blob: a5045ea8de8149335020033d9636f4d6b6bf899d [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 "test_utils/gl_raii.h"
using namespace angle;
class DrawBuffersTest : public ANGLETest
{
protected:
DrawBuffersTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void testTearDown() override
{
glDeleteFramebuffers(1, &mFBO);
glDeleteFramebuffers(1, &mReadFramebuffer);
glDeleteTextures(4, mTextures);
}
// We must call a different DrawBuffers method depending on extension support. Use this
// method instead of calling on directly.
void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
{
if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
{
glDrawBuffersEXT(n, drawBufs);
}
else
{
ASSERT_GE(getClientMajorVersion(), 3);
glDrawBuffers(n, drawBufs);
}
}
// Use this method to filter if we can support these tests.
bool setupTest()
{
if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") ||
!EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit")))
{
return false;
}
// This test seems to fail on an nVidia machine when the window is hidden
setWindowVisible(getOSWindow(), true);
glGenFramebuffers(1, &mFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
glGenTextures(4, mTextures);
for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
glGenFramebuffers(1, &mReadFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
return true;
}
void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
{
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
strstr << "layout(location = " << index
<< ") "
"out vec4 value"
<< index << ";\n";
}
}
strstr << "void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b
<< ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
}
void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
{
std::stringstream strstr;
strstr << "#extension GL_EXT_draw_buffers : enable\n"
"precision highp float;\n"
"void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
unsigned int r = (index + 1) & 1;
unsigned int g = (index + 1) & 2;
unsigned int b = (index + 1) & 4;
strstr << " gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, "
<< b << ".0, 1.0);\n";
}
}
strstr << "}\n";
*programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str());
if (*programOut == 0)
{
FAIL() << "shader compilation failed.";
}
}
void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
{
if (getClientMajorVersion() == 3)
{
setupMRTProgramESSL3(bufferEnabled, programOut);
}
else
{
ASSERT_EQ(getClientMajorVersion(), 2);
setupMRTProgramESSL1(bufferEnabled, programOut);
}
}
const char *positionAttrib()
{
if (getClientMajorVersion() == 3)
{
return essl3_shaders::PositionAttrib();
}
else
{
return essl1_shaders::PositionAttrib();
}
}
static GLColor getColorForIndex(unsigned int index)
{
GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
return GLColor(r, g, b, 255u);
}
void verifyAttachment2DColor(unsigned int index,
GLuint textureName,
GLenum target,
GLint level,
GLColor color)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
level);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
<< "index " << index;
}
void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
{
verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
}
void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
{
verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
}
void verifyAttachment3DOES(unsigned int index, GLuint texture, GLint level, GLint layer)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
glFramebufferTexture3DOES(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture,
level, layer);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
}
void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
}
GLuint mFBO = 0;
GLuint mReadFramebuffer = 0;
GLuint mTextures[4] = {};
GLint mMaxDrawBuffers = 0;
};
class DrawBuffersWebGL2Test : public DrawBuffersTest
{
public:
DrawBuffersWebGL2Test()
{
setWebGLCompatibilityEnabled(true);
setRobustResourceInit(true);
}
};
// Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
TEST_P(DrawBuffersTest, VerifyD3DLimits)
{
EGLPlatformParameters platform = GetParam().eglParameters;
ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
if (platform.majorVersion == 9 && platform.minorVersion == 3)
{
// D3D11 Feature Level 9_3 supports 4 draw buffers
ASSERT_EQ(mMaxDrawBuffers, 4);
}
else
{
// D3D11 Feature Level 10_0+ supports 8 draw buffers
ASSERT_EQ(mMaxDrawBuffers, 8);
}
}
TEST_P(DrawBuffersTest, Gaps)
{
ANGLE_SKIP_TEST_IF(!setupTest());
// TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
bool flags[8] = {false, true};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
setDrawBuffers(2, bufs);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
glDeleteProgram(program);
}
// Test that blend works with gaps
TEST_P(DrawBuffersTest, BlendWithGaps)
{
ANGLE_SKIP_TEST_IF(!setupTest());
// Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
// http://anglebug.com/5154
ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsDesktopOpenGL());
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
ASSERT_GL_NO_ERROR();
bool flags[8] = {false, true};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
setDrawBuffers(2, bufs);
// Draws green into attachment 1
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
ASSERT_GL_NO_ERROR();
// Clear with red
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 0, 0, 255u));
// Draw green into attachment 1 again but with blending, expecting yellow
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 255u, 0, 255u));
ASSERT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that clear works with gaps
TEST_P(DrawBuffersTest, ClearWithGaps)
{
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
ANGLE_SKIP_TEST_IF(!setupTest());
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
ASSERT_GE(mMaxDrawBuffers, 4);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
bool flags[8] = {true, false, false, true};
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(4, bufs);
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE);
drawQuad(program, positionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
EXPECT_GL_NO_ERROR();
}
TEST_P(DrawBuffersTest, FirstAndLast)
{
ANGLE_SKIP_TEST_IF(!setupTest());
// TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = {true, false, false, true};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
setDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, FirstHalfNULL)
{
ANGLE_SKIP_TEST_IF(!setupTest());
// TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex,
GL_TEXTURE_2D, mTextures[texIndex], 0);
flags[texIndex + halfMaxDrawBuffers] = true;
bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(mMaxDrawBuffers, bufs);
drawQuad(program, positionAttrib(), 0.5);
for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
{
verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
}
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that non-zero draw buffers can be queried on the default framebuffer
TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
{
ANGLE_SKIP_TEST_IF(!setupTest());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLint drawbuffer = 0;
glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_NONE, drawbuffer);
}
// Same as above but adds a state change from a program with different masks after a clear.
TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
{
// TODO(http://anglebug.com/2872): Broken on the GL back-end.
ANGLE_SKIP_TEST_IF(IsOpenGL());
// TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
ANGLE_SKIP_TEST_IF(!setupTest());
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
ASSERT_GE(mMaxDrawBuffers, 4);
bool flags[8] = {false};
GLenum someBufs[4] = {GL_NONE};
GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
constexpr GLuint kMaxBuffers = 4;
constexpr GLuint kHalfMaxBuffers = 2;
// Enable all draw buffers.
for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
mTextures[texIndex], 0);
someBufs[texIndex] =
texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
// Mask out the first two buffers.
flags[texIndex] = texIndex >= kHalfMaxBuffers;
}
GLuint program;
setupMRTProgram(flags, &program);
// Now set up a second simple program that draws to FragColor. Should be broadcast.
ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
// Draw with simple program.
drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Clear draw buffers.
setDrawBuffers(kMaxBuffers, someBufs);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Verify first is drawn red, second is untouched, and last two are cleared green.
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
// Draw with MRT program.
setDrawBuffers(kMaxBuffers, someBufs);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Only the last two attachments should be updated.
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
// Active draw buffers with no fragment output is not allowed.
setDrawBuffers(kMaxBuffers, allBufs);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Exception: when RASTERIZER_DISCARD is enabled.
glEnable(GL_RASTERIZER_DISCARD);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_NO_ERROR();
glDisable(GL_RASTERIZER_DISCARD);
// Exception: when all 4 channels of color mask are set to false.
glColorMask(false, false, false, false);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_NO_ERROR();
glColorMask(false, true, false, false);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glColorMask(true, true, true, true);
drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Clear again. All attachments should be cleared.
glClear(GL_COLOR_BUFFER_BIT);
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
glDeleteProgram(program);
}
// Test clear with gaps in draw buffers, originally show up as
// webgl_conformance_vulkan_passthrough_tests conformance/extensions/webgl-draw-buffers.html
// failure. This is added for ease of debugging.
TEST_P(DrawBuffersWebGL2Test, Clear)
{
ANGLE_SKIP_TEST_IF(!setupTest());
constexpr GLint kMaxBuffers = 4;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
ASSERT_GE(mMaxDrawBuffers, kMaxBuffers);
GLenum drawBufs[kMaxBuffers] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
// Enable all draw buffers.
for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
mTextures[texIndex], 0);
}
// Clear with all draw buffers.
setDrawBuffers(kMaxBuffers, drawBufs);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear with first half none draw buffers.
drawBufs[0] = GL_NONE;
drawBufs[1] = GL_NONE;
setDrawBuffers(kMaxBuffers, drawBufs);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Verify first is drawn red, second is untouched, and last two are cleared green.
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::red);
verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
}
TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
{
ANGLE_SKIP_TEST_IF(!setupTest());
// Bind two render targets but use a shader which writes only to the first one.
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
bool flags[8] = {true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_NONE,
GL_NONE,
};
setDrawBuffers(4, bufs);
// This call should not crash when we dynamically generate the HLSL code.
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
TEST_P(DrawBuffersTest, BroadcastGLFragColor)
{
// Broadcast is not supported on GLES 3.0.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
ANGLE_SKIP_TEST_IF(!setupTest());
// Bind two render targets. gl_FragColor should be broadcast to both.
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
constexpr char kFS[] =
"#extension GL_EXT_draw_buffers : enable\n"
"precision highp float;\n"
"uniform float u_zero;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1, 0, 0, 1);\n"
" if (u_zero < 1.0)\n"
" {\n"
" return;\n"
" }\n"
"}\n";
GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS);
if (program == 0)
{
FAIL() << "shader compilation failed.";
}
setDrawBuffers(2, bufs);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that binding multiple layers of a 3D texture works correctly.
// This is the same as DrawBuffersTestES3.3DTextures but is used for GL_OES_texture_3D extension
// on GLES 2.0 instead.
TEST_P(DrawBuffersTest, 3DTexturesOES)
{
ANGLE_SKIP_TEST_IF(!setupTest());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture.get());
glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture.get(), 0,
0);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_3D, texture.get(), 0,
1);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_3D, texture.get(), 0,
2);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_3D, texture.get(), 0,
3);
bool flags[8] = {true, true, true, true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
setDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachment3DOES(0, texture.get(), 0, 0);
verifyAttachment3DOES(1, texture.get(), 0, 1);
verifyAttachment3DOES(2, texture.get(), 0, 2);
verifyAttachment3DOES(3, texture.get(), 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
class DrawBuffersTestES3 : public DrawBuffersTest
{};
// Test that binding multiple layers of a 3D texture works correctly
TEST_P(DrawBuffersTestES3, 3DTextures)
{
ANGLE_SKIP_TEST_IF(!setupTest());
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
bool flags[8] = {true, true, true, true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
glDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachmentLayer(0, texture.get(), 0, 0);
verifyAttachmentLayer(1, texture.get(), 0, 1);
verifyAttachmentLayer(2, texture.get(), 0, 2);
verifyAttachmentLayer(3, texture.get(), 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that binding multiple layers of a 2D array texture works correctly
TEST_P(DrawBuffersTestES3, 2DArrayTextures)
{
ANGLE_SKIP_TEST_IF(!setupTest());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
bool flags[8] = {true, true, true, true, false};
GLuint program;
setupMRTProgram(flags, &program);
const GLenum bufs[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
glDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
verifyAttachmentLayer(0, texture.get(), 0, 0);
verifyAttachmentLayer(1, texture.get(), 0, 1);
verifyAttachmentLayer(2, texture.get(), 0, 2);
verifyAttachmentLayer(3, texture.get(), 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Vulkan backend is setting per buffer color mask to false for draw buffers that set to GL_NONE.
// These set of tests are to test draw buffer change followed by draw/clear/blit and followed by
// draw buffer change are behaving correctly.
class ColorMaskForDrawBuffersTest : public DrawBuffersTest
{
protected:
void setupColorMaskForDrawBuffersTest()
{
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1],
0);
glBindTexture(GL_TEXTURE_2D, mTextures[2]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mTextures[2],
0);
constexpr char kFS_ESSL3[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform mediump vec4 u_color0;\n"
"uniform mediump vec4 u_color1;\n"
"uniform mediump vec4 u_color2;\n"
"layout(location = 0) out vec4 out_color0;\n"
"layout(location = 1) out vec4 out_color1;\n"
"layout(location = 2) out vec4 out_color2;\n"
"void main()\n"
"{\n"
" out_color0 = u_color0;\n"
" out_color1 = u_color1;\n"
" out_color2 = u_color2;\n"
"}\n";
program = CompileProgram(essl3_shaders::vs::Simple(), kFS_ESSL3);
glUseProgram(program);
positionLocation = glGetAttribLocation(program, positionAttrib());
ASSERT_NE(-1, positionLocation);
color0UniformLocation = glGetUniformLocation(program, "u_color0");
ASSERT_NE(color0UniformLocation, -1);
color1UniformLocation = glGetUniformLocation(program, "u_color1");
ASSERT_NE(color1UniformLocation, -1);
color2UniformLocation = glGetUniformLocation(program, "u_color2");
ASSERT_NE(color2UniformLocation, -1);
glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data());
glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data());
// First draw into both buffers so that buffer0 is red and buffer1 is green
resetDrawBuffers();
drawQuad(program, positionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < 4; i++)
{
drawBuffers[i] = GL_NONE;
}
}
void resetDrawBuffers()
{
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
drawBuffers[1] = GL_COLOR_ATTACHMENT1;
drawBuffers[2] = GL_COLOR_ATTACHMENT2;
drawBuffers[3] = GL_NONE;
setDrawBuffers(4, drawBuffers);
}
GLenum drawBuffers[4];
GLuint program;
GLint positionLocation;
GLint color0UniformLocation;
GLint color1UniformLocation;
GLint color2UniformLocation;
};
// Test draw buffer state change followed draw call
TEST_P(ColorMaskForDrawBuffersTest, DrawQuad)
{
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
// Draw blue into attachment0. Buffer0 should be blue and buffer1 should remain green
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(4, drawBuffers);
glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
drawQuad(program, positionAttrib(), 0.5);
resetDrawBuffers();
glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data());
glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
drawQuad(program, positionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
EXPECT_GL_NO_ERROR();
}
// Test draw buffer state change followed clear
TEST_P(ColorMaskForDrawBuffersTest, Clear)
{
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
// Clear attachment1. Buffer0 should retain red and buffer1 should be blue
drawBuffers[1] = GL_COLOR_ATTACHMENT1;
setDrawBuffers(4, drawBuffers);
GLfloat *clearColor = GLColor::blue.toNormalizedVector().data();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::blue);
EXPECT_GL_NO_ERROR();
}
// Test draw buffer state change followed scissored clear
TEST_P(ColorMaskForDrawBuffersTest, ScissoredClear)
{
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
// Clear attachment1. Buffer0 should retain red and buffer1 should be blue
drawBuffers[1] = GL_COLOR_ATTACHMENT1;
setDrawBuffers(4, drawBuffers);
GLfloat *clearColor = GLColor::blue.toNormalizedVector().data();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glScissor(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
resetDrawBuffers();
clearColor = GLColor::magenta.toNormalizedVector().data();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
EXPECT_GL_NO_ERROR();
}
// Test draw buffer state change followed FBO blit
TEST_P(ColorMaskForDrawBuffersTest, Blit)
{
// http://anglebug.com/5284
ANGLE_SKIP_TEST_IF(IsMetal());
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[2],
0);
// BLIT mTexture[2] to attachment0. Buffer0 should remain red and buffer1 should be yellow
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(4, drawBuffers);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
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(DrawBuffersTest,
ANGLE_ALL_TEST_PLATFORMS_ES2,
ANGLE_ALL_TEST_PLATFORMS_ES3,
WithNoTransformFeedback(ES2_VULKAN()));
ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test);
ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);
ANGLE_INSTANTIATE_TEST_ES3(ColorMaskForDrawBuffersTest);