| // |
| // Copyright 2016 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. |
| // |
| |
| // ColorMaskTest.cpp: Test GLES functionality related to color masks, particularly an AMD D3D9 |
| // driver bug. |
| |
| #include "test_utils/ANGLETest.h" |
| |
| namespace angle |
| { |
| class ColorMaskTest : public ANGLETest |
| { |
| protected: |
| ColorMaskTest() : mProgram(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vsSource = |
| "precision highp float;\n" |
| "attribute vec4 position;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = position;\n" |
| "}\n"; |
| |
| const std::string fsSource = |
| "precision highp float;\n" |
| "uniform vec4 color;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = color;\n" |
| "}\n"; |
| |
| mProgram = CompileProgram(vsSource, fsSource); |
| ASSERT_NE(0u, mProgram) << "shader compilation failed."; |
| |
| mColorUniform = glGetUniformLocation(mProgram, "color"); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteProgram(mProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mProgram = 0; |
| GLint mColorUniform = -1; |
| }; |
| |
| // Some ATI cards have a bug where a draw with a zero color write mask can cause later draws to have |
| // incorrect results. Test to make sure this bug is not exposed. |
| TEST_P(ColorMaskTest, AMDZeroColorMaskBug) |
| { |
| int x = getWindowWidth() / 2; |
| int y = getWindowHeight() / 2; |
| |
| // Clear to blue |
| glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_EQ(x, y, 0, 0, 255, 255); |
| |
| // Draw a quad with all colors masked and blending disabled, should remain blue |
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| glDisable(GL_BLEND); |
| glUseProgram(mProgram); |
| glUniform4f(mColorUniform, 1.0f, 0.0f, 0.0f, 0.0f); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(x, y, 0, 0, 255, 255); |
| |
| // Re-enable the color mask, should be red (with blend disabled, the red should overwrite |
| // everything) |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| glUseProgram(mProgram); |
| glUniform4f(mColorUniform, 1.0f, 0.0f, 0.0f, 0.0f); |
| EXPECT_GL_NO_ERROR(); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 0); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. D3D11 Feature Level 9_3 uses different D3D formats for vertex |
| // attribs compared to Feature Levels 10_0+, so we should test them separately. |
| ANGLE_INSTANTIATE_TEST(ColorMaskTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_D3D11_FL9_3(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES()); |
| |
| } // namespace angle |