| // |
| // 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 "test_utils/gl_raii.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(); |
| } |
| |
| // ANGLE implements an optimization that if depth stencil buffer has not been used and not stored in |
| // the renderpass, the depth buffer clear will be dropped. |
| TEST_P(DiscardFramebufferEXTTest, ClearDepthThenDrawWithoutDepthTestThenDiscard) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); |
| // TODO: fix crash issue. http://anglebug.com/4141 |
| ANGLE_SKIP_TEST_IF(IsD3D11()); |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(program); |
| GLint colorUniformLocation = |
| glGetUniformLocation(program, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(-1, colorUniformLocation); |
| ASSERT_GL_NO_ERROR(); |
| |
| constexpr GLfloat kDepthClearValue = 0.5f; |
| // This depth value equals to kDepthClearValue after viewport transform |
| constexpr GLfloat depthDrawValue = kDepthClearValue * 2.0f - 1.0f; |
| |
| // This depth clear should be optimized out. We do not have a good way to verify that it |
| // actually gets dropped, but at least we will ensure rendering is still correct. |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glEnable(GL_DEPTH_TEST); |
| glClearDepthf(kDepthClearValue); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glDisable(GL_DEPTH_TEST); |
| glUniform4fv(colorUniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); |
| glViewport(0, 0, getWindowWidth(), getWindowHeight()); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.05f); |
| GLenum discards = GL_DEPTH_EXT; |
| glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &discards); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::cyan); |
| } |
| |
| // This test is try to ensure that if depth test has been used, depth clear does not get optimized |
| // out. It also tests that if the depth buffer has not been used, the rendering is still correct. |
| TEST_P(DiscardFramebufferEXTTest, ClearDepthThenDrawWithDepthTestThenDiscard) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); |
| // http://anglebug.com/4914 |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows()); |
| |
| GLTexture texture; |
| GLRenderbuffer renderbuffer; |
| GLFramebuffer framebuffer; |
| GLint colorUniformLocation; |
| constexpr GLsizei kTexWidth = 256; |
| constexpr GLsizei kTexHeight = 256; |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, kTexWidth, kTexHeight, 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); |
| ASSERT_GL_NO_ERROR(); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kTexWidth, kTexWidth); |
| glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::UniformColor()); |
| glUseProgram(program); |
| colorUniformLocation = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(-1, colorUniformLocation); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Draw into FBO0 |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); // clear to green |
| constexpr GLfloat kDepthClearValue = 0.5f; |
| // This depth value equals to kDepthClearValue after viewport transform |
| constexpr GLfloat depthDrawValue = kDepthClearValue * 2.0f - 1.0f; |
| glClearDepthf(kDepthClearValue); |
| glEnable(GL_DEPTH_TEST); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| // Draw bottom left with depth test disabled. DepthValue should remain 0.5f with blue color. |
| glDepthFunc(GL_LESS); |
| glDisable(GL_DEPTH_TEST); |
| glViewport(0, 0, kTexWidth / 2, kTexHeight / 2); |
| glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.1f); |
| // Draw bottom right with depth test enabled. DepthValue should be 0.45f with blue color. |
| glEnable(GL_DEPTH_TEST); |
| glViewport(kTexWidth / 2, 0, kTexWidth / 2, kTexHeight / 2); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.1f); |
| // Draw to top left with depth test disabled. DepthValue should remain 0.5f with blue color |
| glDisable(GL_DEPTH_TEST); |
| glViewport(0, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.1f); |
| // Draw to top right with depth test enabled. DepthValue should remain 0.5f with green color |
| glEnable(GL_DEPTH_TEST); |
| glViewport(kTexWidth / 2, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.1f); |
| |
| // Now draw the full quad with depth test enabled to verify the depth value is expected. |
| // It should fail depth test in bottom right which will keep it with blue color. All other |
| // quarters will pass depth test and draw a red quad. |
| glEnable(GL_DEPTH_TEST); |
| glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data()); |
| glViewport(0, 0, kTexWidth, kTexHeight); |
| drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.05f); |
| |
| // Invalidate depth buffer. This will trigger depth value not been written to buffer but the |
| // depth load/clear should not optimize out |
| GLenum discards = GL_DEPTH_ATTACHMENT; |
| glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &discards); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(kTexWidth / 2 + 1, 1, GLColor::blue); |
| EXPECT_PIXEL_COLOR_EQ(1, kTexHeight / 2 + 1, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(kTexWidth / 2 + 1, kTexHeight / 2 + 1, GLColor::red); |
| } |
| |
| // 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); |