| // |
| // Copyright 2017 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // Framebuffer multiview tests: |
| // The tests modify and examine the multiview state. |
| // |
| |
| #include "test_utils/MultiviewTest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| std::vector<GLenum> GetDrawBufferRange(size_t numColorAttachments) |
| { |
| std::vector<GLenum> drawBuffers(numColorAttachments); |
| const size_t kBase = static_cast<size_t>(GL_COLOR_ATTACHMENT0); |
| for (size_t i = 0u; i < drawBuffers.size(); ++i) |
| { |
| drawBuffers[i] = static_cast<GLenum>(kBase + i); |
| } |
| return drawBuffers; |
| } |
| } // namespace |
| |
| // Base class for tests that care mostly about draw call validity and not rendering results. |
| class FramebufferMultiviewTest : public MultiviewTest |
| { |
| protected: |
| FramebufferMultiviewTest() : MultiviewTest() {} |
| }; |
| |
| class FramebufferMultiviewLayeredClearTest : public FramebufferMultiviewTest |
| { |
| protected: |
| FramebufferMultiviewLayeredClearTest() : mMultiviewFBO(0), mDepthTex(0), mDepthStencilTex(0) {} |
| |
| void testTearDown() override |
| { |
| if (mMultiviewFBO != 0) |
| { |
| glDeleteFramebuffers(1, &mMultiviewFBO); |
| mMultiviewFBO = 0u; |
| } |
| if (!mNonMultiviewFBO.empty()) |
| { |
| GLsizei textureCount = static_cast<GLsizei>(mNonMultiviewFBO.size()); |
| glDeleteTextures(textureCount, mNonMultiviewFBO.data()); |
| mNonMultiviewFBO.clear(); |
| } |
| if (!mColorTex.empty()) |
| { |
| GLsizei textureCount = static_cast<GLsizei>(mColorTex.size()); |
| glDeleteTextures(textureCount, mColorTex.data()); |
| mColorTex.clear(); |
| } |
| if (mDepthStencilTex != 0u) |
| { |
| glDeleteTextures(1, &mDepthStencilTex); |
| mDepthStencilTex = 0u; |
| } |
| if (mDepthTex != 0u) |
| { |
| glDeleteTextures(1, &mDepthTex); |
| mDepthTex = 0u; |
| } |
| MultiviewTest::testTearDown(); |
| } |
| |
| void initializeFBOs(int width, |
| int height, |
| int numLayers, |
| int baseViewIndex, |
| int numViews, |
| int numColorAttachments, |
| bool stencil, |
| bool depth) |
| { |
| ASSERT_TRUE(mColorTex.empty()); |
| ASSERT_EQ(0u, mDepthStencilTex); |
| ASSERT_EQ(0u, mDepthTex); |
| ASSERT_LE(baseViewIndex + numViews, numLayers); |
| |
| // Generate textures. |
| mColorTex.resize(numColorAttachments); |
| GLsizei textureCount = static_cast<GLsizei>(mColorTex.size()); |
| glGenTextures(textureCount, mColorTex.data()); |
| if (stencil) |
| { |
| glGenTextures(1, &mDepthStencilTex); |
| } |
| else if (depth) |
| { |
| glGenTextures(1, &mDepthTex); |
| } |
| |
| CreateMultiviewBackingTextures(0, width, height, numLayers, mColorTex, mDepthTex, |
| mDepthStencilTex); |
| |
| glGenFramebuffers(1, &mMultiviewFBO); |
| |
| // Generate multiview FBO and attach textures. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| AttachMultiviewTextures(GL_FRAMEBUFFER, width, numViews, baseViewIndex, mColorTex, |
| mDepthTex, mDepthStencilTex); |
| |
| const auto &drawBuffers = GetDrawBufferRange(numColorAttachments); |
| glDrawBuffers(numColorAttachments, drawBuffers.data()); |
| |
| // Generate non-multiview FBOs and attach textures. |
| mNonMultiviewFBO.resize(numLayers); |
| GLsizei framebufferCount = static_cast<GLsizei>(mNonMultiviewFBO.size()); |
| glGenFramebuffers(framebufferCount, mNonMultiviewFBO.data()); |
| for (int i = 0; i < numLayers; ++i) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[i]); |
| for (int j = 0; j < numColorAttachments; ++j) |
| { |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, |
| static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + j), |
| mColorTex[j], 0, i); |
| } |
| if (stencil) |
| { |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, |
| mDepthStencilTex, 0, i); |
| } |
| else if (depth) |
| { |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTex, 0, i); |
| } |
| glDrawBuffers(numColorAttachments, drawBuffers.data()); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLColor getLayerColor(size_t layer, GLenum attachment, GLint x, GLint y) |
| { |
| EXPECT_LT(layer, mNonMultiviewFBO.size()); |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[layer]); |
| glReadBuffer(attachment); |
| return angle::ReadColor(x, y); |
| } |
| |
| GLColor getLayerColor(size_t layer, GLenum attachment) |
| { |
| return getLayerColor(layer, attachment, 0, 0); |
| } |
| |
| GLuint mMultiviewFBO; |
| std::vector<GLuint> mNonMultiviewFBO; |
| |
| private: |
| std::vector<GLuint> mColorTex; |
| GLuint mDepthTex; |
| GLuint mDepthStencilTex; |
| }; |
| |
| // Test that the framebuffer tokens introduced by OVR_multiview2 can be used to query the |
| // framebuffer state and that their corresponding default values are correctly set. |
| TEST_P(FramebufferMultiviewTest, DefaultState) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); |
| |
| GLint numViews = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR, |
| &numViews); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, numViews); |
| |
| GLint baseViewIndex = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR, |
| &baseViewIndex); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(0, baseViewIndex); |
| } |
| |
| // Test that without having the OVR_multiview2 extension, querying for the framebuffer state using |
| // the OVR_multiview2 tokens results in an INVALID_ENUM error. |
| TEST_P(FramebufferMultiviewTest, NegativeFramebufferStateQueries) |
| { |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); |
| |
| GLint numViews = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR, |
| &numViews); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| GLint baseViewIndex = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR, |
| &baseViewIndex); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| } |
| |
| // Test that the correct errors are generated whenever glFramebufferTextureMultiviewOVR is |
| // called with invalid arguments. |
| TEST_P(FramebufferMultiviewTest, InvalidMultiviewLayeredArguments) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Negative base view index. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, -1, 1); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // baseViewIndex + numViews is greater than MAX_TEXTURE_LAYERS. |
| GLint maxTextureLayers = 0; |
| glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers); |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, maxTextureLayers, |
| 1); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| } |
| |
| // Test that an INVALID_OPERATION error is generated whenever the OVR_multiview2 extension is not |
| // available. |
| TEST_P(FramebufferMultiviewTest, ExtensionNotAvailableCheck) |
| { |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D, tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| ASSERT_GL_NO_ERROR(); |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1, 1); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Test that the active read framebuffer can be read with glCopyTex* if it only has one layered |
| // view. |
| TEST_P(FramebufferMultiviewTest, CopyTex) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| // glCopyTexImage2D generates GL_INVALID_FRAMEBUFFER_OPERATION. http://anglebug.com/3857 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0, 1); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Test glCopyTexImage2D and glCopyTexSubImage2D. |
| { |
| GLTexture tex2; |
| glBindTexture(GL_TEXTURE_2D, tex2); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 1, 1, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Test texture contents. |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| draw2DTexturedQuad(0.0f, 1.0f, true); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glClearColor(0.0f, 1.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| draw2DTexturedQuad(0.0f, 1.0f, true); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test glCopyTexSubImage3D. |
| { |
| GLTexture tex2; |
| glBindTexture(GL_TEXTURE_3D, tex2); |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glClearColor(1.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 1, 1); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| draw3DTexturedQuad(0.0f, 1.0f, true, 0.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); |
| } |
| } |
| |
| // Test that glBlitFramebuffer succeeds if the current read framebuffer has just one layered view. |
| TEST_P(FramebufferMultiviewTest, Blit) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0, 1); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
| glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that glReadPixels succeeds from a layered multiview framebuffer with just one view. |
| TEST_P(FramebufferMultiviewTest, ReadPixels) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0, 1); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| GLColor pixelColor; |
| glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixelColor.R); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_COLOR_NEAR(GLColor::green, pixelColor, 2); |
| } |
| |
| // Test that glFramebufferTextureMultiviewOVR modifies the internal multiview state. |
| TEST_P(FramebufferMultiviewTest, ModifyLayeredState) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer multiviewFBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, multiviewFBO); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1, 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLint numViews = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR, |
| &numViews); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(2, numViews); |
| |
| GLint baseViewIndex = -1; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR, |
| &baseViewIndex); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_EQ(1, baseViewIndex); |
| } |
| |
| // Test framebuffer completeness status of a layered framebuffer with color attachments. |
| TEST_P(FramebufferMultiviewTest, IncompleteViewTargetsLayered) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| GLTexture tex; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, tex); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| // Set the 0th attachment and keep it as it is till the end of the test. The 1st color |
| // attachment will be modified to change the framebuffer's status. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0, 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLTexture otherTexLayered; |
| glBindTexture(GL_TEXTURE_2D_ARRAY, otherTexLayered); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| // Test framebuffer completeness when the base view index differs. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTexLayered, 0, 1, |
| 2); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR, |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // Test framebuffer completeness when the 1st attachment has a non-multiview layout. |
| glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTexLayered, 0, 0); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR, |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // Test that framebuffer is complete when the number of views, base view index and layouts are |
| // the same. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTexLayered, 0, 0, |
| 2); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| } |
| |
| // Test that glClear clears the contents of the color buffer for only the attached layers to a |
| // layered FBO. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ColorBufferClear) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| initializeFBOs(1, 1, 4, 1, 2, 1, false, false); |
| |
| // Bind and specify viewport/scissor dimensions for each view. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| |
| glClearColor(0, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT0)); |
| } |
| |
| // Test that glClearBufferfv can be used to clear individual color buffers of a layered FBO. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ClearIndividualColorBuffer) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| initializeFBOs(1, 1, 4, 1, 2, 2, false, false); |
| |
| for (int i = 0; i < 2; ++i) |
| { |
| for (int layer = 0; layer < 4; ++layer) |
| { |
| GLenum colorAttachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(layer, colorAttachment)); |
| } |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| |
| float clearValues0[4] = {0.f, 0.f, 1.f, 1.f}; |
| glClearBufferfv(GL_COLOR, 0, clearValues0); |
| |
| float clearValues1[4] = {0.f, 1.f, 0.f, 1.f}; |
| glClearBufferfv(GL_COLOR, 1, clearValues1); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::blue, getLayerColor(1, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::blue, getLayerColor(2, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT0)); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT1)); |
| } |
| |
| // Test that glClearBufferfi clears the contents of the stencil buffer for only the attached layers |
| // to a layered FBO. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ClearBufferfi) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| // Create program to draw a quad. |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "in vec3 vPos;\n" |
| "void main(){\n" |
| " gl_Position = vec4(vPos, 1.);\n" |
| "}\n"; |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "uniform vec3 uCol;\n" |
| "out vec4 col;\n" |
| "void main(){\n" |
| " col = vec4(uCol,1.);\n" |
| "}\n"; |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| glUseProgram(program); |
| GLuint mColorUniformLoc = glGetUniformLocation(program, "uCol"); |
| |
| initializeFBOs(1, 1, 4, 1, 2, 1, true, false); |
| glEnable(GL_STENCIL_TEST); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Set clear values. |
| glClearColor(1, 0, 0, 1); |
| glClearStencil(0xFF); |
| |
| // Clear the color and stencil buffers of each layer. |
| for (size_t i = 0u; i < mNonMultiviewFBO.size(); ++i) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[i]); |
| glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| } |
| |
| // Switch to multiview framebuffer and clear portions of the texture. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0); |
| |
| // Draw a fullscreen quad, but adjust the stencil function so that only the cleared regions pass |
| // the test. |
| glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); |
| glStencilFunc(GL_EQUAL, 0x00, 0xFF); |
| for (size_t i = 0u; i < mNonMultiviewFBO.size(); ++i) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[i]); |
| glUniform3f(mColorUniformLoc, 0.0f, 1.0f, 0.0f); |
| drawQuad(program, "vPos", 0.0f, 1.0f, true); |
| } |
| EXPECT_EQ(GLColor::red, getLayerColor(0, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::red, getLayerColor(3, GL_COLOR_ATTACHMENT0)); |
| } |
| |
| // Test that glClear does not clear the content of a detached texture. |
| TEST_P(FramebufferMultiviewLayeredClearTest, UnmodifiedDetachedTexture) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| initializeFBOs(1, 1, 4, 1, 2, 2, false, false); |
| |
| // Clear all attachments. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| glClearColor(0, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| for (int i = 0; i < 2; ++i) |
| { |
| GLenum colorAttachment = static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, colorAttachment)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, colorAttachment)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, colorAttachment)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, colorAttachment)); |
| } |
| |
| // Detach and clear again. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 0, 0, 1, 2); |
| glClearColor(1, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Check that color attachment 0 is modified. |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::yellow, getLayerColor(1, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::yellow, getLayerColor(2, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT0)); |
| |
| // Check that color attachment 1 is unmodified. |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT1)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT1)); |
| } |
| |
| // Test that glClear clears only the contents within the scissor rectangle of the attached layers. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ScissoredClear) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| initializeFBOs(2, 1, 4, 1, 2, 1, false, false); |
| |
| // Bind and specify viewport/scissor dimensions for each view. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(1, 0, 1, 1); |
| glClearColor(0, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(0, GL_COLOR_ATTACHMENT0, 1, 0)); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(1, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT0, 1, 0)); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(2, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT0, 1, 0)); |
| |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::transparentBlack, getLayerColor(3, GL_COLOR_ATTACHMENT0, 1, 0)); |
| } |
| |
| // Test that glClearBufferfi clears the contents of the stencil buffer for only the attached layers |
| // to a layered FBO. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ScissoredClearBufferfi) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| // Create program to draw a quad. |
| constexpr char kVS[] = |
| "#version 300 es\n" |
| "in vec3 vPos;\n" |
| "void main(){\n" |
| " gl_Position = vec4(vPos, 1.);\n" |
| "}\n"; |
| constexpr char kFS[] = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "uniform vec3 uCol;\n" |
| "out vec4 col;\n" |
| "void main(){\n" |
| " col = vec4(uCol,1.);\n" |
| "}\n"; |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| glUseProgram(program); |
| GLuint mColorUniformLoc = glGetUniformLocation(program, "uCol"); |
| |
| initializeFBOs(1, 2, 4, 1, 2, 1, true, false); |
| glEnable(GL_STENCIL_TEST); |
| glDisable(GL_DEPTH_TEST); |
| |
| // Set clear values. |
| glClearColor(1, 0, 0, 1); |
| glClearStencil(0xFF); |
| |
| // Clear the color and stencil buffers of each layer. |
| for (size_t i = 0u; i < mNonMultiviewFBO.size(); ++i) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[i]); |
| glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| } |
| |
| // Switch to multiview framebuffer and clear portions of the texture. |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(0, 0, 1, 1); |
| glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0); |
| glDisable(GL_SCISSOR_TEST); |
| |
| // Draw a fullscreen quad, but adjust the stencil function so that only the cleared regions pass |
| // the test. |
| glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); |
| glStencilFunc(GL_EQUAL, 0x00, 0xFF); |
| glUniform3f(mColorUniformLoc, 0.0f, 1.0f, 0.0f); |
| for (size_t i = 0u; i < mNonMultiviewFBO.size(); ++i) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mNonMultiviewFBO[i]); |
| drawQuad(program, "vPos", 0.0f, 1.0f, true); |
| } |
| EXPECT_EQ(GLColor::red, getLayerColor(0, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::red, getLayerColor(0, GL_COLOR_ATTACHMENT0, 0, 1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::red, getLayerColor(1, GL_COLOR_ATTACHMENT0, 0, 1)); |
| EXPECT_EQ(GLColor::green, getLayerColor(2, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::red, getLayerColor(2, GL_COLOR_ATTACHMENT0, 0, 1)); |
| EXPECT_EQ(GLColor::red, getLayerColor(3, GL_COLOR_ATTACHMENT0, 0, 0)); |
| EXPECT_EQ(GLColor::red, getLayerColor(3, GL_COLOR_ATTACHMENT0, 0, 1)); |
| } |
| |
| // Test that detaching an attachment does not generate an error whenever the multi-view related |
| // arguments are invalid. |
| TEST_P(FramebufferMultiviewTest, InvalidMultiviewArgumentsOnDetach) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| // Invalid base view index. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0, -1, 1); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Invalid number of views. |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0, 0, 0); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test that glClear clears the contents of the color buffer whenever all layers of a 2D texture |
| // array are attached. The test is added because a special fast code path is used for this case. |
| TEST_P(FramebufferMultiviewLayeredClearTest, ColorBufferClearAllLayersAttached) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| initializeFBOs(1, 1, 2, 0, 2, 1, false, false); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mMultiviewFBO); |
| glClearColor(0, 1, 0, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_EQ(GLColor::green, getLayerColor(0, GL_COLOR_ATTACHMENT0)); |
| EXPECT_EQ(GLColor::green, getLayerColor(1, GL_COLOR_ATTACHMENT0)); |
| } |
| |
| // Test that attaching a multisampled texture array is not possible if all the required extensions |
| // are not enabled. |
| TEST_P(FramebufferMultiviewTest, NegativeMultisampledFramebufferTest) |
| { |
| ANGLE_SKIP_TEST_IF(!requestMultiviewExtension()); |
| |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array")); |
| |
| // We don't enable OVR_multiview2_multisample |
| |
| GLTexture multisampleTexture; |
| glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, multisampleTexture); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, multisampleTexture, 0, 0, |
| 2); |
| // From the extension spec: "An INVALID_OPERATION error is generated if texture is not zero, and |
| // does not name an existing texture object of type TEXTURE_2D_ARRAY." |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| ANGLE_INSTANTIATE_TEST(FramebufferMultiviewTest, |
| VertexShaderOpenGL(3, 0, ExtensionName::multiview), |
| GeomShaderD3D11(3, 0, ExtensionName::multiview), |
| VertexShaderOpenGL(3, 0, ExtensionName::multiview2), |
| GeomShaderD3D11(3, 0, ExtensionName::multiview2)); |
| ANGLE_INSTANTIATE_TEST(FramebufferMultiviewLayeredClearTest, |
| VertexShaderOpenGL(3, 0, ExtensionName::multiview), |
| GeomShaderD3D11(3, 0, ExtensionName::multiview), |
| VertexShaderOpenGL(3, 0, ExtensionName::multiview2), |
| GeomShaderD3D11(3, 0, ExtensionName::multiview2)); |