blob: 0e91b0db03058de323c3d78d77fd33a840aac5ec [file] [log] [blame]
//
// 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"
using namespace angle;
class DiscardFramebufferEXTTest : public ANGLETest
{
protected:
DiscardFramebufferEXTTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
};
TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer)
{
if (!extensionEnabled("EXT_discard_framebuffer"))
{
std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
return;
}
// These should succeed on the default framebuffer
const GLenum discards1[] = { GL_COLOR_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
EXPECT_GL_NO_ERROR();
const GLenum discards2[] = { GL_DEPTH_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
EXPECT_GL_NO_ERROR();
const GLenum discards3[] = { GL_STENCIL_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
EXPECT_GL_NO_ERROR();
const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
EXPECT_GL_NO_ERROR();
// These should fail on the default framebuffer
const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
{
if (!extensionEnabled("EXT_discard_framebuffer"))
{
std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
return;
}
GLuint tex2D;
GLuint framebuffer;
// Create a basic off-screen framebuffer
// Don't create a depth/stencil texture, to ensure that also works correctly
glGenTextures(1, &tex2D);
glGenFramebuffers(1, &framebuffer);
glBindTexture(GL_TEXTURE_2D, tex2D);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// These should fail on the non-default framebuffer
const GLenum discards1[] = { GL_COLOR_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const GLenum discards2[] = { GL_DEPTH_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const GLenum discards3[] = { GL_STENCIL_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// These should succeed on the non-default framebuffer
const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
EXPECT_GL_NO_ERROR();
const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
EXPECT_GL_NO_ERROR();
const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
EXPECT_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(DiscardFramebufferEXTTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());