blob: 3e6aed6667005354be9ef6228f5d8f9e04a25933 [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.
//
// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
namespace angle
{
class WebGLCompatibilityTest : public ANGLETest
{
protected:
WebGLCompatibilityTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setWebGLCompatibilityEnabled(true);
}
void SetUp() override
{
ANGLETest::SetUp();
glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
eglGetProcAddress("glRequestExtensionANGLE"));
}
void TearDown() override { ANGLETest::TearDown(); }
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
// the GL extension should always be present
TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
{
EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
}
// Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest, EntryPoints)
{
if (extensionEnabled("GL_ANGLE_request_extension"))
{
EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
}
}
// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
// even in ES2 contexts.
TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
EXPECT_GL_NO_ERROR();
}
// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
{
glRequestExtensionANGLE("invalid_extension_string");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
{
if (getClientMajorVersion() != 2)
{
// This test only works on ES2 where uint indices are not available by default
return;
}
EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
GLuint data[] = {0, 1, 2, 1, 3, 2};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
glUseProgram(program.get());
glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_OES_element_index_uint"))
{
glRequestExtensionANGLE("GL_OES_element_index_uint");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
{
EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
// Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
const std::string &vert =
"struct Foo {\n"
" int _webgl_bar;\n"
"};\n"
"void main()\n"
"{\n"
" Foo foo = Foo(1);\n"
"}";
// Default fragement shader.
const std::string &frag =
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
"}";
GLuint program = CompileProgram(vert, frag);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
{
const std::string &vert =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
const std::string &frag =
"precision highp float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vert, frag);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices.data());
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
{
const std::string &vert =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
const std::string &frag =
"precision highp float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vert, frag);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
const GLubyte indices[] = {0, 1, 2, 3, 4, 5};
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
{
// Run the test in an FBO to make sure we have some stencil bits.
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
glUseProgram(program.get());
ASSERT_GL_NO_ERROR();
// Having ref and mask the same for front and back is valid.
glStencilMask(255);
glStencilFunc(GL_ALWAYS, 0, 255);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different front - back write mask generates an error.
glStencilMaskSeparate(GL_FRONT, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Setting both write masks separately to the same value is valid.
glStencilMaskSeparate(GL_BACK, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back mask generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Setting both masks separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back reference generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Setting both references separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Using different stencil funcs, everything being equal is valid.
glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
}
// Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest, MaxStride)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
} // namespace