| // |
| // 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) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); |
| |
| // TODO: fix crash issue. http://anglebug.com/4141 |
| ANGLE_SKIP_TEST_IF(IsD3D11()); |
| |
| // 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) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); |
| |
| 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_ES2_AND_ES3(DiscardFramebufferEXTTest); |