blob: 497fc8b9c5a3fb279103657e2232589228fae93c [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)
{
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);