Vulkan: Fix render target's tracking of content defined
Imagine the following scenario:
1. Clear draw framebuffer
2. Invalidate draw framebuffer
3. Update texture attached to draw framebuffer
4. Draw again into draw framebuffer
Step 3 could be a number of things, such as glCopyTex[Sub]Image,
glBlitFramebuffer, glTex[Sub]Image2D, glGenerateMipmap etc.
In the above scenario, at step 2, the framebuffer's render target
remembers it being invalidated (mContentDefined = false). This is used
to set the loadOp of the next render pass to DONT_CARE.
However, mContentDefined was implemented for a very specific
optimization regarding the swapchain's depth buffer. The reuse of this
variable for glInvalidateFramebuffer was erroneous as this variable
didn't track whether the contents are defined for the general case.
With this change, mContentDefined is set to true during
FramebufferVk::syncState for each render target whose contents are
marked dirty.
This change additionally makes glBlitFramebuffer signal the contents of
the blit targets as dirty, as well as textures that are used as storage
images.
Bug: angleproject:4859
Change-Id: I68c829f75ff4a3d03bb293ec72c609384983026d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2309110
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
diff --git a/src/libANGLE/Context.cpp b/src/libANGLE/Context.cpp
index 0831bc2..4a4aeef 100644
--- a/src/libANGLE/Context.cpp
+++ b/src/libANGLE/Context.cpp
@@ -2245,7 +2245,7 @@
ANGLE_CONTEXT_TRY(
mImplementation->drawArraysInstanced(this, mode, first, count, instanceCount));
MarkTransformFeedbackBufferUsage(this, count, instanceCount);
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawElementsInstanced(PrimitiveMode mode,
@@ -2263,7 +2263,7 @@
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawElementsInstanced(this, mode, count, type, indices, instances));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawElementsBaseVertex(PrimitiveMode mode,
@@ -2281,7 +2281,7 @@
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawElementsBaseVertex(this, mode, count, type, indices, basevertex));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawElementsInstancedBaseVertex(PrimitiveMode mode,
@@ -2300,7 +2300,7 @@
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawElementsInstancedBaseVertex(
this, mode, count, type, indices, instancecount, basevertex));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawRangeElements(PrimitiveMode mode,
@@ -2319,7 +2319,7 @@
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(
mImplementation->drawRangeElements(this, mode, start, end, count, type, indices));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawRangeElementsBaseVertex(PrimitiveMode mode,
@@ -2339,21 +2339,21 @@
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawRangeElementsBaseVertex(this, mode, start, end, count,
type, indices, basevertex));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawArraysIndirect(PrimitiveMode mode, const void *indirect)
{
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawArraysIndirect(this, mode, indirect));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::drawElementsIndirect(PrimitiveMode mode, DrawElementsType type, const void *indirect)
{
ANGLE_CONTEXT_TRY(prepareForDraw(mode));
ANGLE_CONTEXT_TRY(mImplementation->drawElementsIndirect(this, mode, type, indirect));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::flush()
@@ -5686,7 +5686,7 @@
return;
}
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::convertPpoToComputeOrDraw(bool isCompute)
@@ -5707,7 +5707,7 @@
ANGLE_CONTEXT_TRY(prepareForDispatch());
ANGLE_CONTEXT_TRY(mImplementation->dispatchComputeIndirect(this, indirect));
- MarkShaderStorageBufferUsage(this);
+ MarkShaderStorageUsage(this);
}
void Context::texStorage2D(TextureType target,
@@ -8507,6 +8507,7 @@
updateBasicDrawStatesError();
updateValidDrawModes(context);
updateActiveShaderStorageBufferIndices(context);
+ updateActiveImageUnitIndices(context);
updateCanDraw(context);
}
@@ -8772,6 +8773,26 @@
}
}
+void StateCache::updateActiveImageUnitIndices(Context *context)
+{
+ mCachedActiveImageUnitIndices.reset();
+ Program *program = context->getState().getProgram();
+ if (program)
+ {
+ for (const ImageBinding &imageBinding : program->getState().getImageBindings())
+ {
+ if (imageBinding.unreferenced)
+ {
+ continue;
+ }
+ for (GLuint binding : imageBinding.boundImageUnits)
+ {
+ mCachedActiveImageUnitIndices.set(binding);
+ }
+ }
+ }
+}
+
void StateCache::updateCanDraw(Context *context)
{
mCachedCanDraw = (context->isGLES1() ||
diff --git a/src/libANGLE/Context.h b/src/libANGLE/Context.h
index 4f844c9..616865d 100644
--- a/src/libANGLE/Context.h
+++ b/src/libANGLE/Context.h
@@ -258,6 +258,10 @@
return mCachedActiveShaderStorageBufferIndices;
}
+ // Places that can trigger updateActiveImageUnitIndices:
+ // 1. onProgramExecutableChange.
+ ImageUnitMask getActiveImageUnitIndices() const { return mCachedActiveImageUnitIndices; }
+
// Places that can trigger updateCanDraw:
// 1. onProgramExecutableChange.
bool getCanDraw() const { return mCachedCanDraw; }
@@ -295,6 +299,7 @@
void updateTransformFeedbackActiveUnpaused(Context *context);
void updateVertexAttribTypesValidation(Context *context);
void updateActiveShaderStorageBufferIndices(Context *context);
+ void updateActiveImageUnitIndices(Context *context);
void updateCanDraw(Context *context);
void setValidDrawModes(bool pointsOK, bool linesOK, bool trisOK, bool lineAdjOK, bool triAdjOK);
@@ -314,6 +319,7 @@
mutable intptr_t mCachedBasicDrawElementsError;
bool mCachedTransformFeedbackActiveUnpaused;
StorageBuffersMask mCachedActiveShaderStorageBufferIndices;
+ ImageUnitMask mCachedActiveImageUnitIndices;
// Reserve an extra slot at the end of these maps for invalid enum.
angle::PackedEnumMap<PrimitiveMode, bool, angle::EnumSize<PrimitiveMode>() + 1>
diff --git a/src/libANGLE/Context.inl.h b/src/libANGLE/Context.inl.h
index 96e9b02..486e3eb 100644
--- a/src/libANGLE/Context.inl.h
+++ b/src/libANGLE/Context.inl.h
@@ -46,16 +46,26 @@
}
}
-ANGLE_INLINE void MarkShaderStorageBufferUsage(const Context *context)
+ANGLE_INLINE void MarkShaderStorageUsage(const Context *context)
{
for (size_t index : context->getStateCache().getActiveShaderStorageBufferIndices())
{
- gl::Buffer *buffer = context->getState().getIndexedShaderStorageBuffer(index).get();
+ Buffer *buffer = context->getState().getIndexedShaderStorageBuffer(index).get();
if (buffer)
{
buffer->onDataChanged();
}
}
+
+ for (size_t index : context->getStateCache().getActiveImageUnitIndices())
+ {
+ const ImageUnit &imageUnit = context->getState().getImageUnit(index);
+ const Texture *texture = imageUnit.texture.get();
+ if (texture)
+ {
+ texture->onStateChange(angle::SubjectMessage::ContentsChanged);
+ }
+ }
}
// Return true if the draw is a no-op, else return false.
diff --git a/src/libANGLE/Framebuffer.cpp b/src/libANGLE/Framebuffer.cpp
index 20abea5..861ec74 100644
--- a/src/libANGLE/Framebuffer.cpp
+++ b/src/libANGLE/Framebuffer.cpp
@@ -1551,7 +1551,27 @@
{
ASSERT(mask != 0);
- return mImpl->blit(context, sourceArea, destArea, mask, filter);
+ ANGLE_TRY(mImpl->blit(context, sourceArea, destArea, mask, filter));
+
+ // Mark the contents of the attachments dirty
+ if ((mask & GL_COLOR_BUFFER_BIT) != 0)
+ {
+ for (size_t colorIndex : mState.mEnabledDrawBuffers)
+ {
+ mDirtyBits.set(DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 + colorIndex);
+ }
+ }
+ if ((mask & GL_DEPTH_BUFFER_BIT) != 0)
+ {
+ mDirtyBits.set(DIRTY_BIT_DEPTH_BUFFER_CONTENTS);
+ }
+ if ((mask & GL_STENCIL_BUFFER_BIT) != 0)
+ {
+ mDirtyBits.set(DIRTY_BIT_STENCIL_BUFFER_CONTENTS);
+ }
+ onStateChange(angle::SubjectMessage::DirtyBitsFlagged);
+
+ return angle::Result::Continue;
}
int Framebuffer::getSamples(const Context *context) const
diff --git a/src/libANGLE/renderer/d3d/d3d11/Context11.cpp b/src/libANGLE/renderer/d3d/d3d11/Context11.cpp
index b738b8b..40d6cc1 100644
--- a/src/libANGLE/renderer/d3d/d3d11/Context11.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/Context11.cpp
@@ -526,7 +526,7 @@
ASSERT(counts[drawID] > 0); \
DRAW_CALL(drawType, instanced, bvbi); \
ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced); \
- gl::MarkShaderStorageBufferUsage(context); \
+ gl::MarkShaderStorageUsage(context); \
}
angle::Result Context11::multiDrawArrays(const gl::Context *context,
diff --git a/src/libANGLE/renderer/renderer_utils.cpp b/src/libANGLE/renderer/renderer_utils.cpp
index 5eea1d7..ce7bcb1 100644
--- a/src/libANGLE/renderer/renderer_utils.cpp
+++ b/src/libANGLE/renderer/renderer_utils.cpp
@@ -968,7 +968,7 @@
ANGLE_SET_BASE_INSTANCE_UNIFORM(hasBaseInstance)(baseInstances[drawID]); \
ANGLE_TRY(DRAW_CALL(drawType, instanced, bvbi)); \
ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced); \
- gl::MarkShaderStorageBufferUsage(context); \
+ gl::MarkShaderStorageUsage(context); \
}
angle::Result MultiDrawArraysGeneral(ContextImpl *contextImpl,
diff --git a/src/libANGLE/renderer/vulkan/RenderTargetVk.cpp b/src/libANGLE/renderer/vulkan/RenderTargetVk.cpp
index a105141..56cddaa 100644
--- a/src/libANGLE/renderer/vulkan/RenderTargetVk.cpp
+++ b/src/libANGLE/renderer/vulkan/RenderTargetVk.cpp
@@ -172,8 +172,12 @@
angle::Result RenderTargetVk::flushStagedUpdates(ContextVk *contextVk,
vk::ClearValuesArray *deferredClears,
- uint32_t deferredClearIndex) const
+ uint32_t deferredClearIndex)
{
+ // This function is called when the framebuffer is notified of an update to the attachment's
+ // contents. Therefore, set mContentDefined so that the next render pass will have loadOp=LOAD.
+ mContentDefined = true;
+
// Note that the layer index for 3D textures is always zero according to Vulkan.
uint32_t layerIndex = mLayerIndex;
if (mImage->getType() == VK_IMAGE_TYPE_3D)
diff --git a/src/libANGLE/renderer/vulkan/RenderTargetVk.h b/src/libANGLE/renderer/vulkan/RenderTargetVk.h
index 2ecb371..375656c 100644
--- a/src/libANGLE/renderer/vulkan/RenderTargetVk.h
+++ b/src/libANGLE/renderer/vulkan/RenderTargetVk.h
@@ -81,7 +81,7 @@
angle::Result flushStagedUpdates(ContextVk *contextVk,
vk::ClearValuesArray *deferredClears,
- uint32_t deferredClearIndex) const;
+ uint32_t deferredClearIndex);
void retainImageViews(ContextVk *contextVk) const;
diff --git a/src/tests/gl_tests/StateChangeTest.cpp b/src/tests/gl_tests/StateChangeTest.cpp
index ad37bda..7253b1c 100644
--- a/src/tests/gl_tests/StateChangeTest.cpp
+++ b/src/tests/gl_tests/StateChangeTest.cpp
@@ -1430,9 +1430,31 @@
};
class SimpleStateChangeTestES3 : public SimpleStateChangeTest
-{};
+{
+ protected:
+ void blendAndVerifyColor(const GLColor32F blendColor, const GLColor expectedColor)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ EXPECT_GL_NO_ERROR();
-class SimpleStateChangeTestES31 : public SimpleStateChangeTest
+ ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
+ glUseProgram(program);
+
+ GLint colorUniformLocation =
+ glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
+ ASSERT_NE(colorUniformLocation, -1);
+
+ glUniform4f(colorUniformLocation, blendColor.R, blendColor.G, blendColor.B, blendColor.A);
+ EXPECT_GL_NO_ERROR();
+
+ drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
+ EXPECT_GL_NO_ERROR();
+ EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, 1);
+ }
+};
+
+class SimpleStateChangeTestES31 : public SimpleStateChangeTestES3
{};
class SimpleStateChangeTestComputeES31 : public SimpleStateChangeTest
@@ -2529,6 +2551,258 @@
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
+// Tests that invalidate then copy then blend works.
+TEST_P(SimpleStateChangeTestES3, InvalidateThenCopyThenBlend)
+{
+ // Create a framebuffer as the source of copy
+ const GLColor kSrcData = GLColor::cyan;
+ GLTexture copySrc;
+ glBindTexture(GL_TEXTURE_2D, copySrc);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kSrcData);
+
+ GLFramebuffer readFBO;
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copySrc, 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
+
+ // Create the framebuffer that will be invalidated
+ GLTexture renderTarget;
+ glBindTexture(GL_TEXTURE_2D, renderTarget);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
+ 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Copy into the framebuffer's texture. The framebuffer should now be cyan.
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
+// Tests that invalidate then blit then blend works.
+TEST_P(SimpleStateChangeTestES3, InvalidateThenBlitThenBlend)
+{
+ // Create a framebuffer as the source of blit
+ const GLColor kSrcData = GLColor::cyan;
+ GLTexture blitSrc;
+ glBindTexture(GL_TEXTURE_2D, blitSrc);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kSrcData);
+
+ GLFramebuffer readFBO;
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blitSrc, 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
+
+ // Create the framebuffer that will be invalidated
+ GLTexture renderTarget;
+ glBindTexture(GL_TEXTURE_2D, renderTarget);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
+ 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Blit into the framebuffer. The framebuffer should now be cyan.
+ glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ EXPECT_GL_NO_ERROR();
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
+// Tests that invalidate then generate mipmaps works
+TEST_P(SimpleStateChangeTestES3, InvalidateThenGenerateMipmapsThenBlend)
+{
+ // Create a texture on which generate mipmaps would be called
+ const GLColor kMip0Data[4] = {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan};
+ const GLColor kMip1Data = GLColor::blue;
+ GLTexture texture;
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kMip0Data);
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kMip1Data);
+
+ // Create the framebuffer that will be invalidated
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Generate mipmaps
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
+// Tests that invalidate then upload works
+TEST_P(SimpleStateChangeTestES3, InvalidateThenUploadThenBlend)
+{
+ // http://anglebug.com/4870
+ ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
+
+ // Create the framebuffer that will be invalidated
+ GLTexture renderTarget;
+ glBindTexture(GL_TEXTURE_2D, renderTarget);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
+ 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Upload data to it
+ const GLColor kUploadColor = GLColor::cyan;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kUploadColor);
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
+// Tests that invalidate then sub upload works
+TEST_P(SimpleStateChangeTestES3, InvalidateThenSubUploadThenBlend)
+{
+ // http://anglebug.com/4870
+ ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
+
+ // Create the framebuffer that will be invalidated
+ GLTexture renderTarget;
+ glBindTexture(GL_TEXTURE_2D, renderTarget);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
+ 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Upload data to it
+ const GLColor kUploadColor = GLColor::cyan;
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kUploadColor);
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
+// Tests that invalidate then compute write works
+TEST_P(SimpleStateChangeTestES31, InvalidateThenStorageWriteThenBlend)
+{
+ // Fails on AMD OpenGL Windows. This configuration isn't maintained.
+ ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
+
+ constexpr char kCS[] = R"(#version 310 es
+layout(local_size_x=1, local_size_y=1) in;
+layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
+void main()
+{
+ imageStore(dstImage, ivec2(gl_GlobalInvocationID.xy), vec4(0.0f, 1.0f, 1.0f, 1.0f));
+})";
+
+ ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
+ glUseProgram(program);
+ EXPECT_GL_NO_ERROR();
+
+ // Create the framebuffer texture
+ GLTexture renderTarget;
+ glBindTexture(GL_TEXTURE_2D, renderTarget);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
+ glBindImageTexture(1, renderTarget, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
+
+ // Write to the texture with compute once. In the Vulkan backend, this will make sure the image
+ // is already created with STORAGE usage and avoids recreate later.
+ glDispatchCompute(1, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ // Create the framebuffer that will be invalidated
+ GLFramebuffer drawFBO;
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
+ 0);
+ ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
+
+ EXPECT_GL_NO_ERROR();
+
+ // Clear the framebuffer and invalidate it.
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
+ glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
+ EXPECT_GL_NO_ERROR();
+
+ // Write to it with a compute shader
+ glDispatchCompute(1, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
+
+ // Blend into the framebuffer, then verify that the framebuffer should have had cyan.
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
+ blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
+}
+
// Tests deleting a Framebuffer that is in use.
TEST_P(SimpleStateChangeTest, DeleteFramebufferInUse)
{