blob: fd37167de713b234fcf749f1adb2b846aa9dbacb [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"
#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 &params,
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> &paramsInfo)
{
const MaskedScissoredClearVariationsTestParams &params = 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 &params);
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)
{
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 5;
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 &params)
{
// 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(ClearTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN(),
ES3_VULKAN());
ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_VULKAN());
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