| // |
| // 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 "random_utils.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| Vector4 RandomVec4(int seed, float minValue, float maxValue) |
| { |
| RNG rng(seed); |
| srand(seed); |
| return Vector4( |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue)); |
| } |
| |
| GLColor Vec4ToColor(const Vector4 &vec) |
| { |
| GLColor color; |
| color.R = static_cast<uint8_t>(vec.x() * 255.0f); |
| color.G = static_cast<uint8_t>(vec.y() * 255.0f); |
| color.B = static_cast<uint8_t>(vec.z() * 255.0f); |
| color.A = static_cast<uint8_t>(vec.w() * 255.0f); |
| return color; |
| }; |
| |
| class ClearTestBase : public ANGLETest |
| { |
| protected: |
| ClearTestBase() : mProgram(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| mFBOs.resize(2, 0); |
| glGenFramebuffers(2, mFBOs.data()); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteProgram(mProgram); |
| |
| if (!mFBOs.empty()) |
| { |
| glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data()); |
| } |
| |
| if (!mTextures.empty()) |
| { |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data()); |
| } |
| |
| ANGLETest::TearDown(); |
| } |
| |
| void setupDefaultProgram() |
| { |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| |
| void main() |
| { |
| gl_Position = position; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| ); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, mProgram); |
| } |
| |
| GLuint mProgram; |
| std::vector<GLuint> mFBOs; |
| std::vector<GLuint> mTextures; |
| }; |
| |
| class ClearTest : public ClearTestBase {}; |
| class ClearTestES3 : public ClearTestBase {}; |
| |
| // Test clearing the default framebuffer |
| TEST_P(ClearTest, DefaultFramebuffer) |
| { |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0); |
| } |
| |
| // Test clearing a RGBA8 Framebuffer |
| TEST_P(ClearTest, RGBA8Framebuffer) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint texture; |
| glGenTextures(1, &texture); |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); |
| } |
| |
| TEST_P(ClearTest, ClearIssue) |
| { |
| // TODO(geofflang): Figure out why this is broken on Intel OpenGL |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LEQUAL); |
| |
| glClearColor(0.0, 1.0, 0.0, 1.0); |
| glClearDepthf(0.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint rbo; |
| glGenRenderbuffers(1, &rbo); |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| |
| setupDefaultProgram(); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| } |
| |
| // Requires ES3 |
| // This tests a bug where in a masked clear when calling "ClearBuffer", we would |
| // mistakenly clear every channel (including the masked-out ones) |
| TEST_P(ClearTestES3, MaskedClearBufferBug) |
| { |
| unsigned char pixelData[] = { 255, 255, 255, 255 }; |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint textures[2]; |
| glGenTextures(2, &textures[0]); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| |
| float clearValue[] = { 0, 0.5f, 0.5f, 1.0f }; |
| GLenum drawBuffers[] = { GL_NONE, GL_COLOR_ATTACHMENT1 }; |
| glDrawBuffers(2, drawBuffers); |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| glClearBufferfv(GL_COLOR, 1, clearValue); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| |
| glReadBuffer(GL_COLOR_ATTACHMENT1); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1); |
| |
| glDeleteTextures(2, textures); |
| } |
| |
| TEST_P(ClearTestES3, BadFBOSerialBug) |
| { |
| // First make a simple framebuffer, and clear it to green |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint textures[2]; |
| glGenTextures(2, &textures[0]); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0 }; |
| glDrawBuffers(1, drawBuffers); |
| |
| float clearValues1[] = { 0.0f, 1.0f, 0.0f, 1.0f }; |
| glClearBufferfv(GL_COLOR, 0, clearValues1); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| |
| // Next make a second framebuffer, and draw it to red |
| // (Triggers bad applied render target serial) |
| GLuint fbo2; |
| glGenFramebuffers(1, &fbo2); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo2); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| |
| glDrawBuffers(1, drawBuffers); |
| |
| setupDefaultProgram(); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| |
| // Check that the first framebuffer is still green. |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| |
| glDeleteTextures(2, textures); |
| glDeleteFramebuffers(1, &fbo2); |
| } |
| |
| // Test that SRGB framebuffers clear to the linearized clear color |
| TEST_P(ClearTestES3, SRGBClear) |
| { |
| // TODO(jmadill): figure out why this fails |
| if (IsIntel() && GetParam() == ES3_OPENGL()) |
| { |
| std::cout << "Test skipped on Intel due to failures." << std::endl; |
| return; |
| } |
| |
| // First make a simple framebuffer, and clear it |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint texture; |
| glGenTextures(1, &texture); |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); |
| } |
| |
| // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each |
| // attachment |
| TEST_P(ClearTestES3, MixedSRGBClear) |
| { |
| // TODO(cwallez) figure out why it is broken on Intel on Mac |
| #if defined(ANGLE_PLATFORM_APPLE) |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| std::cout << "Test skipped on Intel on Mac." << std::endl; |
| return; |
| } |
| #endif |
| |
| // TODO(jmadill): figure out why this fails |
| if (IsIntel() && GetParam() == ES3_OPENGL()) |
| { |
| std::cout << "Test skipped on Intel due to failures." << std::endl; |
| return; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLuint textures[2]; |
| glGenTextures(2, &textures[0]); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); |
| |
| GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; |
| glDrawBuffers(2, drawBuffers); |
| |
| // Clear both textures |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); |
| |
| // Check value of texture0 |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); |
| |
| // Check value of texture1 |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); |
| } |
| |
| // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync |
| // before a draw call. The test draws small quads to a larger FBO (the default back buffer). |
| // Before each blit to the back buffer it clears the quad to a certain color using |
| // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to |
| // flush or finish after ClearBufferfv or each draw. |
| TEST_P(ClearTestES3, RepeatedClear) |
| { |
| if (IsD3D11() && (IsNVIDIA() || IsIntel())) |
| { |
| std::cout << "Test skipped on Nvidia and Intel D3D11." << std::endl; |
| return; |
| } |
| |
| const std::string &vertexSource = |
| "#version 300 es\n" |
| "in highp vec2 position;\n" |
| "out highp vec2 v_coord;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| " vec2 texCoord = (position * 0.5) + 0.5;\n" |
| " v_coord = texCoord;\n" |
| "}\n"; |
| |
| const std::string &fragmentSource = |
| "#version 300 es\n" |
| "in highp vec2 v_coord;\n" |
| "out highp vec4 color;\n" |
| "uniform sampler2D tex;\n" |
| "void main()\n" |
| "{\n" |
| " color = texture(tex, v_coord);\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(vertexSource, fragmentSource); |
| ASSERT_NE(0u, mProgram); |
| |
| mTextures.resize(1, 0); |
| glGenTextures(1, mTextures.data()); |
| |
| GLenum format = GL_RGBA8; |
| const int numRowsCols = 3; |
| const int cellSize = 32; |
| const int fboSize = cellSize; |
| const int backFBOSize = cellSize * numRowsCols; |
| const float fmtValueMin = 0.0f; |
| const float fmtValueMax = 1.0f; |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // larger fbo bound -- clear to transparent black |
| glUseProgram(mProgram); |
| GLint uniLoc = glGetUniformLocation(mProgram, "tex"); |
| ASSERT_NE(-1, uniLoc); |
| glUniform1i(uniLoc, 0); |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| |
| GLint positionLocation = glGetAttribLocation(mProgram, "position"); |
| ASSERT_NE(-1, positionLocation); |
| |
| glUseProgram(mProgram); |
| |
| for (int cellY = 0; cellY < numRowsCols; cellY++) |
| { |
| for (int cellX = 0; cellX < numRowsCols; cellX++) |
| { |
| int seed = cellX + cellY * numRowsCols; |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| glClearBufferfv(GL_COLOR, 0, color.data()); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| // Method 1: Set viewport and draw full-viewport quad |
| glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Uncommenting the glFinish call seems to make the test pass. |
| // glFinish(); |
| } |
| } |
| |
| std::vector<GLColor> pixelData(backFBOSize * backFBOSize); |
| glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); |
| |
| for (int cellY = 0; cellY < numRowsCols; cellY++) |
| { |
| for (int cellX = 0; cellX < numRowsCols; cellX++) |
| { |
| int seed = cellX + cellY * numRowsCols; |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); |
| GLColor expectedColor = Vec4ToColor(color); |
| |
| int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1; |
| GLColor actualColor = pixelData[testN]; |
| EXPECT_NEAR(expectedColor.R, actualColor.R, 1); |
| EXPECT_NEAR(expectedColor.G, actualColor.G, 1); |
| EXPECT_NEAR(expectedColor.B, actualColor.B, 1); |
| EXPECT_NEAR(expectedColor.A, actualColor.A, 1); |
| } |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(ClearTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| |
| } // anonymous namespace |