Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 1 | #include "ANGLETest.h" |
| 2 | |
| 3 | class ClearTest : public ANGLETest |
| 4 | { |
| 5 | protected: |
| 6 | ClearTest() |
| 7 | { |
| 8 | setWindowWidth(128); |
| 9 | setWindowHeight(128); |
Geoff Lang | efc551f | 2013-10-31 10:20:28 -0400 | [diff] [blame] | 10 | setConfigRedBits(8); |
| 11 | setConfigGreenBits(8); |
| 12 | setConfigBlueBits(8); |
| 13 | setConfigAlphaBits(8); |
| 14 | setConfigDepthBits(24); |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 15 | setClientVersion(3); |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 16 | } |
| 17 | |
| 18 | virtual void SetUp() |
| 19 | { |
| 20 | ANGLETest::SetUp(); |
| 21 | |
| 22 | const std::string vertexShaderSource = SHADER_SOURCE |
| 23 | ( |
| 24 | precision highp float; |
| 25 | attribute vec4 position; |
| 26 | |
| 27 | void main() |
| 28 | { |
| 29 | gl_Position = position; |
| 30 | } |
| 31 | ); |
| 32 | |
| 33 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 34 | ( |
| 35 | precision highp float; |
| 36 | |
| 37 | void main() |
| 38 | { |
| 39 | gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| 40 | } |
| 41 | ); |
| 42 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 43 | mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 44 | if (mProgram == 0) |
| 45 | { |
| 46 | FAIL() << "shader compilation failed."; |
| 47 | } |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 48 | |
| 49 | glGenFramebuffers(1, &mFBO); |
| 50 | |
| 51 | ASSERT_GL_NO_ERROR(); |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 52 | } |
| 53 | |
| 54 | virtual void TearDown() |
| 55 | { |
| 56 | glDeleteProgram(mProgram); |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 57 | glDeleteFramebuffers(1, &mFBO); |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 58 | |
| 59 | ANGLETest::TearDown(); |
| 60 | } |
| 61 | |
| 62 | GLuint mProgram; |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 63 | GLuint mFBO; |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 64 | }; |
| 65 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 66 | TEST_F(ClearTest, ClearIssue) |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 67 | { |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 68 | glEnable(GL_DEPTH_TEST); |
| 69 | glDepthFunc(GL_LEQUAL); |
| 70 | |
| 71 | glClearColor(0.0, 1.0, 0.0, 1.0); |
| 72 | glClearDepthf(0.0); |
| 73 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 74 | |
| 75 | EXPECT_GL_NO_ERROR(); |
| 76 | |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 77 | glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
Geoff Lang | d191317 | 2013-10-18 16:15:10 -0400 | [diff] [blame] | 78 | |
| 79 | GLuint rbo; |
| 80 | glGenRenderbuffers(1, &rbo); |
| 81 | glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| 82 | glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); |
| 83 | |
| 84 | EXPECT_GL_NO_ERROR(); |
| 85 | |
| 86 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); |
| 87 | |
| 88 | EXPECT_GL_NO_ERROR(); |
| 89 | |
| 90 | glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| 91 | glClearDepthf(1.0f); |
| 92 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 93 | |
| 94 | EXPECT_GL_NO_ERROR(); |
| 95 | |
| 96 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 97 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 98 | |
| 99 | drawQuad(mProgram, "position", 0.5f); |
| 100 | |
| 101 | EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| 102 | } |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 103 | |
| 104 | // Requires ES3 |
| 105 | // This tests a bug where in a masked clear when calling "ClearBuffer", we would |
| 106 | // mistakenly clear every channel (including the masked-out ones) |
| 107 | TEST_F(ClearTest, MaskedClearBufferBug) |
| 108 | { |
| 109 | unsigned char pixelData[] = { 255, 255, 255, 255 }; |
| 110 | |
| 111 | glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| 112 | |
| 113 | GLuint textures[2]; |
| 114 | glGenTextures(2, &textures[0]); |
| 115 | |
| 116 | glBindTexture(GL_TEXTURE_2D, textures[0]); |
| 117 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| 118 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| 119 | |
| 120 | glBindTexture(GL_TEXTURE_2D, textures[1]); |
| 121 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| 122 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); |
| 123 | |
| 124 | ASSERT_GL_NO_ERROR(); |
| 125 | EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| 126 | |
| 127 | float clearValue[] = { 0, 0.5f, 0.5f, 1.0f }; |
| 128 | GLenum drawBuffers[] = { GL_NONE, GL_COLOR_ATTACHMENT1 }; |
| 129 | glDrawBuffers(2, drawBuffers); |
| 130 | glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| 131 | glClearBufferfv(GL_COLOR, 1, clearValue); |
| 132 | |
| 133 | ASSERT_GL_NO_ERROR(); |
| 134 | EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| 135 | |
| 136 | // TODO: glReadBuffer support |
| 137 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); |
| 138 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| 139 | EXPECT_PIXEL_EQ(0, 0, 0, 127, 255, 255); |
Jamie Madill | c483326 | 2014-09-18 16:18:26 -0400 | [diff] [blame] | 140 | |
| 141 | glDeleteTextures(2, textures); |
| 142 | } |
| 143 | |
| 144 | TEST_F(ClearTest, BadFBOSerialBug) |
| 145 | { |
| 146 | // First make a simple framebuffer, and clear it to green |
| 147 | glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| 148 | |
| 149 | GLuint textures[2]; |
| 150 | glGenTextures(2, &textures[0]); |
| 151 | |
| 152 | glBindTexture(GL_TEXTURE_2D, textures[0]); |
| 153 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| 154 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| 155 | |
| 156 | GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0 }; |
| 157 | glDrawBuffers(1, drawBuffers); |
| 158 | |
| 159 | float clearValues1[] = { 0.0f, 1.0f, 0.0f, 1.0f }; |
| 160 | glClearBufferfv(GL_COLOR, 0, clearValues1); |
| 161 | |
| 162 | ASSERT_GL_NO_ERROR(); |
| 163 | EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| 164 | |
| 165 | // Next make a second framebuffer, and draw it to red |
| 166 | // (Triggers bad applied render target serial) |
| 167 | GLuint fbo2; |
| 168 | glGenFramebuffers(1, &fbo2); |
| 169 | ASSERT_GL_NO_ERROR(); |
| 170 | |
| 171 | glBindFramebuffer(GL_FRAMEBUFFER, fbo2); |
| 172 | |
| 173 | glBindTexture(GL_TEXTURE_2D, textures[1]); |
| 174 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| 175 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| 176 | |
| 177 | glDrawBuffers(1, drawBuffers); |
| 178 | |
| 179 | drawQuad(mProgram, "position", 0.5f); |
| 180 | |
| 181 | ASSERT_GL_NO_ERROR(); |
| 182 | EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| 183 | |
| 184 | // Check that the first framebuffer is still green. |
| 185 | glBindFramebuffer(GL_FRAMEBUFFER, mFBO); |
| 186 | EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| 187 | |
| 188 | glDeleteTextures(2, textures); |
| 189 | glDeleteFramebuffers(1, &fbo2); |
Jamie Madill | a09403c | 2014-07-21 10:03:36 -0400 | [diff] [blame] | 190 | } |