Implement EXT_blend_minmax.

BUG=angle:555

Change-Id: I1ae6a9783e718d16ee08bda5463f11cd52ad0967
Reviewed-on: https://chromium-review.googlesource.com/186123
Tested-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
diff --git a/tests/angle_tests/BlendMinMaxTest.cpp b/tests/angle_tests/BlendMinMaxTest.cpp
new file mode 100644
index 0000000..9b14fa8
--- /dev/null
+++ b/tests/angle_tests/BlendMinMaxTest.cpp
@@ -0,0 +1,155 @@
+#include "ANGLETest.h"
+
+class BlendMinMaxTest : public ANGLETest
+{
+protected:
+    BlendMinMaxTest()
+    {
+        setWindowWidth(128);
+        setWindowHeight(128);
+        setConfigRedBits(8);
+        setConfigGreenBits(8);
+        setConfigBlueBits(8);
+        setConfigAlphaBits(8);
+        setConfigDepthBits(24);
+
+        mProgram = 0;
+        mColorLocation = -1;
+    }
+
+    struct Color
+    {
+        float values[4];
+    };
+
+    static GLubyte getExpected(bool blendMin, float curColor, GLubyte prevColor)
+    {
+        GLubyte curAsUbyte = (curColor * std::numeric_limits<GLubyte>::max()) + 0.5f;
+        return blendMin ? std::min<GLubyte>(curAsUbyte, prevColor) : std::max<GLubyte>(curAsUbyte, prevColor);
+    }
+
+    void runTest()
+    {
+        const size_t colorCount = 1024;
+        Color colors[colorCount];
+        for (size_t i = 0; i < colorCount; i++)
+        {
+            for (size_t j = 0; j < 4; j++)
+            {
+                colors[i].values[j] = (rand() % 255) / 255.0f;
+            }
+        }
+
+        GLubyte prevColor[4];
+        for (size_t i = 0; i < colorCount; i++)
+        {
+            const Color &color = colors[i];
+            glUseProgram(mProgram);
+            glUniform4f(mColorLocation, color.values[0], color.values[1], color.values[2], color.values[3]);
+
+            bool blendMin = (rand() % 2 == 0);
+            glBlendEquation(blendMin ? GL_MIN : GL_MAX);
+
+            drawQuad(mProgram, "aPosition", 0.5f);
+
+            if (i > 0)
+            {
+                EXPECT_PIXEL_EQ(0, 0,
+                                getExpected(blendMin, color.values[0], prevColor[0]),
+                                getExpected(blendMin, color.values[1], prevColor[1]),
+                                getExpected(blendMin, color.values[2], prevColor[2]),
+                                getExpected(blendMin, color.values[3], prevColor[3]));
+            }
+
+            glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, prevColor);
+        }
+    }
+
+    virtual void SetUp()
+    {
+        ANGLETest::SetUp();
+
+        const std::string testVertexShaderSource = SHADER_SOURCE
+        (
+            attribute highp vec4 aPosition;
+
+            void main(void)
+            {
+                gl_Position = aPosition;
+            }
+        );
+
+        const std::string testFragmentShaderSource = SHADER_SOURCE
+        (
+            uniform highp vec4 color;
+            void main(void)
+            {
+                gl_FragColor = color;
+            }
+        );
+
+        mProgram = compileProgram(testVertexShaderSource, testFragmentShaderSource);
+        if (mProgram == 0)
+        {
+            FAIL() << "shader compilation failed.";
+        }
+
+        mColorLocation = glGetUniformLocation(mProgram, "color");
+
+        glUseProgram(mProgram);
+
+        glClearColor(0, 0, 0, 0);
+        glClearDepthf(0.0);
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+        glEnable(GL_BLEND);
+        glDisable(GL_DEPTH_TEST);
+    }
+
+    void SetUpFramebuffer(GLenum colorFormat)
+    {
+        glGenFramebuffers(1, &mFramebuffer);
+        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
+        glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
+
+        glGenRenderbuffers(1, &mColorRenderbuffer);
+        glBindRenderbuffer(GL_RENDERBUFFER, mColorRenderbuffer);
+        glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, getWindowWidth(), getWindowHeight());
+        glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mColorRenderbuffer);
+
+        ASSERT_GL_NO_ERROR();
+    }
+
+    virtual void TearDown()
+    {
+        glDeleteProgram(mProgram);
+        glDeleteFramebuffers(1, &mFramebuffer);
+        glDeleteRenderbuffers(1, &mColorRenderbuffer);
+
+        ANGLETest::TearDown();
+    }
+
+    GLuint mProgram;
+    GLint mColorLocation;
+
+    GLuint mFramebuffer;
+    GLuint mColorRenderbuffer;
+};
+
+TEST_F(BlendMinMaxTest, rgba8)
+{
+    SetUpFramebuffer(GL_RGBA8);
+    runTest();
+}
+
+TEST_F(BlendMinMaxTest, rgba32f)
+{
+    SetUpFramebuffer(GL_RGBA32F);
+    runTest();
+}
+
+TEST_F(BlendMinMaxTest, rgba16f)
+{
+    SetUpFramebuffer(GL_RGBA16F);
+    runTest();
+}