| // |
| // 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 "platform/FeaturesVk.h" |
| #include "test_utils/gl_raii.h" |
| #include "util/random_utils.h" |
| #include "util/shader_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() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| } |
| |
| void testSetUp() override |
| { |
| mFBOs.resize(2, 0); |
| glGenFramebuffers(2, mFBOs.data()); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void testTearDown() override |
| { |
| if (!mFBOs.empty()) |
| { |
| glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data()); |
| } |
| |
| if (!mTextures.empty()) |
| { |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data()); |
| } |
| } |
| |
| std::vector<GLuint> mFBOs; |
| std::vector<GLuint> mTextures; |
| }; |
| |
| class ClearTest : public ClearTestBase |
| {}; |
| |
| class ClearTestES3 : public ClearTestBase |
| { |
| protected: |
| void verifyDepth(float depthValue, uint32_t size) |
| { |
| // Use a small shader to verify depth. |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Blue()); |
| ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Red()); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LESS); |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f); |
| drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f); |
| glDisable(GL_DEPTH_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1); |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1); |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1); |
| } |
| |
| void verifyStencil(uint32_t stencilValue, uint32_t size) |
| { |
| // Use another small shader to verify stencil. |
| ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Green()); |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_EQUAL, stencilValue, 0xFF); |
| drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); |
| glDisable(GL_STENCIL_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1); |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1); |
| EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1); |
| } |
| }; |
| |
| class ClearTestRGB : public ANGLETest |
| { |
| protected: |
| ClearTestRGB() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| } |
| }; |
| |
| // Each int parameter can have three values: don't clear, clear, or masked clear. The bool |
| // parameter controls scissor. |
| using MaskedScissoredClearVariationsTestParams = |
| std::tuple<angle::PlatformParameters, int, int, int, bool>; |
| |
| void ParseMaskedScissoredClearVariationsTestParams( |
| const MaskedScissoredClearVariationsTestParams ¶ms, |
| bool *clearColor, |
| bool *clearDepth, |
| bool *clearStencil, |
| bool *maskColor, |
| bool *maskDepth, |
| bool *maskStencil, |
| bool *scissor) |
| { |
| int colorClearInfo = std::get<1>(params); |
| int depthClearInfo = std::get<2>(params); |
| int stencilClearInfo = std::get<3>(params); |
| |
| *clearColor = colorClearInfo > 0; |
| *clearDepth = depthClearInfo > 0; |
| *clearStencil = stencilClearInfo > 0; |
| |
| *maskColor = colorClearInfo > 1; |
| *maskDepth = depthClearInfo > 1; |
| *maskStencil = stencilClearInfo > 1; |
| |
| *scissor = std::get<4>(params); |
| } |
| |
| std::string MaskedScissoredClearVariationsTestPrint( |
| const ::testing::TestParamInfo<MaskedScissoredClearVariationsTestParams> ¶msInfo) |
| { |
| const MaskedScissoredClearVariationsTestParams ¶ms = paramsInfo.param; |
| std::ostringstream out; |
| |
| out << std::get<0>(params); |
| |
| bool clearColor, clearDepth, clearStencil; |
| bool maskColor, maskDepth, maskStencil; |
| bool scissor; |
| |
| ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, |
| &maskColor, &maskDepth, &maskStencil, &scissor); |
| |
| if (scissor) |
| { |
| out << "_scissored"; |
| } |
| |
| if (clearColor || clearDepth || clearStencil) |
| { |
| out << "_clear_"; |
| if (clearColor) |
| { |
| out << "c"; |
| } |
| if (clearDepth) |
| { |
| out << "d"; |
| } |
| if (clearStencil) |
| { |
| out << "s"; |
| } |
| } |
| |
| if (maskColor || maskDepth || maskStencil) |
| { |
| out << "_mask_"; |
| if (maskColor) |
| { |
| out << "c"; |
| } |
| if (maskDepth) |
| { |
| out << "d"; |
| } |
| if (maskStencil) |
| { |
| out << "s"; |
| } |
| } |
| |
| return out.str(); |
| } |
| |
| class MaskedScissoredClearTestBase |
| : public ANGLETestWithParam<MaskedScissoredClearVariationsTestParams> |
| { |
| protected: |
| MaskedScissoredClearTestBase() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| } |
| |
| void MaskedScissoredColorDepthStencilClear( |
| const MaskedScissoredClearVariationsTestParams ¶ms); |
| |
| bool mHasDepth = true; |
| bool mHasStencil = true; |
| }; |
| |
| class MaskedScissoredClearTest : public MaskedScissoredClearTestBase |
| {}; |
| |
| class VulkanClearTest : public MaskedScissoredClearTestBase |
| { |
| protected: |
| void testSetUp() override |
| { |
| glBindTexture(GL_TEXTURE_2D, mColorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| |
| // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil. |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, |
| 0); |
| glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), |
| getWindowHeight()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| mStencilTexture); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2. |
| if (getClientMajorVersion() >= 3) |
| { |
| // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil. |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mColorTexture, 0); |
| glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), |
| getWindowHeight()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, |
| mDepthTexture); |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void bindColorStencilFBO() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); |
| mHasDepth = false; |
| } |
| |
| void bindColorDepthFBO() |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); |
| mHasStencil = false; |
| } |
| |
| // Override a feature to force emulation of stencil-only and depth-only formats with a packed |
| // depth/stencil format |
| void overrideFeaturesVk(FeaturesVk *featuresVk) override |
| { |
| featuresVk->overrideFeatures({"force_fallback_format"}, true); |
| } |
| |
| private: |
| GLFramebuffer mColorStencilFBO; |
| GLFramebuffer mColorDepthFBO; |
| GLTexture mColorTexture; |
| GLRenderbuffer mDepthTexture; |
| GLRenderbuffer mStencilTexture; |
| }; |
| |
| // 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 the default framebuffer with scissor and mask |
| // This forces down path that uses draw to do clear |
| TEST_P(ClearTest, EmptyScissor) |
| { |
| // These configs have bug that fails this test. |
| // These configs are unmaintained so skipping. |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9()); |
| ANGLE_SKIP_TEST_IF(IsOSX()); |
| glClearColor(0.25f, 0.5f, 0.5f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(-10, 0, 5, 5); |
| glClearColor(0.5f, 0.25f, 0.75f, 0.5f); |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glDisable(GL_SCISSOR_TEST); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); |
| } |
| |
| // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared |
| TEST_P(ClearTestRGB, DefaultFramebufferRGB) |
| { |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); |
| } |
| |
| // Test clearing a RGBA8 Framebuffer |
| TEST_P(ClearTest, RGBA8Framebuffer) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture 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 to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still |
| // have a correct behavior after. |
| TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB) |
| { |
| // http://anglebug.com/2689 |
| ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES())); |
| ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL()); |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); |
| |
| ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(), |
| angle::essl1_shaders::fs::UniformColor()); |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glUseProgram(program); |
| GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib()); |
| ASSERT_NE(positionLocation, -1); |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| glEnableVertexAttribArray(positionLocation); |
| |
| GLint colorUniformLocation = |
| glGetUniformLocation(program, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(colorUniformLocation, -1); |
| |
| glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); |
| |
| 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, 0.75f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere. |
| EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 192, 1.0); |
| |
| // In the Vulkan backend, RGB textures are emulated with an RGBA texture format |
| // underneath and we keep a special mask to know that we shouldn't touch the alpha |
| // channel when we have that emulated texture. This test exists to validate that |
| // this mask gets updated correctly when the framebuffer attachment changes. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta); |
| } |
| |
| // Test clearing a RGB8 Framebuffer with a color mask. |
| TEST_P(ClearTest, RGB8WithMaskFramebuffer) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.2f, 0.4f, 0.6f, 0.8f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Since there's no alpha, we expect to get 255 back instead of the clear value (204). |
| EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0); |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| glClearColor(0.1f, 0.3f, 0.5f, 0.7f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // The blue channel was masked so its value should be unchanged. |
| EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0); |
| |
| // Restore default. |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| } |
| |
| TEST_P(ClearTest, ClearIssue) |
| { |
| 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]); |
| |
| GLRenderbuffer 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); |
| |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Regression test for a bug where "glClearDepthf"'s argument was not clamped |
| // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 |
| TEST_P(ClearTest, ClearIsClamped) |
| { |
| glClearDepthf(5.0f); |
| |
| GLfloat clear_depth; |
| glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth); |
| EXPECT_EQ(1.0f, clear_depth); |
| } |
| |
| // Regression test for a bug where "glDepthRangef"'s arguments were not clamped |
| // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 |
| TEST_P(ClearTest, DepthRangefIsClamped) |
| { |
| glDepthRangef(1.1f, -4.0f); |
| |
| GLfloat depth_range[2]; |
| glGetFloatv(GL_DEPTH_RANGE, depth_range); |
| EXPECT_EQ(1.0f, depth_range[0]); |
| EXPECT_EQ(0.0f, depth_range[1]); |
| } |
| |
| // Test scissored clears on Depth16 |
| TEST_P(ClearTest, Depth16Scissored) |
| { |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| constexpr int kRenderbufferSize = 64; |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize, |
| kRenderbufferSize); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); |
| |
| glClearDepthf(0.0f); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| glEnable(GL_SCISSOR_TEST); |
| constexpr int kNumSteps = 13; |
| for (int ndx = 1; ndx < kNumSteps; ndx++) |
| { |
| float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps); |
| glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc), |
| static_cast<int>(kRenderbufferSize * perc)); |
| glClearDepthf(perc); |
| glClear(GL_DEPTH_BUFFER_BIT); |
| } |
| } |
| |
| // Test scissored clears on Stencil8 |
| TEST_P(ClearTest, Stencil8Scissored) |
| { |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| constexpr int kRenderbufferSize = 64; |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); |
| |
| glClearStencil(0); |
| glClear(GL_STENCIL_BUFFER_BIT); |
| |
| glEnable(GL_SCISSOR_TEST); |
| constexpr int kNumSteps = 13; |
| for (int ndx = 1; ndx < kNumSteps; ndx++) |
| { |
| float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps); |
| glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc), |
| static_cast<int>(kRenderbufferSize * perc)); |
| glClearStencil(static_cast<int>(perc * 255.0f)); |
| glClear(GL_STENCIL_BUFFER_BIT); |
| } |
| } |
| |
| // Covers a bug in the Vulkan back-end where starting a new command buffer in |
| // the masked clear would not trigger descriptor sets to be re-bound. |
| TEST_P(ClearTest, MaskedClearThenDrawWithUniform) |
| { |
| // Initialize a program with a uniform. |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(program); |
| |
| GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform()); |
| ASSERT_NE(-1, uniLoc); |
| glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f); |
| |
| // Initialize position attribute. |
| GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); |
| ASSERT_NE(-1, posLoc); |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| glEnableVertexAttribArray(posLoc); |
| |
| // Initialize a simple FBO. |
| constexpr GLsizei kSize = 2; |
| GLTexture clearTexture; |
| glBindTexture(GL_TEXTURE_2D, clearTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0); |
| |
| glViewport(0, 0, kSize, kSize); |
| |
| // Clear and draw to flush out dirty bits. |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| |
| // Flush to trigger a new serial. |
| glFlush(); |
| |
| // Enable color mask and draw again to trigger the bug. |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); |
| glClearColor(1.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that clearing all buffers through glClearColor followed by a clear of a specific buffer |
| // clears to the correct values. |
| TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne) |
| { |
| // http://anglebug.com/4092 |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); |
| constexpr uint32_t kSize = 16; |
| constexpr uint32_t kAttachmentCount = 4; |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[kAttachmentCount]; |
| GLenum drawBuffers[kAttachmentCount]; |
| GLColor clearValues[kAttachmentCount]; |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[i]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelData.data()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], |
| 0); |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; |
| |
| clearValues[i].R = static_cast<GLubyte>(1 + i * 20); |
| clearValues[i].G = static_cast<GLubyte>(7 + i * 20); |
| clearValues[i].B = static_cast<GLubyte>(12 + i * 20); |
| clearValues[i].A = static_cast<GLubyte>(16 + i * 20); |
| } |
| |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); |
| |
| // Clear all targets. |
| angle::Vector4 clearColor = clearValues[0].toNormalizedVector(); |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Clear odd targets individually. |
| for (uint32_t i = 1; i < kAttachmentCount; i += 2) |
| { |
| clearColor = clearValues[i].toNormalizedVector(); |
| glClearBufferfv(GL_COLOR, i, clearColor.data()); |
| } |
| |
| // Even attachments should be cleared to color 0, while odd attachments are cleared to their |
| // respective color. |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
| ASSERT_GL_NO_ERROR(); |
| |
| uint32_t clearIndex = i % 2 == 0 ? 0 : i; |
| const GLColor &expect = clearValues[clearIndex]; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); |
| } |
| } |
| |
| // Test that clearing each render target individually works. In the Vulkan backend, this should be |
| // done in a single render pass. |
| TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually) |
| { |
| constexpr uint32_t kSize = 16; |
| constexpr uint32_t kAttachmentCount = 2; |
| constexpr float kDepthClearValue = 0.125f; |
| constexpr int32_t kStencilClearValue = 0x67; |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[kAttachmentCount]; |
| GLRenderbuffer depthStencil; |
| GLenum drawBuffers[kAttachmentCount]; |
| GLColor clearValues[kAttachmentCount]; |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[i]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelData.data()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], |
| 0); |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; |
| |
| clearValues[i].R = static_cast<GLubyte>(1 + i * 20); |
| clearValues[i].G = static_cast<GLubyte>(7 + i * 20); |
| clearValues[i].B = static_cast<GLubyte>(12 + i * 20); |
| clearValues[i].A = static_cast<GLubyte>(16 + i * 20); |
| } |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| depthStencil); |
| |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data()); |
| } |
| |
| glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); |
| glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); |
| ASSERT_GL_NO_ERROR(); |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
| ASSERT_GL_NO_ERROR(); |
| |
| const GLColor &expect = clearValues[i]; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); |
| } |
| |
| glReadBuffer(GL_COLOR_ATTACHMENT0); |
| for (uint32_t i = 1; i < kAttachmentCount; ++i) |
| drawBuffers[i] = GL_NONE; |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| verifyDepth(kDepthClearValue, kSize); |
| verifyStencil(kStencilClearValue, kSize); |
| } |
| |
| // Test that clearing multiple attachments in the presence of a color mask, scissor or both |
| // correctly clears all the attachments. |
| TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments) |
| { |
| constexpr uint32_t kSize = 16; |
| constexpr uint32_t kAttachmentCount = 2; |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 255); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[kAttachmentCount]; |
| GLenum drawBuffers[kAttachmentCount]; |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[i]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelData.data()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], |
| 0); |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; |
| } |
| |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); |
| |
| // Masked clear |
| GLColor clearColorMasked(31, 63, 255, 191); |
| angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // All attachments should be cleared, with the blue channel untouched |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked); |
| } |
| |
| // Masked scissored clear |
| GLColor clearColorMaskedScissored(63, 127, 255, 31); |
| clearColor = GLColor(63, 127, 191, 31).toNormalizedVector(); |
| |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // The corners should keep the previous value while the center is cleared, except its blue |
| // channel. |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); |
| |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored); |
| } |
| |
| // Scissored clear |
| GLColor clearColorScissored(127, 191, 31, 63); |
| clearColor = GLColor(127, 191, 31, 63).toNormalizedVector(); |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // The corners should keep the old value while all channels of the center are cleared. |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); |
| EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); |
| |
| EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored); |
| } |
| } |
| |
| // Test that clearing multiple attachments of different nature (float, int and uint) in the |
| // presence of a color mask works correctly. In the Vulkan backend, this exercises clearWithDraw |
| // and the relevant internal shaders. |
| TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments) |
| { |
| constexpr uint32_t kSize = 16; |
| constexpr uint32_t kAttachmentCount = 3; |
| constexpr float kDepthClearValue = 0.256f; |
| constexpr int32_t kStencilClearValue = 0x1D; |
| constexpr GLenum kAttachmentFormats[kAttachmentCount] = { |
| GL_RGBA8, |
| GL_RGBA8I, |
| GL_RGBA8UI, |
| }; |
| constexpr GLenum kDataFormats[kAttachmentCount] = { |
| GL_RGBA, |
| GL_RGBA_INTEGER, |
| GL_RGBA_INTEGER, |
| }; |
| constexpr GLenum kDataTypes[kAttachmentCount] = { |
| GL_UNSIGNED_BYTE, |
| GL_BYTE, |
| GL_UNSIGNED_BYTE, |
| }; |
| |
| std::vector<unsigned char> pixelData(kSize * kSize * 4, 0); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[kAttachmentCount]; |
| GLRenderbuffer depthStencil; |
| GLenum drawBuffers[kAttachmentCount]; |
| |
| for (uint32_t i = 0; i < kAttachmentCount; ++i) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[i]); |
| glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i], |
| kDataTypes[i], pixelData.data()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], |
| 0); |
| drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; |
| } |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| depthStencil); |
| |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); |
| |
| // Mask out red for all clears |
| glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); |
| |
| glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); |
| glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); |
| |
| GLColor clearValuef = {25, 50, 75, 100}; |
| glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data()); |
| |
| int clearValuei[4] = {10, -20, 30, -40}; |
| glClearBufferiv(GL_COLOR, 1, clearValuei); |
| |
| uint32_t clearValueui[4] = {50, 60, 70, 80}; |
| glClearBufferuiv(GL_COLOR, 2, clearValueui); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLColor expect = clearValuef; |
| expect.R = 0; |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); |
| EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); |
| } |
| |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT1); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); |
| EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); |
| EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); |
| EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); |
| } |
| |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT2); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); |
| EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]); |
| EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); |
| EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2], |
| clearValueui[3]); |
| } |
| |
| glReadBuffer(GL_COLOR_ATTACHMENT0); |
| for (uint32_t i = 1; i < kAttachmentCount; ++i) |
| drawBuffers[i] = GL_NONE; |
| glDrawBuffers(kAttachmentCount, drawBuffers); |
| |
| verifyDepth(kDepthClearValue, kSize); |
| verifyStencil(kStencilClearValue, kSize); |
| } |
| |
| // 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) |
| { |
| // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. |
| // http://anglebug.com/3423 |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); |
| |
| unsigned char pixelData[] = {255, 255, 255, 255}; |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| 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); |
| } |
| |
| TEST_P(ClearTestES3, BadFBOSerialBug) |
| { |
| // First make a simple framebuffer, and clear it to green |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| 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_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Next make a second framebuffer, and draw it to red |
| // (Triggers bad applied render target serial) |
| GLFramebuffer fbo2; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo2); |
| ASSERT_GL_NO_ERROR(); |
| |
| 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); |
| |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Check that the first framebuffer is still green. |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that SRGB framebuffers clear to the linearized clear color |
| TEST_P(ClearTestES3, SRGBClear) |
| { |
| // First make a simple framebuffer, and clear it |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture 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) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| 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) |
| { |
| // Fails on 431.02 driver. http://anglebug.com/3748 |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan()); |
| |
| constexpr char kVS[] = |
| "#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"; |
| |
| constexpr char kFS[] = |
| "#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"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| 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(program); |
| GLint uniLoc = glGetUniformLocation(program, "tex"); |
| ASSERT_NE(-1, uniLoc); |
| glUniform1i(uniLoc, 0); |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| |
| GLint positionLocation = glGetAttribLocation(program, "position"); |
| ASSERT_NE(-1, positionLocation); |
| |
| glUseProgram(program); |
| |
| 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(program, "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(); |
| } |
| |
| void MaskedScissoredClearTestBase::MaskedScissoredColorDepthStencilClear( |
| const MaskedScissoredClearVariationsTestParams ¶ms) |
| { |
| // Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug. |
| // TODO(jmadill): Re-enable when possible. http://anglebug.com/2548 |
| ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid()); |
| |
| const int w = getWindowWidth(); |
| const int h = getWindowHeight(); |
| const int wthird = w / 3; |
| const int hthird = h / 3; |
| |
| constexpr float kPreClearDepth = 0.9f; |
| constexpr float kClearDepth = 0.5f; |
| constexpr uint8_t kPreClearStencil = 0xFF; |
| constexpr uint8_t kClearStencil = 0x16; |
| constexpr uint8_t kStencilMask = 0x59; |
| constexpr uint8_t kMaskedClearStencil = |
| (kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask); |
| |
| bool clearColor, clearDepth, clearStencil; |
| bool maskColor, maskDepth, maskStencil; |
| bool scissor; |
| |
| ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, |
| &maskColor, &maskDepth, &maskStencil, &scissor); |
| |
| // clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614 |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL() && clearDepth && !maskDepth); |
| |
| // Clear to a random color, 0.9 depth and 0x00 stencil |
| Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f); |
| GLColor color1RGB(color1); |
| |
| glClearColor(color1[0], color1[1], color1[2], color1[3]); |
| glClearDepthf(kPreClearDepth); |
| glClearStencil(kPreClearStencil); |
| |
| if (!clearColor) |
| { |
| // If not asked to clear color, clear it anyway, but individually. The clear value is |
| // still used to verify that the depth/stencil clear happened correctly. This allows |
| // testing for depth/stencil-only clear implementations. |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| |
| glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | |
| (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Verify color was cleared correctly. |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1); |
| |
| if (scissor) |
| { |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(wthird / 2, hthird / 2, wthird, hthird); |
| } |
| |
| // Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil. |
| Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f); |
| GLColor color2RGB(color2); |
| glClearColor(color2[0], color2[1], color2[2], color2[3]); |
| glClearDepthf(kClearDepth); |
| glClearStencil(kClearStencil); |
| if (maskColor) |
| { |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); |
| } |
| if (maskDepth) |
| { |
| glDepthMask(GL_FALSE); |
| } |
| if (maskStencil) |
| { |
| glStencilMask(kStencilMask); |
| } |
| glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | |
| (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| glDepthMask(GL_TRUE); |
| glStencilMask(0xFF); |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_STENCIL_TEST); |
| glDisable(GL_SCISSOR_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]); |
| |
| // If not clearing color, the original color should be left both in the center and corners. If |
| // using a scissor, the corners should be left to the original color, while the center is |
| // possibly changed. If using a mask, the center (and corners if not scissored), changes to |
| // the masked results. |
| GLColor expectedCenterColorRGB = |
| !clearColor ? color1RGB : maskColor ? color2MaskedRGB : color2RGB; |
| GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB; |
| |
| // Verify second clear color mask worked as expected. |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| |
| // If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage, |
| // so no particular behavior can be expected. |
| if (clearDepth || !mHasDepth) |
| { |
| // We use a small shader to verify depth. |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Blue()); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL); |
| // - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer. |
| // - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer. |
| // - If depth is not cleared, the if above ensures there is no depth buffer at all, |
| // which means depth test will always pass. |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f); |
| glDisable(GL_DEPTH_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Either way, we expect blue to be written to the center. |
| expectedCenterColorRGB = GLColor::blue; |
| // If there is no depth, depth test always passes so the whole image must be blue. Same if |
| // depth write is masked. |
| expectedCornerColorRGB = |
| mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue; |
| |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| } |
| |
| // If there is stencil, but it's not asked to be cleared, there is similarly no expectation. |
| if (clearStencil || !mHasStencil) |
| { |
| // And another small shader to verify stencil. |
| ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), |
| essl1_shaders::fs::Green()); |
| glEnable(GL_STENCIL_TEST); |
| // - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil |
| // buffer. |
| // - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil |
| // buffer. |
| // - If stencil is not cleared, the if above ensures there is no stencil buffer at all, |
| // which means stencil test will always pass. |
| glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF); |
| drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); |
| glDisable(GL_STENCIL_TEST); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Either way, we expect green to be written to the center. |
| expectedCenterColorRGB = GLColor::green; |
| // If there is no stencil, stencil test always passes so the whole image must be green. |
| expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green; |
| |
| EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); |
| |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); |
| EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); |
| } |
| } |
| |
| // Tests combinations of color, depth, stencil clears with or without masks or scissor. |
| TEST_P(MaskedScissoredClearTest, Test) |
| { |
| MaskedScissoredColorDepthStencilClear(GetParam()); |
| } |
| |
| // Tests combinations of color, depth, stencil clears with or without masks or scissor. |
| // |
| // This uses depth/stencil attachments that are single-channel, but are emulated with a format |
| // that has both channels. |
| TEST_P(VulkanClearTest, Test) |
| { |
| bool clearColor, clearDepth, clearStencil; |
| bool maskColor, maskDepth, maskStencil; |
| bool scissor; |
| |
| ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth, |
| &clearStencil, &maskColor, &maskDepth, |
| &maskStencil, &scissor); |
| |
| // We only care about clearing depth xor stencil. |
| if (clearDepth == clearStencil) |
| { |
| return; |
| } |
| |
| if (clearDepth) |
| { |
| // Creating a depth-only renderbuffer is an ES3 feature. |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); |
| bindColorDepthFBO(); |
| } |
| else |
| { |
| bindColorStencilFBO(); |
| } |
| |
| MaskedScissoredColorDepthStencilClear(GetParam()); |
| } |
| |
| // Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an |
| // assert. |
| TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert) |
| { |
| std::vector<GLuint> testUint(4); |
| glClearBufferuiv(GL_COLOR, 1, testUint.data()); |
| std::vector<GLint> testInt(4); |
| glClearBufferiv(GL_COLOR, 1, testInt.data()); |
| std::vector<GLfloat> testFloat(4); |
| glClearBufferfv(GL_COLOR, 1, testFloat.data()); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| #ifdef Bool |
| // X11 craziness. |
| # undef Bool |
| #endif |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. |
| ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ClearTest); |
| ANGLE_INSTANTIATE_TEST_ES3(ClearTestES3); |
| ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest, |
| MaskedScissoredClearVariationsTestPrint, |
| testing::Range(0, 3), |
| testing::Range(0, 3), |
| testing::Range(0, 3), |
| testing::Bool(), |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest, |
| MaskedScissoredClearVariationsTestPrint, |
| testing::Range(0, 3), |
| testing::Range(0, 3), |
| testing::Range(0, 3), |
| testing::Bool(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| |
| // Not all ANGLE backends support RGB backbuffers |
| ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN(), ES3_VULKAN()); |
| |
| } // anonymous namespace |