| // |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension. |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include "test_utils/gl_raii.h" |
| |
| namespace angle |
| { |
| |
| class WebGLCompatibilityTest : public ANGLETest |
| { |
| protected: |
| WebGLCompatibilityTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setWebGLCompatibilityEnabled(true); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>( |
| eglGetProcAddress("glRequestExtensionANGLE")); |
| } |
| |
| void TearDown() override { ANGLETest::TearDown(); } |
| |
| PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr; |
| }; |
| |
| 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, 2, GL_UNSIGNED_INT, nullptr); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| |
| if (extensionRequestable("GL_OES_element_index_uint")) |
| { |
| glRequestExtensionANGLE("GL_OES_element_index_uint"); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint")); |
| |
| glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| } |
| } |
| |
| // Verify that shaders are of a compatible spec when the extension is enabled. |
| TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec) |
| { |
| EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility")); |
| |
| // Use of reserved _webgl prefix should fail when the shader specification is for WebGL. |
| const std::string &vert = |
| "struct Foo {\n" |
| " int _webgl_bar;\n" |
| "};\n" |
| "void main()\n" |
| "{\n" |
| " Foo foo = Foo(1);\n" |
| "}"; |
| |
| // Default fragement shader. |
| const std::string &frag = |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" |
| "}"; |
| |
| GLuint program = CompileProgram(vert, frag); |
| EXPECT_EQ(0u, program); |
| glDeleteProgram(program); |
| } |
| |
| // Test that client-side array buffers are forbidden in WebGL mode |
| TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer) |
| { |
| const std::string &vert = |
| "attribute vec3 a_pos;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(a_pos, 1.0);\n" |
| "}\n"; |
| |
| const std::string &frag = |
| "precision highp float;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(1.0);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, vert, frag); |
| |
| GLint posLocation = glGetAttribLocation(program.get(), "a_pos"); |
| ASSERT_NE(-1, posLocation); |
| glUseProgram(program.get()); |
| |
| const auto &vertices = GetQuadVertices(); |
| glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 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); |
| |
| const GLubyte indices[] = {0, 1, 2, 3, 4, 5}; |
| |
| ASSERT_GL_NO_ERROR(); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| |
| // Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back |
| TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef) |
| { |
| // Run the test in an FBO to make sure we have some stencil bits. |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get()); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32); |
| |
| GLFramebuffer framebuffer; |
| glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
| renderbuffer.get()); |
| |
| ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }", |
| "void main() { gl_FragColor = vec4(0, 1, 0, 1); }") |
| glUseProgram(program.get()); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Having ref and mask the same for front and back is valid. |
| glStencilMask(255); |
| glStencilFunc(GL_ALWAYS, 0, 255); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Having a different front - back write mask generates an error. |
| glStencilMaskSeparate(GL_FRONT, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Setting both write masks separately to the same value is valid. |
| glStencilMaskSeparate(GL_BACK, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Having a different stencil front - back mask generates an error |
| glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Setting both masks separately to the same value is valid. |
| glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Having a different stencil front - back reference generates an error |
| glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Setting both references separately to the same value is valid. |
| glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Using different stencil funcs, everything being equal is valid. |
| glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test that GL_FIXED is forbidden |
| TEST_P(WebGLCompatibilityTest, ForbidsGLFixed) |
| { |
| GLBuffer buffer; |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); |
| glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW); |
| |
| glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr); |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| } |
| |
| // Test the WebGL limit of 255 for the attribute stride |
| TEST_P(WebGLCompatibilityTest, MaxStride) |
| { |
| GLBuffer buffer; |
| glBindBuffer(GL_ARRAY_BUFFER, buffer.get()); |
| glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW); |
| |
| glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| } |
| |
| // 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(0, 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(0, 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(0, 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(0, 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(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32); |
| glDrawArrays(GL_POINTS, 0, 0); |
| 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(); |
| } |
| } |
| |
| // 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" |
| "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); |
| |
| const uint8_t* zeroOffset = nullptr; |
| |
| // Test touching the last element is valid. |
| glVertexAttribPointer(0, 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(0, 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(0, 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(0, 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(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32); |
| glDrawArraysInstanced(GL_POINTS, 0, 1, 0); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // 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; |
| glBindTexture(GL_TEXTURE_2D, texture.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); |
| 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); |
| |
| 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; |
| glBindTexture(GL_TEXTURE_2D, texture2.get()); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| 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); |
| |
| 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 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(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. |
| ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_D3D11_FL9_3(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES()); |
| |
| ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES()); |
| |
| } // namespace |