blob: 97c78743fa9fa90575f3ada60b71c53081f1625a [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
Jamie Madill1fbc59f2016-02-24 15:25:51 -05006// Framebuffer tests:
7// Various tests related for Frambuffers.
8//
Jamie Madillfa05f602015-05-07 13:47:11 -04009
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -040010#include "platform/FeaturesD3D.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -040011#include "test_utils/ANGLETest.h"
JiangYizhou461d9a32017-01-04 16:37:26 +080012#include "test_utils/gl_raii.h"
Geoff Langb6a673a2014-06-05 14:19:16 -040013
Jamie Madillfa05f602015-05-07 13:47:11 -040014using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070015
Geoff Lang857c09d2017-05-16 15:55:04 -040016namespace
17{
18
19void ExpectFramebufferCompleteOrUnsupported(GLenum binding)
20{
21 GLenum status = glCheckFramebufferStatus(binding);
22 EXPECT_TRUE(status == GL_FRAMEBUFFER_COMPLETE || status == GL_FRAMEBUFFER_UNSUPPORTED);
23}
24
25} // anonymous namespace
26
Geoff Langb6a673a2014-06-05 14:19:16 -040027class FramebufferFormatsTest : public ANGLETest
28{
Jamie Madillfa05f602015-05-07 13:47:11 -040029 protected:
Jamie Madill3215b202015-12-15 16:41:39 -050030 FramebufferFormatsTest() : mFramebuffer(0), mTexture(0), mRenderbuffer(0), mProgram(0)
Geoff Langb6a673a2014-06-05 14:19:16 -040031 {
32 setWindowWidth(128);
33 setWindowHeight(128);
34 setConfigRedBits(8);
35 setConfigGreenBits(8);
36 setConfigBlueBits(8);
37 setConfigAlphaBits(8);
38 }
39
40 void checkBitCount(GLuint fbo, GLenum channel, GLint minBits)
41 {
42 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
43
44 GLint bits = 0;
45 glGetIntegerv(channel, &bits);
46
47 if (minBits == 0)
48 {
49 EXPECT_EQ(minBits, bits);
50 }
51 else
52 {
53 EXPECT_GE(bits, minBits);
54 }
55 }
56
Jamie Madill1fbc59f2016-02-24 15:25:51 -050057 void testBitCounts(GLuint fbo,
58 GLint minRedBits,
59 GLint minGreenBits,
60 GLint minBlueBits,
61 GLint minAlphaBits,
62 GLint minDepthBits,
63 GLint minStencilBits)
Geoff Langb6a673a2014-06-05 14:19:16 -040064 {
65 checkBitCount(fbo, GL_RED_BITS, minRedBits);
66 checkBitCount(fbo, GL_GREEN_BITS, minGreenBits);
67 checkBitCount(fbo, GL_BLUE_BITS, minBlueBits);
68 checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits);
69 checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits);
70 checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits);
71 }
72
Jamie Madill1fbc59f2016-02-24 15:25:51 -050073 void testTextureFormat(GLenum internalFormat,
74 GLint minRedBits,
75 GLint minGreenBits,
76 GLint minBlueBits,
Geoff Langb6a673a2014-06-05 14:19:16 -040077 GLint minAlphaBits)
78 {
Jamie Madill3215b202015-12-15 16:41:39 -050079 glGenTextures(1, &mTexture);
80 glBindTexture(GL_TEXTURE_2D, mTexture);
Geoff Langc4e93662017-05-01 10:45:59 -040081
82 if (getClientMajorVersion() >= 3)
83 {
84 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
85 }
86 else
87 {
88 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
89 }
Geoff Langb6a673a2014-06-05 14:19:16 -040090
Jamie Madill3215b202015-12-15 16:41:39 -050091 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040092
Jamie Madill3215b202015-12-15 16:41:39 -050093 testBitCounts(mFramebuffer, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040094 }
95
Jamie Madill1fbc59f2016-02-24 15:25:51 -050096 void testRenderbufferMultisampleFormat(int minESVersion,
97 GLenum attachmentType,
98 GLenum internalFormat)
Corentin Walleze0902642014-11-04 12:32:15 -080099 {
Martin Radev1be913c2016-07-11 17:59:16 +0300100 int clientVersion = getClientMajorVersion();
Jamie Madillfa05f602015-05-07 13:47:11 -0400101 if (clientVersion < minESVersion)
Corentin Walleze0902642014-11-04 12:32:15 -0800102 {
103 return;
104 }
105
106 // Check that multisample is supported with at least two samples (minimum required is 1)
107 bool supports2Samples = false;
108
Jamie Madillfa05f602015-05-07 13:47:11 -0400109 if (clientVersion == 2)
Corentin Walleze0902642014-11-04 12:32:15 -0800110 {
Jamie Madillb8149072019-04-30 16:14:44 -0400111 if (IsGLExtensionEnabled("ANGLE_framebuffer_multisample"))
Corentin Walleze0902642014-11-04 12:32:15 -0800112 {
113 int maxSamples;
114 glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples);
115 supports2Samples = maxSamples >= 2;
116 }
117 }
118 else
119 {
Jamie Madillfa05f602015-05-07 13:47:11 -0400120 assert(clientVersion >= 3);
Corentin Walleze0902642014-11-04 12:32:15 -0800121 int maxSamples;
122 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
123 supports2Samples = maxSamples >= 2;
124 }
125
126 if (!supports2Samples)
127 {
128 return;
129 }
130
Jamie Madill3215b202015-12-15 16:41:39 -0500131 glGenRenderbuffers(1, &mRenderbuffer);
132 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800133
134 EXPECT_GL_NO_ERROR();
135 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128);
136 EXPECT_GL_NO_ERROR();
Jamie Madill3215b202015-12-15 16:41:39 -0500137 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800138 EXPECT_GL_NO_ERROR();
Corentin Walleze0902642014-11-04 12:32:15 -0800139 }
140
Olli Etuahobc21e182016-02-23 16:04:57 +0200141 void testZeroHeightRenderbuffer()
142 {
143 glGenRenderbuffers(1, &mRenderbuffer);
144 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
145 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 0);
146 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
147 mRenderbuffer);
148 EXPECT_GL_NO_ERROR();
149 }
150
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400151 void testSetUp() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400152 {
Jamie Madill3215b202015-12-15 16:41:39 -0500153 glGenFramebuffers(1, &mFramebuffer);
154 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
Geoff Langb6a673a2014-06-05 14:19:16 -0400155 }
156
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400157 void testTearDown() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400158 {
Jamie Madill3215b202015-12-15 16:41:39 -0500159 if (mTexture != 0)
160 {
161 glDeleteTextures(1, &mTexture);
162 mTexture = 0;
163 }
164
165 if (mRenderbuffer != 0)
166 {
167 glDeleteRenderbuffers(1, &mRenderbuffer);
168 mRenderbuffer = 0;
169 }
170
171 if (mFramebuffer != 0)
172 {
173 glDeleteFramebuffers(1, &mFramebuffer);
174 mFramebuffer = 0;
175 }
176
177 if (mProgram != 0)
178 {
179 glDeleteProgram(mProgram);
180 mProgram = 0;
181 }
Geoff Langb6a673a2014-06-05 14:19:16 -0400182 }
Jamie Madill3215b202015-12-15 16:41:39 -0500183
184 GLuint mFramebuffer;
185 GLuint mTexture;
186 GLuint mRenderbuffer;
187 GLuint mProgram;
Geoff Langb6a673a2014-06-05 14:19:16 -0400188};
189
Jamie Madillfa05f602015-05-07 13:47:11 -0400190TEST_P(FramebufferFormatsTest, RGBA4)
Geoff Langb6a673a2014-06-05 14:19:16 -0400191{
Jamie Madillb8149072019-04-30 16:14:44 -0400192 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
193 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400194
Geoff Langb6a673a2014-06-05 14:19:16 -0400195 testTextureFormat(GL_RGBA4, 4, 4, 4, 4);
196}
197
Jamie Madillfa05f602015-05-07 13:47:11 -0400198TEST_P(FramebufferFormatsTest, RGB565)
Geoff Langb6a673a2014-06-05 14:19:16 -0400199{
Jamie Madillb8149072019-04-30 16:14:44 -0400200 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
201 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400202
Geoff Langb6a673a2014-06-05 14:19:16 -0400203 testTextureFormat(GL_RGB565, 5, 6, 5, 0);
204}
205
Jamie Madillfa05f602015-05-07 13:47:11 -0400206TEST_P(FramebufferFormatsTest, RGB8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400207{
Jamie Madillb8149072019-04-30 16:14:44 -0400208 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
209 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
210 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400211
Geoff Langb6a673a2014-06-05 14:19:16 -0400212 testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0);
213}
214
Jamie Madillfa05f602015-05-07 13:47:11 -0400215TEST_P(FramebufferFormatsTest, BGRA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400216{
Yunchao He9550c602018-02-13 14:47:05 +0800217 ANGLE_SKIP_TEST_IF(
Jamie Madillb8149072019-04-30 16:14:44 -0400218 !IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888") ||
219 (getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400220
Geoff Langb6a673a2014-06-05 14:19:16 -0400221 testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8);
222}
223
Jamie Madillfa05f602015-05-07 13:47:11 -0400224TEST_P(FramebufferFormatsTest, RGBA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400225{
Jamie Madillb8149072019-04-30 16:14:44 -0400226 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
227 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
228 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400229
Geoff Langb6a673a2014-06-05 14:19:16 -0400230 testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8);
231}
232
Jamie Madillfa05f602015-05-07 13:47:11 -0400233TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16)
Corentin Walleze0902642014-11-04 12:32:15 -0800234{
235 testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
236}
237
Jamie Madillfa05f602015-05-07 13:47:11 -0400238TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24)
Corentin Walleze0902642014-11-04 12:32:15 -0800239{
240 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
241}
242
Jamie Madillfa05f602015-05-07 13:47:11 -0400243TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F)
Corentin Walleze0902642014-11-04 12:32:15 -0800244{
Yunchao He9550c602018-02-13 14:47:05 +0800245 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400246
Corentin Walleze0902642014-11-04 12:32:15 -0800247 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F);
248}
249
Jamie Madillfa05f602015-05-07 13:47:11 -0400250TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800251{
252 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
253}
254
Jamie Madillfa05f602015-05-07 13:47:11 -0400255TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800256{
Yunchao He9550c602018-02-13 14:47:05 +0800257 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400258
Corentin Walleze0902642014-11-04 12:32:15 -0800259 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8);
260}
261
Jamie Madillfa05f602015-05-07 13:47:11 -0400262TEST_P(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8)
Corentin Walleze0902642014-11-04 12:32:15 -0800263{
Geoff Langf34d1db2015-05-20 14:10:46 -0400264 // TODO(geofflang): Figure out how to support GLSTENCIL_INDEX8 on desktop GL
Yunchao He9550c602018-02-13 14:47:05 +0800265 ANGLE_SKIP_TEST_IF(IsDesktopOpenGL());
Geoff Langf34d1db2015-05-20 14:10:46 -0400266
Corentin Walleze0902642014-11-04 12:32:15 -0800267 testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
268}
Jamie Madillfa05f602015-05-07 13:47:11 -0400269
Jamie Madill3215b202015-12-15 16:41:39 -0500270// Test that binding an incomplete cube map is rejected by ANGLE.
271TEST_P(FramebufferFormatsTest, IncompleteCubeMap)
272{
Michael Spangd8506c72019-01-29 15:35:09 -0500273 // http://anglebug.com/3145
274 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
275
Jamie Madill3215b202015-12-15 16:41:39 -0500276 // First make a complete CubeMap.
277 glGenTextures(1, &mTexture);
278 glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
279 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
280 nullptr);
281 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
282 nullptr);
283 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
284 nullptr);
285 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
286 nullptr);
287 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
288 nullptr);
289 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
290 nullptr);
291 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
292 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
293
294 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
295 mTexture, 0);
296
297 // Verify the framebuffer is complete.
298 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
299
300 // Make the CubeMap cube-incomplete.
301 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
302 nullptr);
303
304 // Verify the framebuffer is incomplete.
305 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
306 glCheckFramebufferStatus(GL_FRAMEBUFFER));
307
Jamie Madilld84b6732018-09-06 15:54:35 -0400308 ASSERT_GL_NO_ERROR();
309
Jamie Madill3215b202015-12-15 16:41:39 -0500310 // Verify drawing with the incomplete framebuffer produces a GL error
Olli Etuaho5804dc82018-04-13 14:11:46 +0300311 mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
Jamie Madill3215b202015-12-15 16:41:39 -0500312 ASSERT_NE(0u, mProgram);
Olli Etuaho5804dc82018-04-13 14:11:46 +0300313 drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
Jamie Madill3215b202015-12-15 16:41:39 -0500314 ASSERT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
315}
316
Olli Etuahobc21e182016-02-23 16:04:57 +0200317// Test that a renderbuffer with zero height but nonzero width is handled without crashes/asserts.
318TEST_P(FramebufferFormatsTest, ZeroHeightRenderbuffer)
319{
Yunchao He9550c602018-02-13 14:47:05 +0800320 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Olli Etuahobc21e182016-02-23 16:04:57 +0200321
322 testZeroHeightRenderbuffer();
323}
324
Geoff Lang9bf86f02018-07-26 11:46:34 -0400325// Test to cover a bug where the read framebuffer affects the completeness of the draw framebuffer.
326TEST_P(FramebufferFormatsTest, ReadDrawCompleteness)
327{
328 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
329
330 GLTexture incompleteTexture;
331 glBindTexture(GL_TEXTURE_2D, incompleteTexture);
332
333 GLFramebuffer incompleteFBO;
334 glBindFramebuffer(GL_FRAMEBUFFER, incompleteFBO);
335 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, incompleteTexture,
336 0);
337 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
338 glCheckFramebufferStatus(GL_FRAMEBUFFER));
339
340 GLTexture completeTexture;
341 glBindTexture(GL_TEXTURE_2D, completeTexture);
342 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
343
344 GLFramebuffer completeFBO;
345 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, completeFBO);
346 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
347 completeTexture, 0);
348
349 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
350 glCheckFramebufferStatus(GL_READ_FRAMEBUFFER));
351 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER));
352
353 ASSERT_GL_NO_ERROR();
354
355 // Simple draw program.
356 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
357
358 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
359 EXPECT_GL_NO_ERROR();
360
361 glBindFramebuffer(GL_READ_FRAMEBUFFER, completeFBO);
362 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
363}
364
Corentin Wallez57e6d502016-12-09 14:46:39 -0500365class FramebufferTest_ES3 : public ANGLETest
Jamie Madillb980c562018-11-27 11:34:27 -0500366{};
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500367
368// Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error.
Corentin Wallez57e6d502016-12-09 14:46:39 -0500369TEST_P(FramebufferTest_ES3, InvalidateIncomplete)
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500370{
Tim Van Pattene600ac22019-10-04 14:31:57 -0600371 // TODO: anglebug.com/3971
372 ANGLE_SKIP_TEST_IF(IsVulkan());
373
Geoff Lang857c09d2017-05-16 15:55:04 -0400374 GLFramebuffer framebuffer;
375 GLRenderbuffer renderbuffer;
376
377 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
378 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
379 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500380 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
381 glCheckFramebufferStatus(GL_FRAMEBUFFER));
382
383 std::vector<GLenum> attachments;
384 attachments.push_back(GL_COLOR_ATTACHMENT0);
385
386 glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
387 EXPECT_GL_NO_ERROR();
388}
389
Corentin Wallez57e6d502016-12-09 14:46:39 -0500390// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
391// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
392TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
393{
Geoff Lang857c09d2017-05-16 15:55:04 -0400394 GLFramebuffer framebuffer;
395 GLRenderbuffer renderbuffer;
396
397 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
398 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500399 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
400
401 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
Geoff Lang857c09d2017-05-16 15:55:04 -0400402 renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500403 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
404}
405
Geoff Lang857c09d2017-05-16 15:55:04 -0400406// Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels
407// are bound
408TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels)
409{
410 GLFramebuffer framebuffer;
411 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
412
413 GLTexture texture;
414 glBindTexture(GL_TEXTURE_2D, texture);
415
416 // Create a complete mip chain in mips 1 to 3
417 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
418 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
419 glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
420
421 // Create another complete mip chain in mips 4 to 5
422 glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
423 glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
424
425 // Create a non-complete mip chain in mip 6
426 glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
427
428 // Incomplete, mipLevel != baseLevel and texture is not mip complete
429 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
430 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
431 glCheckFramebufferStatus(GL_FRAMEBUFFER));
432
433 // Complete, mipLevel == baseLevel
434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
435 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
436
437 // Complete, mipLevel != baseLevel but texture is now mip complete
438 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
439 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
440 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
441 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
442
443 // Incomplete, attached level below the base level
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
445 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
446 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
447 glCheckFramebufferStatus(GL_FRAMEBUFFER));
448
449 // Incomplete, attached level is beyond effective max level
450 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4);
451 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
452 glCheckFramebufferStatus(GL_FRAMEBUFFER));
453
454 // Complete, mipLevel == baseLevel
455 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
456 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
457
458 // Complete, mipLevel != baseLevel but texture is now mip complete
459 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5);
460 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
461
462 // Complete, mipLevel == baseLevel
463 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
464 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6);
465 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
466}
467
Martin Radevd178aa42017-07-13 14:03:22 +0300468// Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS
469// generates an INVALID_OPERATION.
470// OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p.
471// 208
472TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds)
473{
474 GLFramebuffer framebuffer;
475 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
476
477 GLint maxColorAttachments = 0;
478 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
479 GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0);
480
481 GLTexture texture;
482 glBindTexture(GL_TEXTURE_2D, texture.get());
483 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1);
484 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0);
485 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
486}
487
Jamie Madilla0016b72017-07-14 14:30:46 -0400488// Check that depth-only attachments report the correct number of samples.
489TEST_P(FramebufferTest_ES3, MultisampleDepthOnly)
490{
491 GLRenderbuffer renderbuffer;
492 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
493 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32);
494
495 GLFramebuffer framebuffer;
496 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
497 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
498 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
499 EXPECT_GL_NO_ERROR();
500
501 GLint samples = 0;
502 glGetIntegerv(GL_SAMPLES, &samples);
503 EXPECT_GL_NO_ERROR();
504 EXPECT_GE(samples, 2);
505}
506
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700507// Check that we only compare width and height of attachments, not depth.
508TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers)
509{
510 GLTexture texA;
511 glBindTexture(GL_TEXTURE_2D, texA);
512 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
513
514 GLTexture texB;
515 glBindTexture(GL_TEXTURE_3D, texB);
516 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
517
518 GLFramebuffer framebuffer;
519 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
520 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
521 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0);
522 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
523 EXPECT_GL_NO_ERROR();
524}
525
Olli Etuahodbce1f82018-09-19 15:32:17 +0300526// Test that clearing the stencil buffer when the framebuffer only has a color attachment does not
527// crash.
528TEST_P(FramebufferTest_ES3, ClearNonexistentStencil)
529{
530 GLRenderbuffer rbo;
531 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
532 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
533
534 GLFramebuffer fbo;
535 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
536 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
537
538 GLint clearValue = 0;
539 glClearBufferiv(GL_STENCIL, 0, &clearValue);
540
541 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
542 EXPECT_GL_NO_ERROR();
543}
544
545// Test that clearing the depth buffer when the framebuffer only has a color attachment does not
546// crash.
547TEST_P(FramebufferTest_ES3, ClearNonexistentDepth)
548{
549 GLRenderbuffer rbo;
550 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
551 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
552
553 GLFramebuffer fbo;
554 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
555 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
556
557 GLfloat clearValue = 0.0f;
558 glClearBufferfv(GL_DEPTH, 0, &clearValue);
559
560 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
561 EXPECT_GL_NO_ERROR();
562}
563
564// Test that clearing a nonexistent color attachment does not crash.
565TEST_P(FramebufferTest_ES3, ClearNonexistentColor)
566{
567 GLRenderbuffer rbo;
568 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
569 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
570
571 GLFramebuffer fbo;
572 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
573 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
574
575 std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}};
576 glClearBufferfv(GL_COLOR, 1, clearValue.data());
577
578 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
579 EXPECT_GL_NO_ERROR();
580}
581
582// Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment
583// does not crash.
584TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil)
585{
586 GLRenderbuffer rbo;
587 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
588 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
589
590 GLFramebuffer fbo;
591 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
592 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
593
594 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0);
595
596 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
597 EXPECT_GL_NO_ERROR();
598}
599
Olli Etuaho4ebd8f32018-09-20 11:12:46 +0300600// Test that clearing a color attachment that has been deleted doesn't crash.
601TEST_P(FramebufferTest_ES3, ClearDeletedAttachment)
602{
603 // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might
604 // be originating from. http://anglebug.com/2834
605 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
606
607 GLFramebuffer fbo;
608 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
609
610 // There used to be a bug where some draw buffer state used to remain set even after the
611 // attachment was detached via deletion. That's why we create, attach and delete this RBO here.
612 GLuint rbo = 0u;
613 glGenRenderbuffers(1, &rbo);
614 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
615 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
616 glDeleteRenderbuffers(1, &rbo);
617
618 // There needs to be at least one color attachment to prevent early out from the clear calls.
619 GLRenderbuffer rbo2;
620 glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
621 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
622 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2);
623
624 ASSERT_GL_NO_ERROR();
625
626 // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we
627 // expect no GL errors below.
628 std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f};
629 glClearBufferfv(GL_COLOR, 0, floatClearValue.data());
630 EXPECT_GL_NO_ERROR();
631 std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u};
632 glClearBufferuiv(GL_COLOR, 0, uintClearValue.data());
633 EXPECT_GL_NO_ERROR();
634 std::array<GLint, 4> intClearValue = {0, 0, 0, 0};
635 glClearBufferiv(GL_COLOR, 0, intClearValue.data());
636 EXPECT_GL_NO_ERROR();
637}
638
Tim Van Pattene600ac22019-10-04 14:31:57 -0600639// Test that resizing the color attachment is handled correctly.
640TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge)
641{
642 GLFramebuffer fbo;
643 GLTexture smallTexture;
644 GLTexture largeTexture;
645
646 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
647 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
648
649 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
650
651 // Bind the small texture
652 glBindTexture(GL_TEXTURE_2D, smallTexture);
653 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
654 GL_UNSIGNED_BYTE, nullptr);
655 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
657 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
658 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
659
660 // Draw to FBO backed by the small texture
661 glUseProgram(greenProgram);
662 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
663 ASSERT_GL_NO_ERROR();
664 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
665 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
666
667 // Change the attachment to the larger texture that fills the window
668 glBindTexture(GL_TEXTURE_2D, largeTexture);
669 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
670 GL_UNSIGNED_BYTE, nullptr);
671 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
673 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
674 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
675
676 // Draw to FBO backed by the large texture
677 glUseProgram(blueProgram);
678 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
679 ASSERT_GL_NO_ERROR();
680 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
681 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
682}
683
684// Test that resizing the color attachment is handled correctly.
685TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall)
686{
687 GLFramebuffer fbo;
688 GLTexture smallTexture;
689 GLTexture largeTexture;
690
691 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
692 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
693
694 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
695
696 // Bind the large texture
697 glBindTexture(GL_TEXTURE_2D, largeTexture);
698 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
699 GL_UNSIGNED_BYTE, nullptr);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
701 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
702 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
703 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
704
705 // Draw to FBO backed by the large texture
706 glUseProgram(blueProgram);
707 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
708 ASSERT_GL_NO_ERROR();
709 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
710 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
711
712 // Change the attachment to the smaller texture
713 glBindTexture(GL_TEXTURE_2D, smallTexture);
714 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
715 GL_UNSIGNED_BYTE, nullptr);
716 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
717 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
718 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
719 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
720
721 // Draw to FBO backed by the small texture
722 glUseProgram(greenProgram);
723 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
724 ASSERT_GL_NO_ERROR();
725 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
726 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
727}
728
729// Test that resizing the texture is handled correctly.
730TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall)
731{
732 GLFramebuffer fbo;
733 GLTexture texture;
734
735 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
736 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
737
738 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
739
740 // Allocate a large texture
741 glBindTexture(GL_TEXTURE_2D, texture);
742 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
743 GL_UNSIGNED_BYTE, nullptr);
744 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
745 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
746 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
747 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
748
749 // Draw to FBO backed by the large texture
750 glUseProgram(blueProgram);
751 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
752 ASSERT_GL_NO_ERROR();
753 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
754 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
755
756 // Shrink the texture
757 glBindTexture(GL_TEXTURE_2D, texture);
758 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
759 GL_UNSIGNED_BYTE, nullptr);
760 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
761 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
762 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
763 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
764
765 // Draw to FBO backed by the small texture
766 glUseProgram(greenProgram);
767 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
768 ASSERT_GL_NO_ERROR();
769 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
770 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
771}
772
773// Test that resizing the texture is handled correctly.
774TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge)
775{
776 GLFramebuffer fbo;
777 GLTexture texture;
778
779 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
780 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
781
782 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
783
784 // Allocate a small texture
785 glBindTexture(GL_TEXTURE_2D, texture);
786 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
787 GL_UNSIGNED_BYTE, nullptr);
788 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
789 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
790 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
791 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
792
793 // Draw to FBO backed by the large texture
794 glUseProgram(blueProgram);
795 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
796 ASSERT_GL_NO_ERROR();
797 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
798 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue);
799
800 // Grow the texture
801 glBindTexture(GL_TEXTURE_2D, texture);
802 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
803 GL_UNSIGNED_BYTE, nullptr);
804 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
805 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
806 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
807 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
808
809 // Draw to FBO backed by the small texture
810 glUseProgram(greenProgram);
811 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
812 ASSERT_GL_NO_ERROR();
813 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
814 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
815}
816
Shahbaz Youssefie28883d2020-01-25 23:25:43 -0500817// Test that fewer outputs than framebuffer attachments doesn't crash. This causes a Vulkan
818// validation warning, but should not be fatal.
819TEST_P(FramebufferTest_ES3, FewerShaderOutputsThanAttachments)
820{
821 constexpr char kFS[] = R"(#version 300 es
822precision highp float;
823
824layout(location = 0) out vec4 color0;
825layout(location = 1) out vec4 color1;
826layout(location = 2) out vec4 color2;
827
828void main()
829{
830 color0 = vec4(1.0, 0.0, 0.0, 1.0);
831 color1 = vec4(0.0, 1.0, 0.0, 1.0);
832 color2 = vec4(0.0, 0.0, 1.0, 1.0);
833}
834)";
835
836 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
837
838 constexpr GLint kDrawBufferCount = 4;
839
840 GLint maxDrawBuffers;
841 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
842 ASSERT_GE(maxDrawBuffers, kDrawBufferCount);
843
844 GLTexture textures[kDrawBufferCount];
845
846 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
847 {
848 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
849 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
850 GL_UNSIGNED_BYTE, nullptr);
851 }
852
853 GLenum allBufs[kDrawBufferCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
854 GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
855
856 GLFramebuffer fbo;
857 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
858
859 // Enable all draw buffers.
860 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
861 {
862 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
863 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
864 textures[texIndex], 0);
865 }
866 glDrawBuffers(kDrawBufferCount, allBufs);
867
868 // Draw with simple program.
869 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
870 ASSERT_GL_NO_ERROR();
871}
JiangYizhou461d9a32017-01-04 16:37:26 +0800872
873class FramebufferTest_ES31 : public ANGLETest
874{
JiangYizhou511937d2017-08-03 15:41:29 +0800875 protected:
876 void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height)
877 {
878 glUniform2i(0, width - 1, height - 1);
879 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
880 glDrawArrays(GL_TRIANGLES, 0, 6);
881 glEndQuery(GL_ANY_SAMPLES_PASSED);
882 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
883 EXPECT_GT(static_cast<GLint>(passedCount), 0);
884
885 glUniform2i(0, width - 1, height);
886 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
887 glDrawArrays(GL_TRIANGLES, 0, 6);
888 glEndQuery(GL_ANY_SAMPLES_PASSED);
889 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
890 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
891
892 glUniform2i(0, width, height - 1);
893 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
894 glDrawArrays(GL_TRIANGLES, 0, 6);
895 glEndQuery(GL_ANY_SAMPLES_PASSED);
896 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
897 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
898 }
JiangYizhou461d9a32017-01-04 16:37:26 +0800899};
900
901// Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or
902// FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete.
903TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam)
904{
Tim Van Patten626a7282019-07-08 15:11:59 -0600905 // anglebug.com/3565
906 ANGLE_SKIP_TEST_IF(IsVulkan());
907
JiangYizhou461d9a32017-01-04 16:37:26 +0800908 GLFramebuffer mFramebuffer;
909 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
910
911 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
912 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
913 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
914
915 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
916 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
917 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
918 glCheckFramebufferStatus(GL_FRAMEBUFFER));
919
920 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
921 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
922 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
923 glCheckFramebufferStatus(GL_FRAMEBUFFER));
924
925 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
926 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
927 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
928 glCheckFramebufferStatus(GL_FRAMEBUFFER));
929
930 ASSERT_GL_NO_ERROR();
931}
932
933// Test that the sample count of a mix of texture and renderbuffer should be same.
934TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix)
935{
Tim Van Patten626a7282019-07-08 15:11:59 -0600936 // anglebug.com/3565
937 ANGLE_SKIP_TEST_IF(IsVulkan());
938
JiangYizhou461d9a32017-01-04 16:37:26 +0800939 GLFramebuffer mFramebuffer;
940 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
941
Ian Elliott5f857832019-12-04 15:30:50 -0700942 // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of
943 // sample counts for textures and renderbuffers)
944 GLint numSampleCounts = 0;
945 std::vector<GLint> sampleCounts;
946 GLsizei queryBufferSize = 1;
947 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
948 queryBufferSize, &numSampleCounts);
949 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
950 sampleCounts.resize(numSampleCounts);
951 queryBufferSize = numSampleCounts;
952 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
953 sampleCounts.data());
954
JiangYizhou461d9a32017-01-04 16:37:26 +0800955 GLTexture mTexture;
956 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700957 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +0800958
959 GLRenderbuffer mRenderbuffer;
960 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700961 glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1);
JiangYizhou461d9a32017-01-04 16:37:26 +0800962 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
963 mTexture.get(), 0);
964 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
965 mRenderbuffer.get());
966 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
967 glCheckFramebufferStatus(GL_FRAMEBUFFER));
968
969 ASSERT_GL_NO_ERROR();
970}
971
972// Test that the sample count of texture attachments should be same.
973TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex)
974{
Tim Van Patten626a7282019-07-08 15:11:59 -0600975 // anglebug.com/3565
976 ANGLE_SKIP_TEST_IF(IsVulkan());
977
JiangYizhou461d9a32017-01-04 16:37:26 +0800978 GLFramebuffer mFramebuffer;
979 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
980
Ian Elliott5f857832019-12-04 15:30:50 -0700981 // Lookup the supported number of sample counts
982 GLint numSampleCounts = 0;
983 std::vector<GLint> sampleCounts;
984 GLsizei queryBufferSize = 1;
985 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
986 queryBufferSize, &numSampleCounts);
987 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
988 sampleCounts.resize(numSampleCounts);
989 queryBufferSize = numSampleCounts;
990 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
991 sampleCounts.data());
992
JiangYizhou461d9a32017-01-04 16:37:26 +0800993 GLTexture mTextures[2];
994 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
Ian Elliott5f857832019-12-04 15:30:50 -0700995 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +0800996 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
Ian Elliott5f857832019-12-04 15:30:50 -0700997 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +0800998 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
999 mTextures[0].get(), 0);
1000 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1001 mTextures[1].get(), 0);
1002 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1003 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1004
1005 ASSERT_GL_NO_ERROR();
1006}
1007
1008// Test that if the attached images are a mix of renderbuffers and textures, the value of
1009// TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures.
1010TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix)
1011{
Tim Van Patten626a7282019-07-08 15:11:59 -06001012 // anglebug.com/3565
1013 ANGLE_SKIP_TEST_IF(IsVulkan());
1014
JiangYizhou461d9a32017-01-04 16:37:26 +08001015 GLFramebuffer mFramebuffer;
1016 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1017
1018 GLTexture mTexture;
1019 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
1020 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1021
1022 GLRenderbuffer mRenderbuffer;
1023 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
1024 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1);
1025 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1026 mTexture.get(), 0);
1027 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1028 mRenderbuffer.get());
1029 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1030 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1031
1032 ASSERT_GL_NO_ERROR();
1033}
1034
1035// Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures.
1036TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex)
1037{
Tim Van Patten626a7282019-07-08 15:11:59 -06001038 // anglebug.com/3565
1039 ANGLE_SKIP_TEST_IF(IsVulkan());
1040
JiangYizhou461d9a32017-01-04 16:37:26 +08001041 GLFramebuffer mFramebuffer;
1042 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1043
1044 GLTexture mTextures[2];
1045 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
1046 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1047 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1048 mTextures[0].get(), 0);
1049 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
1050 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true);
1051 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1052 mTextures[1].get(), 0);
1053 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1054 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1055
1056 ASSERT_GL_NO_ERROR();
1057}
1058
JiangYizhou511937d2017-08-03 15:41:29 +08001059// If there are no attachments, rendering will be limited to a rectangle having a lower left of
1060// (0, 0) and an upper right of(width, height), where width and height are the framebuffer
1061// object's default width and height.
JiangYizhou3db40722017-08-28 17:59:13 +08001062TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments)
JiangYizhou511937d2017-08-03 15:41:29 +08001063{
Yuly Novikov98f9f532017-11-15 19:16:19 -05001064 // anglebug.com/2253
1065 ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
Tim Van Patten626a7282019-07-08 15:11:59 -06001066 // Occlusion query reports fragments outside the render area are still rendered
1067 ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD())));
Yuly Novikov98f9f532017-11-15 19:16:19 -05001068
Jamie Madill35cd7332018-12-02 12:03:33 -05001069 constexpr char kVS1[] = R"(#version 310 es
1070in layout(location = 0) highp vec2 a_position;
1071void main()
1072{
1073 gl_Position = vec4(a_position, 0.0, 1.0);
1074})";
JiangYizhou511937d2017-08-03 15:41:29 +08001075
Jamie Madill35cd7332018-12-02 12:03:33 -05001076 constexpr char kFS1[] = R"(#version 310 es
1077uniform layout(location = 0) highp ivec2 u_expectedSize;
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001078out layout(location = 3) mediump vec4 f_color;
Jamie Madill35cd7332018-12-02 12:03:33 -05001079void main()
1080{
1081 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1082 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1083})";
JiangYizhou511937d2017-08-03 15:41:29 +08001084
Jamie Madill35cd7332018-12-02 12:03:33 -05001085 constexpr char kVS2[] = R"(#version 310 es
1086in layout(location = 0) highp vec2 a_position;
1087void main()
1088{
1089 gl_Position = vec4(a_position, 0.0, 1.0);
1090})";
JiangYizhou10d41392017-12-18 18:13:36 +08001091
Jamie Madill35cd7332018-12-02 12:03:33 -05001092 constexpr char kFS2[] = R"(#version 310 es
1093uniform layout(location = 0) highp ivec2 u_expectedSize;
1094out layout(location = 2) mediump vec4 f_color;
1095void main()
1096{
1097 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1098 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1099})";
JiangYizhou10d41392017-12-18 18:13:36 +08001100
Jamie Madill35cd7332018-12-02 12:03:33 -05001101 GLuint program1 = CompileProgram(kVS1, kFS1);
JiangYizhou10d41392017-12-18 18:13:36 +08001102 ASSERT_NE(program1, 0u);
1103
Jamie Madill35cd7332018-12-02 12:03:33 -05001104 GLuint program2 = CompileProgram(kVS2, kFS2);
JiangYizhou10d41392017-12-18 18:13:36 +08001105 ASSERT_NE(program2, 0u);
1106
1107 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001108
1109 GLFramebuffer mFramebuffer;
1110 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
1111 GLuint defaultWidth = 1;
1112 GLuint defaultHeight = 1;
1113
1114 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth);
1115 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight);
1116 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1117
1118 const float data[] = {
1119 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1120 };
1121
1122 GLuint vertexArray = 0;
1123 GLuint vertexBuffer = 0;
1124 GLuint query = 0;
1125 GLuint passedCount = 0;
1126
1127 glGenQueries(1, &query);
1128 glGenVertexArrays(1, &vertexArray);
1129 glBindVertexArray(vertexArray);
1130
1131 glGenBuffers(1, &vertexBuffer);
1132 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1133 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
1134
1135 glEnableVertexAttribArray(0);
1136 glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
JiangYizhou38d92b52017-09-13 13:47:52 +08001137 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
JiangYizhou511937d2017-08-03 15:41:29 +08001138
1139 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1140
JiangYizhou10d41392017-12-18 18:13:36 +08001141 glUseProgram(program2);
1142 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1143
1144 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001145 // If fbo has attachments, the rendering size should be the same as its attachment.
1146 GLTexture mTexture;
1147 GLuint width = 2;
1148 GLuint height = 2;
1149 glBindTexture(GL_TEXTURE_2D, mTexture.get());
1150 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
JiangYizhou38d92b52017-09-13 13:47:52 +08001151
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001152 const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
JiangYizhou38d92b52017-09-13 13:47:52 +08001153
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001154 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(),
JiangYizhou511937d2017-08-03 15:41:29 +08001155 0);
1156 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001157 glDrawBuffers(4, bufs);
JiangYizhou511937d2017-08-03 15:41:29 +08001158
1159 validateSamplePass(query, passedCount, width, height);
1160
1161 // If fbo's attachment has been removed, the rendering size should be the same as framebuffer
1162 // default size.
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001163 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0);
JiangYizhou511937d2017-08-03 15:41:29 +08001164 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1165
1166 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1167
1168 glDisableVertexAttribArray(0);
1169 glBindBuffer(GL_ARRAY_BUFFER, 0);
1170 glBindVertexArray(0);
1171 glDeleteBuffers(1, &vertexBuffer);
1172 glDeleteVertexArrays(1, &vertexArray);
1173
1174 ASSERT_GL_NO_ERROR();
1175}
1176
Brandon Jones9fc87332017-12-13 15:46:52 -08001177class AddDummyTextureNoRenderTargetTest : public ANGLETest
1178{
1179 public:
1180 AddDummyTextureNoRenderTargetTest()
1181 {
1182 setWindowWidth(512);
1183 setWindowHeight(512);
1184 setConfigRedBits(8);
1185 setConfigGreenBits(8);
1186 setConfigBlueBits(8);
1187 setConfigAlphaBits(8);
1188 }
1189
Jonah Ryan-Daviseee67c62019-06-18 13:00:43 -04001190 void overrideWorkaroundsD3D(FeaturesD3D *features) override
Brandon Jones9fc87332017-12-13 15:46:52 -08001191 {
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -04001192 features->overrideFeatures({"add_dummy_texture_no_render_target"}, true);
Brandon Jones9fc87332017-12-13 15:46:52 -08001193 }
1194};
1195
1196// Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
1197TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
1198{
Jamie Madill35cd7332018-12-02 12:03:33 -05001199 constexpr char kVS[] = "void main() {}";
1200 constexpr char kFS[] = "void main() {}";
Brandon Jones9fc87332017-12-13 15:46:52 -08001201
Jamie Madill35cd7332018-12-02 12:03:33 -05001202 ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
Brandon Jones9fc87332017-12-13 15:46:52 -08001203
1204 glUseProgram(drawProgram);
1205
1206 glDrawArrays(GL_TRIANGLES, 0, 6);
1207
1208 ASSERT_GL_NO_ERROR();
1209}
1210
Jamie Madill4fb3c282020-03-19 19:10:45 -04001211// Covers a bug in ANGLE's Vulkan back-end framebuffer cache which ignored depth/stencil after
1212// calls to DrawBuffers.
1213TEST_P(FramebufferTest_ES3, AttachmentStateChange)
1214{
1215 constexpr GLuint kSize = 2;
1216
1217 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1218
1219 GLTexture colorTexture;
1220 glBindTexture(GL_TEXTURE_2D, colorTexture);
1221 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1222
1223 GLFramebuffer fbo;
1224 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1225 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1226
1227 ASSERT_GL_NO_ERROR();
1228 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1229
1230 // First draw without a depth buffer.
1231 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1232
1233 GLRenderbuffer depthBuffer;
1234 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
1235 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
1236
1237 // Bind just a renderbuffer and draw.
1238 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
1239
1240 ASSERT_GL_NO_ERROR();
1241 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1242
1243 glDrawBuffers(0, nullptr);
1244 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1245
1246 // Re-enable color buffer and draw one final time. This previously triggered a crash.
1247 GLenum drawBuffs = {GL_COLOR_ATTACHMENT0};
1248 glDrawBuffers(1, &drawBuffs);
1249
1250 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1251 ASSERT_GL_NO_ERROR();
1252 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1253}
1254
Jamie Madilld03b15b2020-03-26 17:22:18 -04001255// Tests that we can support a feedback loop between a depth textures and the depth buffer.
1256// Does not totally mirror the case used in Manhattan. The Manhattan case seems to handle
1257// "clear" specially instead of rendering to depth in the same RP.
1258TEST_P(FramebufferTest_ES3, DepthFeedbackLoopSupported)
1259{
1260 // Feedback loops not supported on D3D11 and may not ever be.
1261 ANGLE_SKIP_TEST_IF(IsD3D11());
1262
1263 // Also this particular test doesn't work on Android despite similar support in Manhattan.
1264 ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
1265
1266 constexpr GLuint kSize = 2;
1267 glViewport(0, 0, kSize, kSize);
1268
1269 constexpr char kFS[] = R"(precision mediump float;
1270varying vec2 v_texCoord;
1271uniform sampler2D depth;
1272void main()
1273{
1274 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1275 {
1276 gl_FragColor = vec4(0, 1, 0, 1);
1277 }
1278 else
1279 {
1280 gl_FragColor = vec4(1, 0, 0, 1);
1281 }
1282})";
1283
1284 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1285
1286 GLFramebuffer framebuffer;
1287 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1288
1289 GLTexture colorTexture;
1290 glBindTexture(GL_TEXTURE_2D, colorTexture);
1291 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1292
1293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1295 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1296
1297 GLTexture depthTexture;
1298 glBindTexture(GL_TEXTURE_2D, depthTexture);
1299 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1300 GL_UNSIGNED_INT, nullptr);
1301 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1302 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1303 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1304
1305 ASSERT_GL_NO_ERROR();
1306 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1307
1308 // Clear depth to 0.5.
1309 glClearDepthf(0.5f);
1310 glClear(GL_DEPTH_BUFFER_BIT);
1311
1312 // Disable the depth mask. Although this does not remove the feedback loop as defined by the
1313 // spec it mimics what gfxbench does in its rendering tests.
1314 glDepthMask(false);
1315
1316 // Verify we can sample the depth texture and get 0.5.
1317 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1318
1319 ASSERT_GL_NO_ERROR();
1320 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1321}
1322
Jamie Madilldd00f162020-04-02 14:04:44 -04001323// Covers a bug in ANGLE's Vulkan back-end. Our VkFramebuffer cache would in some cases forget to
1324// check the draw states when computing a cache key.
1325TEST_P(FramebufferTest_ES3, DisabledAttachmentRedefinition)
1326{
1327 constexpr GLuint kSize = 2;
1328
1329 // Make a Framebuffer with two attachments with one enabled and one disabled.
1330 GLTexture texA, texB;
1331 glBindTexture(GL_TEXTURE_2D, texA);
1332 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1333 glBindTexture(GL_TEXTURE_2D, texB);
1334 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1335
1336 GLFramebuffer fbo;
1337 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1338 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
1339 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
1340
1341 // Mask out the second texture.
1342 constexpr GLenum kOneDrawBuf = GL_COLOR_ATTACHMENT0;
1343 glDrawBuffers(1, &kOneDrawBuf);
1344
1345 ASSERT_GL_NO_ERROR();
1346 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1347
1348 // Set up a very simple shader.
1349 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1350 glViewport(0, 0, kSize, kSize);
1351
1352 // Draw
1353 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1354 ASSERT_GL_NO_ERROR();
1355 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1356
1357 // Update the masked out attachment and draw again.
1358 std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
1359 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
1360 redPixels.data());
1361
1362 // Draw
1363 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1364 ASSERT_GL_NO_ERROR();
1365 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1366
1367 glReadBuffer(GL_COLOR_ATTACHMENT1);
1368 ASSERT_GL_NO_ERROR();
1369 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1370}
1371
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001372class FramebufferTest : public ANGLETest
1373{};
1374
1375template <typename T>
1376void FillTexture2D(GLuint texture,
1377 GLsizei width,
1378 GLsizei height,
1379 const T &onePixelData,
1380 GLint level,
1381 GLint internalFormat,
1382 GLenum format,
1383 GLenum type)
1384{
1385 std::vector<T> allPixelsData(width * height, onePixelData);
1386
1387 glBindTexture(GL_TEXTURE_2D, texture);
1388 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1389 allPixelsData.data());
1390 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1391 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1392 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1393 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1394}
1395
1396// Multi-context uses of textures should not cause rendering feedback loops.
1397TEST_P(FramebufferTest, MultiContextNoRenderingFeedbackLoops)
1398{
1399 constexpr char kTextureVS[] =
1400 R"(attribute vec4 a_position;
1401varying vec2 v_texCoord;
1402void main() {
1403 gl_Position = a_position;
1404 v_texCoord = (a_position.xy * 0.5) + 0.5;
1405})";
1406
1407 constexpr char kTextureFS[] =
1408 R"(precision mediump float;
1409varying vec2 v_texCoord;
1410uniform sampler2D u_texture;
1411void main() {
1412 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
1413})";
1414
1415 ANGLE_GL_PROGRAM(textureProgram, kTextureVS, kTextureFS);
1416
1417 glUseProgram(textureProgram.get());
1418 GLint uniformLoc = glGetUniformLocation(textureProgram.get(), "u_texture");
1419 ASSERT_NE(-1, uniformLoc);
1420 glUniform1i(uniformLoc, 0);
1421
1422 GLTexture texture;
1423 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1424 glBindTexture(GL_TEXTURE_2D, texture.get());
1425 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
1426
1427 EGLWindow *window = getEGLWindow();
1428 EGLDisplay display = window->getDisplay();
1429 EGLConfig config = window->getConfig();
1430 EGLSurface surface = window->getSurface();
1431 EGLint contextAttributes[] = {
1432 EGL_CONTEXT_MAJOR_VERSION_KHR,
1433 GetParam().majorVersion,
1434 EGL_CONTEXT_MINOR_VERSION_KHR,
1435 GetParam().minorVersion,
1436 EGL_NONE,
1437 };
1438 EGLContext context1 = eglGetCurrentContext();
1439 // Create context2, sharing resources with context1.
1440 EGLContext context2 = eglCreateContext(display, config, context1, contextAttributes);
1441 ASSERT_NE(context2, EGL_NO_CONTEXT);
1442 eglMakeCurrent(display, surface, surface, context2);
1443
1444 constexpr char kVS[] =
1445 R"(attribute vec4 a_position;
1446void main() {
1447 gl_Position = a_position;
1448})";
1449
1450 constexpr char kFS[] =
1451 R"(precision mediump float;
1452void main() {
1453 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
1454})";
1455
1456 ANGLE_GL_PROGRAM(program, kVS, kFS);
1457 glUseProgram(program.get());
1458
1459 ASSERT_GL_NO_ERROR();
1460
1461 // Render to the texture in context2.
1462 GLFramebuffer framebuffer;
1463 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1464 // Texture is still a valid name in context2.
1465 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1466 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1467 // There is no rendering feedback loop at this point.
1468
1469 glDisable(GL_BLEND);
1470 glDisable(GL_DEPTH_TEST);
1471 ASSERT_GL_NO_ERROR();
1472
1473 // If draw is no-op'ed, texture will not be filled appropriately.
1474 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1475 ASSERT_GL_NO_ERROR();
1476 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1477
1478 // Make context1 current again.
1479 eglMakeCurrent(display, surface, surface, context1);
1480
1481 // Render texture to screen.
1482 drawQuad(textureProgram.get(), "a_position", 0.5f, 1.0f, true);
1483 ASSERT_GL_NO_ERROR();
1484 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1485
1486 eglDestroyContext(display, context2);
1487}
1488
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07001489ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001490ANGLE_INSTANTIATE_TEST_ES2(FramebufferTest);
Shahbaz Youssefie28883d2020-01-25 23:25:43 -05001491ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferFormatsTest);
1492ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3);
1493ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31);