blob: dd6199efd552377d751214b3305b73e47ad24ac1 [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 "common/mathutil.h"
#include "test_utils/gl_raii.h"
namespace
{
bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
{
return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
(second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
}
void CheckBlendFunctions(GLenum src, GLenum dst)
{
if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
ConstantColorAndAlphaBlendFunctions(dst, src))
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
}
// Extensions that affect the ability to use floating point textures
constexpr const char *FloatingPointTextureExtensions[] = {
"",
"GL_EXT_texture_storage",
"GL_OES_texture_half_float",
"GL_OES_texture_half_float_linear",
"GL_EXT_color_buffer_half_float",
"GL_OES_texture_float",
"GL_OES_texture_float_linear",
"GL_EXT_color_buffer_float",
"GL_CHROMIUM_color_buffer_float_rgba",
"GL_CHROMIUM_color_buffer_float_rgb",
};
} // namespace
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"));
}
template <typename T>
void TestFloatTextureFormat(GLenum internalFormat,
GLenum format,
GLenum type,
bool texturingEnabled,
bool linearSamplingEnabled,
bool renderingEnabled,
const T textureData[4],
const float floatData[4])
{
ASSERT_GL_NO_ERROR();
const std::string samplingVs =
"attribute vec4 position;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xy * 0.5) + 0.5;\n"
"}\n";
const std::string samplingFs =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform vec4 subtractor;\n"
"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
" vec4 color = texture2D(tex, texcoord);\n"
" if (abs(color.r - subtractor.r) +\n"
" abs(color.g - subtractor.g) +\n"
" abs(color.b - subtractor.b) +\n"
" abs(color.a - subtractor.a) < 8.0)\n"
" {\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" }\n"
" else\n"
" {\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(samplingProgram, samplingVs, samplingFs);
glUseProgram(samplingProgram.get());
// Need RGBA8 renderbuffers for enough precision on the readback
if (extensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
}
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_rgb8_rgba8") && getClientMajorVersion() < 3);
ASSERT_GL_NO_ERROR();
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo.get());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
if (internalFormat == format)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
}
else
{
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
else
{
ASSERT_TRUE(extensionEnabled("GL_EXT_texture_storage"));
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
}
if (!texturingEnabled)
{
// Depending on the entry point and client version, different errors may be generated
ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
// Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
// second error
glGetError();
return;
}
ASSERT_GL_NO_ERROR();
glUniform1i(glGetUniformLocation(samplingProgram.get(), "tex"), 0);
glUniform4fv(glGetUniformLocation(samplingProgram.get(), "subtractor"), 1, floatData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
if (linearSamplingEnabled)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(),
0);
glBindTexture(GL_TEXTURE_2D, 0);
if (!renderingEnabled)
{
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
return;
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
const std::string renderingVs =
"attribute vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
"}\n";
const std::string renderingFs =
"precision mediump float;\n"
"uniform vec4 writeValue;\n"
"void main()\n"
"{\n"
" gl_FragColor = writeValue;\n"
"}\n";
ANGLE_GL_PROGRAM(renderingProgram, renderingVs, renderingFs);
glUseProgram(renderingProgram.get());
glUniform4fv(glGetUniformLocation(renderingProgram.get(), "writeValue"), 1, floatData);
drawQuad(renderingProgram.get(), "position", 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR32F_NEAR(
0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
}
// Called from RenderingFeedbackLoopWithDrawBuffersEXT.
void drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from RenderingFeedbackLoopWithDrawBuffers.
void drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from Enable[Compressed]TextureFormatExtensions
void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
void validateCompressedTexImageExtensionFormat(GLenum format,
GLsizei width,
GLsizei height,
GLsizei blockSize,
const std::string &extName,
bool subImageAllowed);
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
class WebGL2CompatibilityTest : public WebGLCompatibilityTest
{
};
// 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, 6, 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, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
{
EXPECT_FALSE(extensionEnabled("GL_OES_standard_derivatives"));
const std::string source =
"#extension GL_OES_standard_derivatives : require\n"
"void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); }\n";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
if (extensionRequestable("GL_OES_standard_derivatives"))
{
glRequestExtensionANGLE("GL_OES_standard_derivatives");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_OES_standard_derivatives"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_shader_texture_lod"));
const std::string source =
"#extension GL_EXT_shader_texture_lod : require\n"
"uniform sampler2D u_texture;\n"
"void main() {\n"
" gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, "
"0.0));\n"
"}\n";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
if (extensionRequestable("GL_EXT_shader_texture_lod"))
{
glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_EXT_shader_texture_lod"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_frag_depth"));
const std::string source =
"#extension GL_EXT_frag_depth : require\n"
"void main() {\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
" gl_FragDepthEXT = 1.0;\n"
"}\n";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
if (extensionRequestable("GL_EXT_frag_depth"))
{
glRequestExtensionANGLE("GL_EXT_frag_depth");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_EXT_frag_depth"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
GLfloat maxAnisotropy = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
ASSERT_GL_NO_ERROR();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat currentAnisotropy = 0.0f;
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_EXT_texture_filter_anisotropic"))
{
glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_GE(maxAnisotropy, 2.0f);
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(1.0f, currentAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
ASSERT_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 enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
{
EXPECT_FALSE(extensionEnabled("GL_NV_pixel_buffer_object"));
EXPECT_FALSE(extensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(extensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLBuffer buffer;
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_NV_pixel_buffer_object"))
{
glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_NO_ERROR();
glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
{
EXPECT_FALSE(extensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(extensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLBuffer buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint access = 0;
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_OES_mapbuffer"))
{
glRequestExtensionANGLE("GL_OES_mapbuffer");
EXPECT_GL_NO_ERROR();
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
if (extensionRequestable("GL_EXT_map_buffer_range"))
{
glRequestExtensionANGLE("GL_EXT_map_buffer_range");
EXPECT_GL_NO_ERROR();
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
{
EXPECT_FALSE(extensionEnabled("GL_OES_fbo_render_mipmap"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
if (extensionRequestable("GL_OES_fbo_render_mipmap"))
{
glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_blend_minmax"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
glBlendEquation(GL_MIN);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlendEquation(GL_MAX);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_EXT_blend_minmax"))
{
glRequestExtensionANGLE("GL_EXT_blend_minmax");
EXPECT_GL_NO_ERROR();
glBlendEquation(GL_MIN);
glBlendEquation(GL_MAX);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the query extensions
TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_occlusion_query_boolean"));
EXPECT_FALSE(extensionEnabled("GL_EXT_disjoint_timer_query"));
EXPECT_FALSE(extensionEnabled("GL_CHROMIUM_sync_query"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLQueryEXT badQuery;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_EXT_occlusion_query_boolean"))
{
glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
}
if (extensionRequestable("GL_EXT_disjoint_timer_query"))
{
glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query1;
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
glEndQueryEXT(GL_TIME_ELAPSED_EXT);
EXPECT_GL_NO_ERROR();
GLQueryEXT query2;
glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
EXPECT_GL_NO_ERROR();
}
if (extensionRequestable("GL_CHROMIUM_sync_query"))
{
glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
{
EXPECT_FALSE(extensionEnabled("GL_ANGLE_framebuffer_multisample"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_ANGLE_framebuffer_multisample"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_NO_ERROR();
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtension)
{
EXPECT_FALSE(extensionEnabled("GL_ANGLE_instanced_arrays"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint divisor = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_ANGLE_instanced_arrays"))
{
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
{
EXPECT_FALSE(extensionEnabled("GL_ANGLE_pack_reverse_row_order"));
GLint result = 0;
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_ANGLE_pack_reverse_row_order"))
{
glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
{
EXPECT_FALSE(extensionEnabled("GL_EXT_unpack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_UNPACK_ROW_LENGTH_EXT, GL_UNPACK_SKIP_ROWS_EXT, GL_UNPACK_SKIP_PIXELS_EXT,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (extensionRequestable("GL_EXT_unpack_subimage"))
{
glRequestExtensionANGLE("GL_EXT_unpack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
{
EXPECT_FALSE(extensionEnabled("GL_ANGLE_texture_rectangle"));
GLTexture texture;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint minFilter = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_ANGLE_texture_rectangle"))
{
glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_ANGLE_texture_rectangle"));
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
{
EXPECT_FALSE(extensionEnabled("GL_NV_pack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_PACK_ROW_LENGTH, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_PIXELS,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (extensionRequestable("GL_NV_pack_subimage"))
{
glRequestExtensionANGLE("GL_NV_pack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
{
EXPECT_FALSE(extensionEnabled("GL_OES_rgb8_rgba8"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_OES_rgb8_rgba8"));
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
{
EXPECT_FALSE(extensionEnabled("GL_ANGLE_framebuffer_blit"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLFramebuffer fbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint result;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_ANGLE_framebuffer_blit"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
{
EXPECT_FALSE(extensionEnabled("GL_OES_get_program_binary"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint result = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
const std::string &vert =
"void main()\n"
"{\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 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);
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
uint8_t tempArray[512];
GLenum tempFormat = 0;
GLsizei tempLength = 0;
glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
&tempFormat, tempArray);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_OES_get_program_binary"))
{
glRequestExtensionANGLE("GL_OES_get_program_binary");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &result);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_NO_ERROR();
GLint binaryLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
EXPECT_GL_NO_ERROR();
GLenum binaryFormat;
GLsizei writeLength = 0;
std::vector<uint8_t> binary(binaryLength);
glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
EXPECT_GL_NO_ERROR();
}
}
// Verify that the context generates the correct error when the framebuffer attachments are
// different sizes
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
{
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (extensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
// 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, 4, 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);
ASSERT_GL_NO_ERROR();
// Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
// enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
// GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void*>(intptr_t(1)));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
{
const std::string &vert =
"void main()\n"
"{\n"
" gl_Position = vec4(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);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
{
// glTexSubImage2D
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// TexImage with null data - OK
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// glTexSubImage3D
if (getClientMajorVersion() >= 3)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
// TexImage with null data - OK
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
}
// 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);
}
// Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
{
const std::string &vert =
"attribute float a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, 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());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
const uint8_t* zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArrays(GL_POINTS, 0, 0);
ASSERT_GL_NO_ERROR();
// Test a case of overflow that could give a max vertex that's negative
constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 0);
glDrawArrays(GL_POINTS, kIntMax, kIntMax);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
{
const std::string &vert =
"attribute float a_pos;\n"
"attribute float a_w;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, a_pos, a_w);\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");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisor(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisor(wLocation, 1);
const uint8_t* zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR();
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR();
}
// Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
{
ANGLE_SKIP_TEST_IF(!extensionRequestable("GL_ANGLE_instanced_arrays"));
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
const std::string &vert =
"attribute float a_pos;\n"
"attribute float a_w;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, a_pos, a_w);\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");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisorANGLE(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisorANGLE(wLocation, 1);
const uint8_t* zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR();
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR();
}
// Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
{
const std::string &vert =
"attribute float a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, 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());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the last index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the last + 1 element is invalid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset if valid if count is zero
glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
ASSERT_GL_NO_ERROR();
// Test touching the first index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the first - 1 index is invalid
// The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
// the historic behavior of WebGL implementations
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
{
const std::string &vert =
"attribute float a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, 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());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the end of the vertex buffer is valid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
ASSERT_GL_NO_ERROR();
// Test touching just after the end of the vertex buffer is invalid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the whole vertex buffer is valid
glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
ASSERT_GL_NO_ERROR();
// Test an index that would be negative
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest, DepthRange)
{
glDepthRangef(0, 1);
ASSERT_GL_NO_ERROR();
glDepthRangef(.5, .5);
ASSERT_GL_NO_ERROR();
glDepthRangef(1, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test all blend function combinations.
// In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
{
constexpr GLenum srcFunc[] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR,
GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA,
GL_ONE_MINUS_CONSTANT_ALPHA,
GL_SRC_ALPHA_SATURATE,
};
constexpr GLenum dstFunc[] = {
GL_ZERO, GL_ONE,
GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
};
for (GLenum src : srcFunc)
{
for (GLenum dst : dstFunc)
{
glBlendFunc(src, dst);
CheckBlendFunctions(src, dst);
glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
CheckBlendFunctions(src, dst);
}
}
}
// Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
{
const std::string validAttribName =
"abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
const std::string validUniformName =
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
if (getClientMajorVersion() < 3)
{
invalidSet.push_back('\\');
}
std::string vert = "attribute float ";
vert += validAttribName;
vert +=
";\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
"}\n";
std::string frag =
"precision highp float;\n"
"uniform vec4 ";
frag += validUniformName;
// Insert illegal characters into comments
frag +=
";\n"
" // $ \" @ /*\n"
"void main()\n"
"{/*\n"
" ` @ $\n"
" */gl_FragColor = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vert, frag);
EXPECT_GL_NO_ERROR();
for (char invalidChar : invalidSet)
{
std::string invalidName = validAttribName + invalidChar;
glGetAttribLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
glBindAttribLocation(program, 0, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidName = validUniformName + invalidChar;
glGetUniformLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidAttribName = validAttribName + invalidChar;
const char *invalidVert[] = {
"attribute float ",
invalidAttribName.c_str(),
";\n",
"void main()\n",
"{\n",
" gl_Position = vec4(1.0);\n",
"}\n",
};
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, static_cast<GLsizei>(ArraySize(invalidVert)), invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
}
// Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
{
// Verify that a line continuation character (i.e. backslash) cannot be used
// within a preprocessor directive in a ES2 context.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
const char *validVert =
"#define foo this is a test\n"
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
"}\n";
const char *invalidVert =
"#define foo this \\n"
" is a test\n"
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
"}\n";
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 1, &validVert, nullptr);
EXPECT_GL_NO_ERROR();
glShaderSource(shader, 1, &invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
// Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
{
const char *validVert =
"#version 300 es\n"
"precision mediump float;\n"
"\n"
"void main ()\n"
"{\n"
" float f\\\n"
"oo = 1.0;\n"
" gl_Position = vec4(foo);\n"
"}\n";
const char *invalidVert =
"#version 300 es\n"
"precision mediump float;\n"
"\n"
"void main ()\n"
"{\n"
" float f\\$\n"
"oo = 1.0;\n"
" gl_Position = vec4(foo);\n"
"}\n";
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 1, &validVert, nullptr);
EXPECT_GL_NO_ERROR();
glShaderSource(shader, 1, &invalidVert, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glDeleteShader(shader);
}
// Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
{
constexpr int maxLocStringLength = 256;
const std::string tooLongString(maxLocStringLength + 1, '_');
glBindAttribLocation(0, 0, "_webgl_var");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
{
const std::string &vert =
"attribute float a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, a_pos, 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());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribDivisor(posLocation, 1);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
}
// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest, NPOT)
{
EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
// Create a texture and set an NPOT mip 0, should always be acceptable.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Try setting an NPOT mip 1 and verify the error if WebGL 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
if (getClientMajorVersion() < 3)
{
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
else
{
ASSERT_GL_NO_ERROR();
}
if (extensionRequestable("GL_OES_texture_npot"))
{
glRequestExtensionANGLE("GL_OES_texture_npot");
ASSERT_GL_NO_ERROR();
// Try again to set NPOT mip 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
template <typename T>
void FillTexture2D(GLuint texture,
GLsizei width,
GLsizei height,
const T &onePixelData,
GLint level,
GLint internalFormat,
GLenum format,
GLenum type)
{
std::vector<T> allPixelsData(width * height, onePixelData);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
allPixelsData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
// Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest, DefaultPosition)
{
// Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
// and green otherwise. The center of each quadrant will be red if and only if all
// four corners are red.
const std::string vertexShader =
"attribute vec3 pos;\n"
"varying vec4 color;\n"
"void main() {\n"
" if (gl_Position == vec4(0,0,0,0)) {\n"
" color = vec4(1,0,0,1);\n"
" } else {\n"
" color = vec4(0,1,0,1);\n"
" }\n"
" gl_Position = vec4(pos,1);\n"
"}\n";
const std::string fragmentShader =
"precision mediump float;\n"
"varying vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
}
// Tests that a rendering feedback loop triggers a GL error under WebGL.
// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
{
const std::string vertexShader =
"attribute vec4 a_position;\n"
"varying vec2 v_texCoord;\n"
"void main() {\n"
" gl_Position = a_position;\n"
" v_texCoord = (a_position.xy * 0.5) + 0.5;\n"
"}\n";
const std::string fragmentShader =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D u_texture;\n"
"void main() {\n"
" // Shader swizzles color channels so we can tell if the draw succeeded.\n"
" gl_FragColor = texture2D(u_texture, v_texCoord).gbra;\n"
"}\n";
GLTexture texture;
FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
ASSERT_NE(-1, uniformLoc);
glUseProgram(program.get());
glUniform1i(uniformLoc, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Drawing with a texture that is also bound to the current framebuffer should fail
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Ensure that the texture contents did not change after the previous render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Drawing when texture is bound to an inactive uniform should succeed
GLTexture texture2;
FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
{
// This test only applies to ES2.
if (getClientMajorVersion() != 2)
{
return;
}
GLFramebuffer fbo[2];
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
// Test that is valid when we bind with a single attachment point.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GL_NO_ERROR();
// Test that enabling the draw buffers extension will allow us to bind with a non-zero
// attachment point.
if (extensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
0);
ASSERT_GL_NO_ERROR();
}
}
// Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
{
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);
GLBuffer indexBuffer;
const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
const char *zeroIndices = nullptr;
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
// size
TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
{
const char *zeroOffset = nullptr;
// Base case, vector of two floats
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
ASSERT_GL_NO_ERROR();
// Test setting a non-multiple offset
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test setting a non-multiple stride
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffersEXT(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
{
const std::string vertexShader =
"attribute vec4 aPosition;\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" gl_Position = aPosition;\n"
" texCoord = (aPosition.xy * 0.5) + 0.5;\n"
"}\n";
const std::string fragmentShader =
"#extension GL_EXT_draw_buffers : require\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" gl_FragData[0] = texture2D(tex, texCoord);\n"
" gl_FragData[1] = texture2D(tex, texCoord);\n"
"}\n";
GLsizei width = 8;
GLsizei height = 8;
// This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
// extension and gl_FragData semantics are changed to enforce indexing by zero always.
// TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
if (/*!extensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
{
// No WEBGL_draw_buffers support -- this is legal.
return;
}
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
if (maxDrawBuffers < 2)
{
std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
return;
}
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
ASSERT_GL_NO_ERROR();
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
}
// Test tests that texture copying feedback loops are properly rejected in WebGL.
// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
// framebuffer should be FRAMEBUFFER_COMPLETE.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// testing copyTexImage2D
// copyTexImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// copyTexImage2D to same texture same level, invalid feedback loop
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// testing copyTexSubImage2D
// copyTexSubImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// copyTexSubImage2D to same texture same level, invalid feedback loop
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexSubImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
}
void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffers(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// Tests invariance matching rules between built in varyings.
// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
{
const std::string vertexShaderVariant =
"varying vec4 v_varying;\n"
"void main()\n"
"{\n"
" gl_PointSize = 1.0;\n"
" gl_Position = v_varying;\n"
"}";
const std::string fragmentShaderInvariantGlFragCoord =
"invariant gl_FragCoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = gl_FragCoord;\n"
"}";
const std::string fragmentShaderInvariantGlPointCoord =
"invariant gl_PointCoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);\n"
"}";
GLuint program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlFragCoord);
EXPECT_EQ(0u, program);
program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlPointCoord);
EXPECT_EQ(0u, program);
}
// Tests global namespace conflicts between uniforms and attributes.
// Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
{
const std::string vertexShader =
"attribute vec4 foo;\n"
"void main()\n"
"{\n"
" gl_Position = foo;\n"
"}";
const std::string fragmentShader =
"precision mediump float;\n"
"uniform vec4 foo;\n"
"void main()\n"
"{\n"
" gl_FragColor = foo;\n"
"}";
GLuint program = CompileProgram(vertexShader, fragmentShader);
EXPECT_EQ(0u, program);
}
// Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
{
if (extensionRequestable("GL_EXT_texture_compression_dxt1"))
{
glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
}
if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
{
std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available."
<< std::endl;
return;
}
constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Regular case, verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test various dimensions that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test various image sizes that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Fill a full mip chain and verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that non-block size sub-uploads are not valid for the 0 mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test that non-block size sub-uploads are valid for if they fill the whole mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that if the format miss-matches the texture, an error is generated
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
TEST_P(WebGLCompatibilityTest, L32FTextures)
{
constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized L 32F
{
bool texture = extensionEnabled("GL_OES_texture_float");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized L 32F
bool texture = extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_storage");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, A32FTextures)
{
constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized A 32F
{
bool texture = extensionEnabled("GL_OES_texture_float");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized A 32F
bool texture = extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_storage");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, LA32FTextures)
{
constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
textureData[1]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized LA 32F
{
bool texture = extensionEnabled("GL_OES_texture_float");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized LA 32F
bool texture = extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_storage");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, R32FTextures)
{
constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized R 32F
{
bool texture =
extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized R 32F
bool texture =
(getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_rg") &&
extensionEnabled("GL_EXT_texture_storage"));
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RG32FTextures)
{
constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RG 32F
{
bool texture =
(extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg"));
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RG 32F
bool texture =
(getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_rg") &&
extensionEnabled("GL_EXT_texture_storage"));
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGB32FTextures)
{
if (IsLinux() && IsIntel())
{
std::cout << "Test skipped on Linux Intel." << std::endl;
return;
}
constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGB 32F
{
bool texture = extensionEnabled("GL_OES_texture_float");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 32F
bool texture =
(getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_storage"));
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
{
constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGBA 32F
{
bool texture = extensionEnabled("GL_OES_texture_float");
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 32F
bool texture =
(getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
extensionEnabled("GL_EXT_texture_storage"));
bool filter = extensionEnabled("GL_OES_texture_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
TEST_P(WebGLCompatibilityTest, R16FTextures)
{
constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized R 16F (OES)
{
bool texture = extensionEnabled("GL_OES_texture_half_float") &&
extensionEnabled("GL_EXT_texture_rg");
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized R 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized R 16F
bool texture = getClientMajorVersion() >= 3;
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RG16FTextures)
{
constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RG 16F (OES)
{
bool texture = extensionEnabled("GL_OES_texture_half_float") &&
extensionEnabled("GL_EXT_texture_rg");
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float") &&
extensionEnabled("GL_EXT_texture_rg");
TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RG 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RG 16F
bool texture = getClientMajorVersion() >= 3;
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RGB16FTextures)
{
if (IsOzone() && IsIntel())
{
std::cout << "Test skipped on Intel Ozone." << std::endl;
return;
}
constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGB 16F (OES)
{
bool texture = extensionEnabled("GL_OES_texture_half_float");
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RGB 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGB 16F
bool texture = getClientMajorVersion() >= 3;
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
{
if (IsOzone() && IsIntel())
{
std::cout << "Test skipped on Intel Ozone." << std::endl;
return;
}
constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && extensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGBA 16F (OES)
{
bool texture = extensionEnabled("GL_OES_texture_half_float");
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RGBA 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 16F
bool texture = getClientMajorVersion() >= 3;
bool filter = getClientMajorVersion() >= 3 ||
extensionEnabled("GL_OES_texture_half_float_linear");
bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
extensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
}
}
// Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
// accepted by glTexImage2D
TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
{
if (getClientMajorVersion() != 2)
{
std::cout << "Test skipped because it is only valid for WebGL1 contexts." << std::endl;
return;
}
if (!extensionRequestable("GL_OES_texture_float"))
{
std::cout << "Test skipped because GL_OES_texture_float is not requestable." << std::endl;
return;
}
glRequestExtensionANGLE("GL_OES_texture_float");
ASSERT_GL_NO_ERROR();
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
{
glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
}
if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
{
glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point.
TEST_P(WebGLCompatibilityTest, DepthStencilAttachment)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
// Test that attaching a bound texture succeeds.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0);
GLint attachmentType = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType);
// Test when if no attach object at the named attachment point and pname is not OBJECT_TYPE.
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &attachmentType);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify framebuffer attachments return expected types when in an inconsistant state.
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentConsistancy)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rb1;
glBindRenderbuffer(GL_RENDERBUFFER, rb1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1);
GLint attachmentType = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
GLRenderbuffer rb2;
glBindRenderbuffer(GL_RENDERBUFFER, rb2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
}
// This tests that rendering feedback loops works as expected with WebGL 2.
// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
{
const std::string vertexShader =
"#version 300 es\n"
"in vec4 aPosition;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = aPosition;\n"
" texCoord = (aPosition.xy * 0.5) + 0.5;\n"
"}\n";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"in vec2 texCoord;\n"
"out vec4 oColor;\n"
"void main() {\n"
" oColor = texture(tex, texCoord);\n"
"}\n";
GLsizei width = 8;
GLsizei height = 8;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
ASSERT_GE(maxDrawBuffers, 2);
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
ASSERT_GL_NO_ERROR();
drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
}
// This test covers detection of rendering feedback loops between the FBO and a depth Texture.
// Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
{
const std::string vertexShader =
"#version 300 es\n"
"in vec4 aPosition;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = aPosition;\n"
" texCoord = (aPosition.xy * 0.5) + 0.5;\n"
"}\n";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"in vec2 texCoord;\n"
"out vec4 oColor;\n"
"void main() {\n"
" oColor = texture(tex, texCoord);\n"
"}\n";
GLsizei width = 8;
GLsizei height = 8;
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLint texLoc = glGetUniformLocation(program.get(), "tex");
glUniform1i(texLoc, 0);
// Create textures and allocate storage
GLTexture tex0;
GLTexture tex1;
GLRenderbuffer rb;
FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT);
glBindRenderbuffer(GL_RENDERBUFFER, rb.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
// Test rendering and sampling feedback loop for depth buffer
glBindTexture(GL_TEXTURE_2D, tex1.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// The same image is used as depth buffer during rendering.
glEnable(GL_DEPTH_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// The same image is used as depth buffer. But depth mask is false.
glDepthMask(GL_FALSE);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
// The same image is used as depth buffer. But depth test is not enabled during rendering.
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
// Test rendering and sampling feedback loop for stencil buffer
glBindTexture(GL_RENDERBUFFER, rb.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb.get());
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
constexpr GLint stencilClearValue = 0x40;
glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
// The same image is used as stencil buffer during rendering.
glEnable(GL_STENCIL_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// The same image is used as stencil buffer. But stencil mask is zero.
glStencilMask(0x0);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
// The same image is used as stencil buffer. But stencil test is not enabled during rendering.
glStencilMask(0xffff);
glDisable(GL_STENCIL_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// But the level of the 3D texture != the level of the read attachment.
TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_NO_ERROR();
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// But the zoffset of the 3D texture != the layer of the read attachment.
TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_NO_ERROR();
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when there isn't a defined conversion between the clear type and
// the buffer type.
TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
{
if (IsD3D11())
{
std::cout << "Test skipped because it generates D3D11 runtime warnings." << std::endl;
return;
}
constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
constexpr int clearInt[] = {0, 0, 0, 0};
constexpr unsigned int clearUint[] = {0, 0, 0, 0};
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_2D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GL_NO_ERROR();
// Unsigned integer buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Integer buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_NO_ERROR();
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Float buffer
if (extensionRequestable("GL_EXT_color_buffer_float"))
{
glRequestExtensionANGLE("GL_EXT_color_buffer_float");
}
if (extensionEnabled("GL_EXT_color_buffer_float"))
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
}
// Normalized uint buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
}
// Test the interaction of WebGL compatibility clears with default framebuffers
TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
{
constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
constexpr int clearInt[] = {0, 0, 0, 0};
constexpr unsigned int clearUint[] = {0, 0, 0, 0};
// glClear works as usual, this is also a regression test for a bug where we
// iterated on maxDrawBuffers for default framebuffers, triggering an assert
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Default framebuffers are normalized uints, so only glClearBufferfv works.
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generate when trying to blit from an image to itself
TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
{
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
GLRenderbuffer renderbuffers[2];
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
GLFramebuffer framebuffers[2];
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
ASSERT_GL_NO_ERROR();
// Same texture
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Same textures but different renderbuffers
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[1]);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Same renderbuffers but different textures
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
0);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when the fragment shader output doesn't match the bound color
// buffer types
TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
{
const std::string vertexShader =
"#version 300 es\n"
"void main() {\n"
" gl_Position = vec4(0, 0, 0, 1);\n"
"}\n";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"layout(location = 0) out vec4 floatOutput;\n"
"layout(location = 1) out uvec4 uintOutput;\n"
"layout(location = 2) out ivec4 intOutput;\n"
"void main() {\n"
" floatOutput = vec4(0, 0, 0, 1);\n"
" uintOutput = uvec4(0, 0, 0, 1);\n"
" intOutput = ivec4(0, 0, 0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
GLuint intLocation = glGetFragDataLocation(program, "intOutput");
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer floatRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
floatRenderbuffer);
GLRenderbuffer uintRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
uintRenderbuffer);
GLRenderbuffer intRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
intRenderbuffer);
ASSERT_GL_NO_ERROR();
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
// Check that the correct case generates no errors
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Unbind some buffers and verify that there are still no errors
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
0);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Swap the int and uint buffers to and verify that an error is generated
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
intRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
uintRenderbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Swap the float and uint buffers to and verify that an error is generated
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
floatRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
uintRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
intRenderbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
// types
TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
{
const std::string vertexShader =
"#version 300 es\n"
"in vec4 floatInput;\n"
"in uvec4 uintInput;\n"
"in ivec4 intInput;\n"
"void main() {\n"
" gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);\n"
"}\n";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 outputColor;\n"
"void main() {\n"
" outputColor = vec4(0, 0, 0, 1);"
"}\n";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
GLint floatLocation = glGetAttribLocation(program, "floatInput");
GLint uintLocation = glGetAttribLocation(program, "uintInput");
GLint intLocation = glGetAttribLocation(program, "intInput");
// Default attributes are of float types
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Set the default attributes to the correct types, should succeed
glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
glVertexAttribI4i(intLocation, 0, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Change the default float attribute to an integer, should fail
glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Use a buffer for some attributes
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(floatLocation);
glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Use a float pointer attrib for a uint input
glEnableVertexAttribArray(uintLocation);
glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Use a uint pointer for the uint input
glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
}
// Test that it's not possible to query the non-zero color attachments without the drawbuffers
// extension in WebGL1
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentQuery)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
ANGLE_SKIP_TEST_IF(extensionEnabled("GL_EXT_draw_buffers"));
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
EXPECT_GL_NO_ERROR();
GLint result;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests the WebGL removal of undefined behavior when attachments aren't written to.
TEST_P(WebGLCompatibilityTest, DrawBuffers)
{
// Make sure we can use at least 4 attachments for the tests.
bool useEXT = false;
if (getClientMajorVersion() < 3)
{
if (!extensionRequestable("GL_EXT_draw_buffers"))
{
std::cout << "Test skipped because draw buffers are not available" << std::endl;
return;
}
glRequestExtensionANGLE("GL_EXT_draw_buffers");
useEXT = true;
EXPECT_GL_NO_ERROR();
}
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
if (maxDrawBuffers < 4)
{
std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
return;
}
// Clears all the renderbuffers to red.
auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
GLFramebuffer clearFBO;
glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
glClearColor(1, 0, 0, 1);
for (int i = 0; i < 4; ++i)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffers[i]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
};
// Checks that the renderbuffers specified by mask have the correct color
auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
GLFramebuffer readFBO;
glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
for (int i = 0; i < 4; ++i)
{
if (mask & (1 << i))
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffers[i]);
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
}
ASSERT_GL_NO_ERROR();
};
// Depending on whether we are using the extension or ES3, a different entrypoint must be called
auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
if (useEXT)
{
glDrawBuffersEXT(numBuffers, buffers);
}
else
{
glDrawBuffers(numBuffers, buffers);
}
};
// Initialized the test framebuffer
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
GLRenderbuffer renderbuffers[4];
for (int i = 0; i < 4; ++i)
{
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
renderbuffers[i]);
}
ASSERT_GL_NO_ERROR();
const char *vertESSL1 =
"attribute vec4 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = a_pos;\n"
"}\n";
const char *vertESSL3 =
"#version 300 es\n"
"in vec4 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = a_pos;\n"
"}\n";
GLenum allDrawBuffers[] = {
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
};
GLenum halfDrawBuffers[] = {
GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
};
// Test that when using gl_FragColor, only the first attachment is written to.
const char *fragESSL1 =
"precision highp float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(programESSL1, vertESSL1, fragESSL1);
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, allDrawBuffers);
drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b0001, GLColor::green);
CheckColors(renderbuffers, 0b1110, GLColor::red);
}
// Test that when using gl_FragColor, but the first draw buffer is 0, then no attachment is
// written to.
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, halfDrawBuffers);
drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b1111, GLColor::red);
}
// Test what happens when rendering to a subset of the outputs. There is a behavior difference
// between the extension and ES3. In the extension gl_FragData is implicitly declared as an
// array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
// should default to 0. On the contrary, in ES3 outputs are specified one by one, so
// attachments not declared in the shader should not be written to.
const char *writeOddOutputsVert;
const char *writeOddOutputsFrag;
GLColor unwrittenColor;
if (useEXT)
{
// In the extension, when an attachment isn't written to, it should get 0's
unwrittenColor = GLColor(0, 0, 0, 0);
writeOddOutputsVert = vertESSL1;
writeOddOutputsFrag =
"#extension GL_EXT_draw_buffers : require\n"
"precision highp float;\n"
"void main()\n"
"{\n"
" gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
" gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
}
else
{
// In ES3 if an attachment isn't declared, it shouldn't get written and should be red
// because of the preceding clears.
unwrittenColor = GLColor::red;
writeOddOutputsVert = vertESSL3;
writeOddOutputsFrag =
"#version 300 es\n"
"precision highp float;\n"
"layout(location = 1) out vec4 output1;"
"layout(location = 3) out vec4 output2;"
"void main()\n"
"{\n"
" output1 = vec4(0.0, 1.0, 0.0, 1.0);\n"
" output2 = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
}
ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
// Test that attachments not written to get the "unwritten" color
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, allDrawBuffers);
drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b1010, GLColor::green);
CheckColors(renderbuffers, 0b0101, unwrittenColor);
}
// Test that attachments not written to get the "unwritten" color but that even when the
// extension is used, disabled attachments are not written at all and stay red.
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, halfDrawBuffers);
drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b1000, GLColor::green);
CheckColors(renderbuffers, 0b0100, unwrittenColor);
CheckColors(renderbuffers, 0b0011, GLColor::red);
}
}
// Test that it's possible to generate mipmaps on unsized floating point textures once the
// extensions have been enabled
TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
{
if (extensionRequestable("GL_OES_texture_float"))
{
glRequestExtensionANGLE("GL_OES_texture_float");
}
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
constexpr GLColor32F data[4] = {
kFloatRed, kFloatRed, kFloatGreen, kFloatBlue,
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_FLOAT, data);
ASSERT_GL_NO_ERROR();
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
}
// Test that it's possible to generate mipmaps on unsized floating point textures once the
// extensions have been enabled
TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
{
if (extensionRequestable("GL_OES_texture_float"))
{
glRequestExtensionANGLE("GL_OES_texture_float");
}
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
if (extensionRequestable("GL_EXT_texture_storage"))
{
glRequestExtensionANGLE("GL_EXT_texture_storage");
}
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
constexpr GLColor32F data[4] = {
kFloatRed, kFloatRed, kFloatGreen, kFloatBlue,
};
glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
ASSERT_GL_NO_ERROR();
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (extensionRequestable("GL_EXT_color_buffer_float"))
{
// Format is renderable but not filterable
glRequestExtensionANGLE("GL_EXT_color_buffer_float");
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
if (extensionRequestable("GL_EXT_color_buffer_float_linear"))
{
// Format is renderable but not filterable
glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
if (extensionEnabled("GL_EXT_color_buffer_float"))
{
// Format is filterable and renderable
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
}
else
{
// Format is filterable but not renderable
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
}
// Verify that a texture format is only allowed with extension enabled.
void WebGLCompatibilityTest::validateTexImageExtensionFormat(GLenum format,
const std::string &extName)
{
// Verify texture format fails by default.
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable(extName))
{
// Verify texture format is allowed once extension is enabled.
glRequestExtensionANGLE(extName.c_str());
EXPECT_TRUE(extensionEnabled(extName));
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
// Test enabling various non-compressed texture format extensions
TEST_P(WebGLCompatibilityTest, EnableTextureFormatExtensions)
{
ANGLE_SKIP_TEST_IF(IsOzone());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
// Verify valid format is allowed.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Verify invalid format fails.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA32F, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Verify formats from enableable extensions.
if (!IsOpenGLES())
{
validateTexImageExtensionFormat(GL_RED_EXT, "GL_EXT_texture_rg");
}
validateTexImageExtensionFormat(GL_SRGB_EXT, "GL_EXT_texture_sRGB");
validateTexImageExtensionFormat(GL_BGRA_EXT, "GL_EXT_texture_format_BGRA8888");
}
void WebGLCompatibilityTest::validateCompressedTexImageExtensionFormat(GLenum format,
GLsizei width,
GLsizei height,
GLsizei blockSize,
const std::string &extName,
bool subImageAllowed)
{
std::vector<GLubyte> data(blockSize, 0u);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
// Verify texture format fails by default.
glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (extensionRequestable(extName))
{
// Verify texture format is allowed once extension is enabled.
glRequestExtensionANGLE(extName.c_str());
EXPECT_TRUE(extensionEnabled(extName));
glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
EXPECT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, blockSize,
data.data());
if (subImageAllowed)
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
}
// Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGB)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_dxt1", true);
}
// Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_dxt1", true);
}
// Test enabling GL_ANGLE_texture_compression_dxt3
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, 4, 4, 16,
"GL_ANGLE_texture_compression_dxt3", true);
}
// Test enabling GL_ANGLE_texture_compression_dxt5
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, 4, 4, 16,
"GL_ANGLE_texture_compression_dxt5", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGB)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 4, 4, 16,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 4, 4, 16,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_OES_compressed_ETC1_RGB8_texture
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionETC1)
{
validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_OES, 4, 4, 8,
"GL_OES_compressed_ETC1_RGB8_texture", false);
}
// Test enabling GL_ANGLE_lossy_etc_decode
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionLossyDecode)
{
validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, 4, 4, 8,
"GL_ANGLE_lossy_etc_decode", true);
}
// Linking should fail when corresponding vertex/fragment uniform blocks have different precision
// qualifiers.
TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
{
const std::string vertexShader =
"#version 300 es\n"
"uniform Block { mediump vec4 val; };\n"
"void main() { gl_Position = val; }\n";
const std::string fragmentShader =
"#version 300 es\n"
"uniform Block { highp vec4 val; };\n"
"out highp vec4 out_FragColor;\n"
"void main() { out_FragColor = val; }\n";
GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
ASSERT_NE(0u, vs);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
ASSERT_NE(0u, fs);
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_EQ(0, linkStatus);
glDeleteProgram(program);
}
// Test no attribute vertex shaders
TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
{
const std::string vertexShader =
"#version 300 es\n"
"void main()\n"
"{\n"
"\n"
" ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);\n"
" gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);\n"
"}";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 result;\n"
"void main()\n"
"{\n"
" result = vec4(0, 1, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests bindAttribLocations for length limit
TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
{
constexpr int maxLocStringLength = 1024;
const std::string tooLongString(maxLocStringLength + 1, '_');
glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
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_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
} // namespace