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//
// 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