from one region of the system fbo to another. |
| TEST_P(BlitFramebufferANGLETest, BlitSameBufferUser) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| TEST_P(BlitFramebufferANGLETest, BlitPartialColor) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 255, 255, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| } |
| |
| TEST_P(BlitFramebufferANGLETest, BlitDifferentSizes) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mSmallFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| TEST_P(BlitFramebufferANGLETest, BlitWithMissingAttachments) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| // generate INVALID_OPERATION if the read FBO has no depth attachment |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), |
| getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, |
| GL_NEAREST); |
| |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // generate INVALID_OPERATION if the read FBO has no stencil attachment |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), |
| getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, |
| GL_NEAREST); |
| |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // generate INVALID_OPERATION if we read from a missing color attachment |
| glReadBuffer(GL_COLOR_ATTACHMENT1); |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), |
| getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| TEST_P(BlitFramebufferANGLETest, BlitStencil) |
| { |
| // TODO(jmadill): Figure out if we can fix this on D3D9. |
| // https://code.google.com/p/angleproject/issues/detail?id=809 |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D9." << std::endl; |
| return; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| // fill the stencil buffer with 0x1 |
| glStencilFunc(GL_ALWAYS, 0x1, 0xFF); |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glEnable(GL_STENCIL_TEST); |
| drawQuad(mCheckerProgram, "position", 0.3f); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| glClearStencil(0x0); |
| glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| // depth blit request should be silently ignored, because the read FBO has no depth attachment |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| |
| glStencilFunc(GL_EQUAL, 0x1, 0xFF); // only pass if stencil buffer at pixel reads 0x1 |
| drawQuad(mBlueProgram, "position", 0.8f); // blue quad will draw if stencil buffer was copied |
| glDisable(GL_STENCIL_TEST); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 0, 255, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 0, 255, 255); |
| } |
| |
| // make sure that attempting to blit a partial depth buffer issues an error |
| TEST_P(BlitFramebufferANGLETest, BlitPartialDepthStencil) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, |
| getWindowWidth() / 2, getWindowHeight() / 2, GL_DEPTH_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Test blit with MRT framebuffers |
| TEST_P(BlitFramebufferANGLETest, BlitMRT) |
| { |
| if (!extensionEnabled("GL_EXT_draw_buffers")) |
| { |
| return; |
| } |
| |
| GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); |
| glDrawBuffersEXT(2, drawBuffers); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.8f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mMRTFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0, 0); |
| |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ( getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, mMRTColorBuffer1, 0); |
| } |
| |
| // Make sure that attempts to stretch in a blit call issue an error |
| TEST_P(BlitFramebufferANGLETest, ErrorStretching) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, |
| getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Make sure that attempts to flip in a blit call issue an error |
| TEST_P(BlitFramebufferANGLETest, ErrorFlipping) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight() / 2, |
| 0, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| TEST_P(BlitFramebufferANGLETest, Errors) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| drawQuad(mCheckerProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_LINEAR); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT | 234, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mDiffFormatFBO); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| if (extensionEnabled("GL_ANGLE_framebuffer_multisample")) |
| { |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, mBGRAMultisampledFBO); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRGBAFBO); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| } |
| |
| // TODO(geofflang): Fix the dependence on glBlitFramebufferANGLE without checks and assuming the |
| // default framebuffer is BGRA to enable the GL and GLES backends. (http://anglebug.com/1289) |
| |
| class BlitFramebufferTest : public ANGLETest |
| { |
| protected: |
| BlitFramebufferTest() |
| { |
| setWindowWidth(256); |
| setWindowHeight(256); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| } |
| }; |
| |
| // Tests resolving a multisample depth buffer. |
| TEST_P(BlitFramebufferTest, MultisampleDepth) |
| { |
| // TODO(jmadill): Triage this driver bug. |
| if (IsAMD() && IsD3D11()) |
| { |
| std::cout << "Test skipped on AMD D3D11." << std::endl; |
| return; |
| } |
| |
| GLRenderbuffer renderbuf; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 256, 256); |
| |
| const std::string &vertex = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "void main() {\n" |
| " gl_Position = vec4(position, 0.0, 0.5);\n" |
| "}"; |
| const std::string &fragment = |
| "#version 300 es\n" |
| "out mediump vec4 red;\n" |
| "void main() {\n" |
| " red = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| " gl_FragDepth = 0.5;\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(drawRed, vertex, fragment); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, |
| renderbuf.get()); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| glClearDepthf(0.5f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| GLRenderbuffer destRenderbuf; |
| glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 256, 256); |
| |
| GLFramebuffer resolved; |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get()); |
| glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, |
| destRenderbuf.get()); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get()); |
| glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_DEPTH_BUFFER_BIT, GL_NEAREST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); |
| |
| GLTexture colorbuf; |
| glBindTexture(GL_TEXTURE_2D, colorbuf.get()); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuf.get(), 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Clear to green |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Draw with 0.5f test and the test should pass. |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_EQUAL); |
| drawQuad(drawRed.get(), "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test resolving a multisampled stencil buffer. |
| TEST_P(BlitFramebufferTest, MultisampleStencil) |
| { |
| GLRenderbuffer renderbuf; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_STENCIL_INDEX8, 256, 256); |
| |
| const std::string &vertex = |
| "#version 300 es\n" |
| "in vec2 position;\n" |
| "void main() {\n" |
| " gl_Position = vec4(position, 0.0, 1.0);\n" |
| "}"; |
| const std::string &fragment = |
| "#version 300 es\n" |
| "out mediump vec4 red;\n" |
| "void main() {\n" |
| " red = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}"; |
| |
| ANGLE_GL_PROGRAM(drawRed, vertex, fragment); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| renderbuf.get()); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // fill the stencil buffer with 0x1 |
| glStencilFunc(GL_ALWAYS, 0x1, 0xFF); |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glEnable(GL_STENCIL_TEST); |
| drawQuad(drawRed.get(), "position", 0.5f); |
| |
| GLTexture destColorbuf; |
| glBindTexture(GL_TEXTURE_2D, destColorbuf.get()); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); |
| |
| GLRenderbuffer destRenderbuf; |
| glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 256, 256); |
| |
| GLFramebuffer resolved; |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get()); |
| glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| destColorbuf.get(), 0); |
| glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| destRenderbuf.get()); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get()); |
| glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_STENCIL_BUFFER_BIT, GL_NEAREST); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Clear to green |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Draw red if the stencil is 0x1, which should be true after the blit/resolve. |
| glStencilFunc(GL_EQUAL, 0x1, 0xFF); |
| drawQuad(drawRed.get(), "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(BlitFramebufferANGLETest, |
| ES2_D3D9(), |
| ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE), |
| ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE)); |
| |
| ANGLE_INSTANTIATE_TEST(BlitFramebufferTest, ES3_D3D11()); |