blob: bece631e7cf0419e4b22da3db10188dc15b66a86 [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{
Geoff Lang857c09d2017-05-16 15:55:04 -0400371 GLFramebuffer framebuffer;
372 GLRenderbuffer renderbuffer;
373
374 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
375 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
376 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500377 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
378 glCheckFramebufferStatus(GL_FRAMEBUFFER));
379
380 std::vector<GLenum> attachments;
381 attachments.push_back(GL_COLOR_ATTACHMENT0);
382
383 glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
384 EXPECT_GL_NO_ERROR();
385}
386
Corentin Wallez57e6d502016-12-09 14:46:39 -0500387// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
388// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
389TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
390{
Geoff Lang857c09d2017-05-16 15:55:04 -0400391 GLFramebuffer framebuffer;
392 GLRenderbuffer renderbuffer;
393
394 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
395 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500396 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
397
398 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
Geoff Lang857c09d2017-05-16 15:55:04 -0400399 renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500400 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
401}
402
Geoff Lang857c09d2017-05-16 15:55:04 -0400403// Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels
404// are bound
405TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels)
406{
407 GLFramebuffer framebuffer;
408 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
409
410 GLTexture texture;
411 glBindTexture(GL_TEXTURE_2D, texture);
412
413 // Create a complete mip chain in mips 1 to 3
414 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
415 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
416 glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
417
418 // Create another complete mip chain in mips 4 to 5
419 glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
420 glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
421
422 // Create a non-complete mip chain in mip 6
423 glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
424
425 // Incomplete, mipLevel != baseLevel and texture is not mip complete
426 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
427 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
428 glCheckFramebufferStatus(GL_FRAMEBUFFER));
429
430 // Complete, mipLevel == baseLevel
431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
432 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
433
434 // Complete, mipLevel != baseLevel but texture is now mip complete
435 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
436 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
437 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
438 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
439
440 // Incomplete, attached level below the base level
441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
442 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
443 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
444 glCheckFramebufferStatus(GL_FRAMEBUFFER));
445
446 // Incomplete, attached level is beyond effective max level
447 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4);
448 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
449 glCheckFramebufferStatus(GL_FRAMEBUFFER));
450
451 // Complete, mipLevel == baseLevel
452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
453 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
454
455 // Complete, mipLevel != baseLevel but texture is now mip complete
456 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5);
457 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
458
459 // Complete, mipLevel == baseLevel
460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
461 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6);
462 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
463}
464
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400465TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBack)
466{
Kenneth Russell0bd0a912020-06-12 15:24:55 -0700467#if defined(ADDRESS_SANITIZER)
468 // http://anglebug.com/4737
469 ANGLE_SKIP_TEST_IF(IsOSX());
470#endif
471
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400472 GLFramebuffer framebuffer;
473 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
474
475 GLTexture texture;
476 glBindTexture(GL_TEXTURE_2D, texture);
477
478 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
479 GLColor::red};
480 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
481
482 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
483 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
484
485 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
486 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
487 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
488
489 glClearColor(0, 0, 1.0f, 1.0f);
490 glClear(GL_COLOR_BUFFER_BIT);
491 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
492}
493
Martin Radevd178aa42017-07-13 14:03:22 +0300494// Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS
495// generates an INVALID_OPERATION.
496// OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p.
497// 208
498TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds)
499{
500 GLFramebuffer framebuffer;
501 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
502
503 GLint maxColorAttachments = 0;
504 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
505 GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0);
506
507 GLTexture texture;
508 glBindTexture(GL_TEXTURE_2D, texture.get());
509 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1);
510 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0);
511 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
512}
513
Jamie Madilla0016b72017-07-14 14:30:46 -0400514// Check that depth-only attachments report the correct number of samples.
515TEST_P(FramebufferTest_ES3, MultisampleDepthOnly)
516{
517 GLRenderbuffer renderbuffer;
518 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
519 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32);
520
521 GLFramebuffer framebuffer;
522 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
523 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
524 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
525 EXPECT_GL_NO_ERROR();
526
527 GLint samples = 0;
528 glGetIntegerv(GL_SAMPLES, &samples);
529 EXPECT_GL_NO_ERROR();
530 EXPECT_GE(samples, 2);
531}
532
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700533// Check that we only compare width and height of attachments, not depth.
534TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers)
535{
536 GLTexture texA;
537 glBindTexture(GL_TEXTURE_2D, texA);
538 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
539
540 GLTexture texB;
541 glBindTexture(GL_TEXTURE_3D, texB);
542 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
543
544 GLFramebuffer framebuffer;
545 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
546 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
547 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0);
548 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
549 EXPECT_GL_NO_ERROR();
550}
551
Olli Etuahodbce1f82018-09-19 15:32:17 +0300552// Test that clearing the stencil buffer when the framebuffer only has a color attachment does not
553// crash.
554TEST_P(FramebufferTest_ES3, ClearNonexistentStencil)
555{
556 GLRenderbuffer rbo;
557 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
558 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
559
560 GLFramebuffer fbo;
561 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
562 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
563
564 GLint clearValue = 0;
565 glClearBufferiv(GL_STENCIL, 0, &clearValue);
566
567 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
568 EXPECT_GL_NO_ERROR();
569}
570
571// Test that clearing the depth buffer when the framebuffer only has a color attachment does not
572// crash.
573TEST_P(FramebufferTest_ES3, ClearNonexistentDepth)
574{
575 GLRenderbuffer rbo;
576 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
577 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
578
579 GLFramebuffer fbo;
580 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
581 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
582
583 GLfloat clearValue = 0.0f;
584 glClearBufferfv(GL_DEPTH, 0, &clearValue);
585
586 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
587 EXPECT_GL_NO_ERROR();
588}
589
590// Test that clearing a nonexistent color attachment does not crash.
591TEST_P(FramebufferTest_ES3, ClearNonexistentColor)
592{
593 GLRenderbuffer rbo;
594 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
595 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
596
597 GLFramebuffer fbo;
598 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
599 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
600
601 std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}};
602 glClearBufferfv(GL_COLOR, 1, clearValue.data());
603
604 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
605 EXPECT_GL_NO_ERROR();
606}
607
608// Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment
609// does not crash.
610TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil)
611{
612 GLRenderbuffer rbo;
613 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
614 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
615
616 GLFramebuffer fbo;
617 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
618 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
619
620 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0);
621
622 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
623 EXPECT_GL_NO_ERROR();
624}
625
Olli Etuaho4ebd8f32018-09-20 11:12:46 +0300626// Test that clearing a color attachment that has been deleted doesn't crash.
627TEST_P(FramebufferTest_ES3, ClearDeletedAttachment)
628{
629 // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might
630 // be originating from. http://anglebug.com/2834
631 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
632
633 GLFramebuffer fbo;
634 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
635
636 // There used to be a bug where some draw buffer state used to remain set even after the
637 // attachment was detached via deletion. That's why we create, attach and delete this RBO here.
638 GLuint rbo = 0u;
639 glGenRenderbuffers(1, &rbo);
640 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
641 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
642 glDeleteRenderbuffers(1, &rbo);
643
644 // There needs to be at least one color attachment to prevent early out from the clear calls.
645 GLRenderbuffer rbo2;
646 glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
647 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
648 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2);
649
650 ASSERT_GL_NO_ERROR();
651
652 // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we
653 // expect no GL errors below.
654 std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f};
655 glClearBufferfv(GL_COLOR, 0, floatClearValue.data());
656 EXPECT_GL_NO_ERROR();
657 std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u};
658 glClearBufferuiv(GL_COLOR, 0, uintClearValue.data());
659 EXPECT_GL_NO_ERROR();
660 std::array<GLint, 4> intClearValue = {0, 0, 0, 0};
661 glClearBufferiv(GL_COLOR, 0, intClearValue.data());
662 EXPECT_GL_NO_ERROR();
663}
664
Tim Van Pattene600ac22019-10-04 14:31:57 -0600665// Test that resizing the color attachment is handled correctly.
666TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge)
667{
668 GLFramebuffer fbo;
669 GLTexture smallTexture;
670 GLTexture largeTexture;
671
672 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
673 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
674
675 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
676
677 // Bind the small texture
678 glBindTexture(GL_TEXTURE_2D, smallTexture);
679 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
680 GL_UNSIGNED_BYTE, nullptr);
681 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
682 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
683 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
684 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
685
686 // Draw to FBO backed by the small texture
687 glUseProgram(greenProgram);
688 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
689 ASSERT_GL_NO_ERROR();
690 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
691 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
692
693 // Change the attachment to the larger texture that fills the window
694 glBindTexture(GL_TEXTURE_2D, largeTexture);
695 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
696 GL_UNSIGNED_BYTE, nullptr);
697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
699 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
700 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
701
702 // Draw to FBO backed by the large texture
703 glUseProgram(blueProgram);
704 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
705 ASSERT_GL_NO_ERROR();
706 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
707 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
708}
709
710// Test that resizing the color attachment is handled correctly.
711TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall)
712{
713 GLFramebuffer fbo;
714 GLTexture smallTexture;
715 GLTexture largeTexture;
716
717 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
718 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
719
720 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
721
722 // Bind the large texture
723 glBindTexture(GL_TEXTURE_2D, largeTexture);
724 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
725 GL_UNSIGNED_BYTE, nullptr);
726 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
727 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
728 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
729 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
730
731 // Draw to FBO backed by the large texture
732 glUseProgram(blueProgram);
733 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
734 ASSERT_GL_NO_ERROR();
735 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
736 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
737
738 // Change the attachment to the smaller texture
739 glBindTexture(GL_TEXTURE_2D, smallTexture);
740 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
741 GL_UNSIGNED_BYTE, nullptr);
742 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
743 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
744 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
745 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
746
747 // Draw to FBO backed by the small texture
748 glUseProgram(greenProgram);
749 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
750 ASSERT_GL_NO_ERROR();
751 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
752 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
753}
754
755// Test that resizing the texture is handled correctly.
756TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall)
757{
758 GLFramebuffer fbo;
759 GLTexture texture;
760
761 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
762 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
763
764 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
765
766 // Allocate a large texture
767 glBindTexture(GL_TEXTURE_2D, texture);
768 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
769 GL_UNSIGNED_BYTE, nullptr);
770 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
771 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
772 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
773 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
774
775 // Draw to FBO backed by the large texture
776 glUseProgram(blueProgram);
777 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
778 ASSERT_GL_NO_ERROR();
779 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
780 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
781
782 // Shrink the texture
783 glBindTexture(GL_TEXTURE_2D, texture);
784 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
785 GL_UNSIGNED_BYTE, nullptr);
786 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
787 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
788 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
789 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
790
791 // Draw to FBO backed by the small texture
792 glUseProgram(greenProgram);
793 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
794 ASSERT_GL_NO_ERROR();
795 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
796 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
797}
798
799// Test that resizing the texture is handled correctly.
800TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge)
801{
802 GLFramebuffer fbo;
803 GLTexture texture;
804
805 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
806 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
807
808 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
809
810 // Allocate a small texture
811 glBindTexture(GL_TEXTURE_2D, texture);
812 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
813 GL_UNSIGNED_BYTE, nullptr);
814 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
815 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
816 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
817 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
818
819 // Draw to FBO backed by the large texture
820 glUseProgram(blueProgram);
821 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
822 ASSERT_GL_NO_ERROR();
823 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
824 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue);
825
826 // Grow the texture
827 glBindTexture(GL_TEXTURE_2D, texture);
828 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
829 GL_UNSIGNED_BYTE, nullptr);
830 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
831 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
832 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
833 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
834
835 // Draw to FBO backed by the small texture
836 glUseProgram(greenProgram);
837 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
838 ASSERT_GL_NO_ERROR();
839 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
840 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
841}
842
Shahbaz Youssefie28883d2020-01-25 23:25:43 -0500843// Test that fewer outputs than framebuffer attachments doesn't crash. This causes a Vulkan
844// validation warning, but should not be fatal.
845TEST_P(FramebufferTest_ES3, FewerShaderOutputsThanAttachments)
846{
847 constexpr char kFS[] = R"(#version 300 es
848precision highp float;
849
850layout(location = 0) out vec4 color0;
851layout(location = 1) out vec4 color1;
852layout(location = 2) out vec4 color2;
853
854void main()
855{
856 color0 = vec4(1.0, 0.0, 0.0, 1.0);
857 color1 = vec4(0.0, 1.0, 0.0, 1.0);
858 color2 = vec4(0.0, 0.0, 1.0, 1.0);
859}
860)";
861
862 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
863
864 constexpr GLint kDrawBufferCount = 4;
865
866 GLint maxDrawBuffers;
867 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
868 ASSERT_GE(maxDrawBuffers, kDrawBufferCount);
869
870 GLTexture textures[kDrawBufferCount];
871
872 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
873 {
874 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
875 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
876 GL_UNSIGNED_BYTE, nullptr);
877 }
878
879 GLenum allBufs[kDrawBufferCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
880 GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
881
882 GLFramebuffer fbo;
883 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
884
885 // Enable all draw buffers.
886 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
887 {
888 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
889 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
890 textures[texIndex], 0);
891 }
892 glDrawBuffers(kDrawBufferCount, allBufs);
893
894 // Draw with simple program.
895 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
896 ASSERT_GL_NO_ERROR();
897}
JiangYizhou461d9a32017-01-04 16:37:26 +0800898
899class FramebufferTest_ES31 : public ANGLETest
900{
JiangYizhou511937d2017-08-03 15:41:29 +0800901 protected:
902 void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height)
903 {
904 glUniform2i(0, width - 1, height - 1);
905 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
906 glDrawArrays(GL_TRIANGLES, 0, 6);
907 glEndQuery(GL_ANY_SAMPLES_PASSED);
908 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
909 EXPECT_GT(static_cast<GLint>(passedCount), 0);
910
911 glUniform2i(0, width - 1, height);
912 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
913 glDrawArrays(GL_TRIANGLES, 0, 6);
914 glEndQuery(GL_ANY_SAMPLES_PASSED);
915 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
916 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
917
918 glUniform2i(0, width, height - 1);
919 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
920 glDrawArrays(GL_TRIANGLES, 0, 6);
921 glEndQuery(GL_ANY_SAMPLES_PASSED);
922 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
923 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
924 }
JiangYizhou461d9a32017-01-04 16:37:26 +0800925};
926
927// Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or
928// FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete.
929TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam)
930{
931 GLFramebuffer mFramebuffer;
932 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
933
934 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
935 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
936 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
937
938 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
939 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
940 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
941 glCheckFramebufferStatus(GL_FRAMEBUFFER));
942
943 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
944 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
945 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
946 glCheckFramebufferStatus(GL_FRAMEBUFFER));
947
948 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
949 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
950 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
951 glCheckFramebufferStatus(GL_FRAMEBUFFER));
952
953 ASSERT_GL_NO_ERROR();
954}
955
956// Test that the sample count of a mix of texture and renderbuffer should be same.
957TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix)
958{
959 GLFramebuffer mFramebuffer;
960 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
961
Ian Elliott5f857832019-12-04 15:30:50 -0700962 // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of
963 // sample counts for textures and renderbuffers)
964 GLint numSampleCounts = 0;
965 std::vector<GLint> sampleCounts;
966 GLsizei queryBufferSize = 1;
967 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
968 queryBufferSize, &numSampleCounts);
969 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
970 sampleCounts.resize(numSampleCounts);
971 queryBufferSize = numSampleCounts;
972 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
973 sampleCounts.data());
974
JiangYizhou461d9a32017-01-04 16:37:26 +0800975 GLTexture mTexture;
976 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700977 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +0800978
979 GLRenderbuffer mRenderbuffer;
980 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700981 glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1);
JiangYizhou461d9a32017-01-04 16:37:26 +0800982 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
983 mTexture.get(), 0);
984 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
985 mRenderbuffer.get());
986 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
987 glCheckFramebufferStatus(GL_FRAMEBUFFER));
988
989 ASSERT_GL_NO_ERROR();
990}
991
992// Test that the sample count of texture attachments should be same.
993TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex)
994{
995 GLFramebuffer mFramebuffer;
996 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
997
Ian Elliott5f857832019-12-04 15:30:50 -0700998 // Lookup the supported number of sample counts
999 GLint numSampleCounts = 0;
1000 std::vector<GLint> sampleCounts;
1001 GLsizei queryBufferSize = 1;
1002 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1003 queryBufferSize, &numSampleCounts);
1004 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1005 sampleCounts.resize(numSampleCounts);
1006 queryBufferSize = numSampleCounts;
1007 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1008 sampleCounts.data());
1009
JiangYizhou461d9a32017-01-04 16:37:26 +08001010 GLTexture mTextures[2];
1011 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001012 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001013 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001014 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001015 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1016 mTextures[0].get(), 0);
1017 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1018 mTextures[1].get(), 0);
1019 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1020 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1021
1022 ASSERT_GL_NO_ERROR();
1023}
1024
1025// Test that if the attached images are a mix of renderbuffers and textures, the value of
1026// TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures.
1027TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix)
1028{
1029 GLFramebuffer mFramebuffer;
1030 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1031
1032 GLTexture mTexture;
1033 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
1034 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1035
1036 GLRenderbuffer mRenderbuffer;
1037 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
1038 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1);
1039 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1040 mTexture.get(), 0);
1041 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1042 mRenderbuffer.get());
1043 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1044 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1045
1046 ASSERT_GL_NO_ERROR();
1047}
1048
1049// Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures.
1050TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex)
1051{
1052 GLFramebuffer mFramebuffer;
1053 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1054
1055 GLTexture mTextures[2];
1056 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
1057 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1058 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1059 mTextures[0].get(), 0);
1060 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
1061 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true);
1062 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1063 mTextures[1].get(), 0);
1064 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1065 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1066
1067 ASSERT_GL_NO_ERROR();
1068}
1069
JiangYizhou511937d2017-08-03 15:41:29 +08001070// If there are no attachments, rendering will be limited to a rectangle having a lower left of
1071// (0, 0) and an upper right of(width, height), where width and height are the framebuffer
1072// object's default width and height.
JiangYizhou3db40722017-08-28 17:59:13 +08001073TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments)
JiangYizhou511937d2017-08-03 15:41:29 +08001074{
Yuly Novikov98f9f532017-11-15 19:16:19 -05001075 // anglebug.com/2253
1076 ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
Tim Van Patten626a7282019-07-08 15:11:59 -06001077 // Occlusion query reports fragments outside the render area are still rendered
1078 ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD())));
Yuly Novikov98f9f532017-11-15 19:16:19 -05001079
Jamie Madill35cd7332018-12-02 12:03:33 -05001080 constexpr char kVS1[] = R"(#version 310 es
1081in layout(location = 0) highp vec2 a_position;
1082void main()
1083{
1084 gl_Position = vec4(a_position, 0.0, 1.0);
1085})";
JiangYizhou511937d2017-08-03 15:41:29 +08001086
Jamie Madill35cd7332018-12-02 12:03:33 -05001087 constexpr char kFS1[] = R"(#version 310 es
1088uniform layout(location = 0) highp ivec2 u_expectedSize;
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001089out layout(location = 3) mediump vec4 f_color;
Jamie Madill35cd7332018-12-02 12:03:33 -05001090void main()
1091{
1092 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1093 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1094})";
JiangYizhou511937d2017-08-03 15:41:29 +08001095
Jamie Madill35cd7332018-12-02 12:03:33 -05001096 constexpr char kVS2[] = R"(#version 310 es
1097in layout(location = 0) highp vec2 a_position;
1098void main()
1099{
1100 gl_Position = vec4(a_position, 0.0, 1.0);
1101})";
JiangYizhou10d41392017-12-18 18:13:36 +08001102
Jamie Madill35cd7332018-12-02 12:03:33 -05001103 constexpr char kFS2[] = R"(#version 310 es
1104uniform layout(location = 0) highp ivec2 u_expectedSize;
1105out layout(location = 2) mediump vec4 f_color;
1106void main()
1107{
1108 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1109 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1110})";
JiangYizhou10d41392017-12-18 18:13:36 +08001111
Jamie Madill35cd7332018-12-02 12:03:33 -05001112 GLuint program1 = CompileProgram(kVS1, kFS1);
JiangYizhou10d41392017-12-18 18:13:36 +08001113 ASSERT_NE(program1, 0u);
1114
Jamie Madill35cd7332018-12-02 12:03:33 -05001115 GLuint program2 = CompileProgram(kVS2, kFS2);
JiangYizhou10d41392017-12-18 18:13:36 +08001116 ASSERT_NE(program2, 0u);
1117
1118 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001119
1120 GLFramebuffer mFramebuffer;
1121 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
1122 GLuint defaultWidth = 1;
1123 GLuint defaultHeight = 1;
1124
1125 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth);
1126 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight);
1127 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1128
1129 const float data[] = {
1130 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1131 };
1132
1133 GLuint vertexArray = 0;
1134 GLuint vertexBuffer = 0;
1135 GLuint query = 0;
1136 GLuint passedCount = 0;
1137
1138 glGenQueries(1, &query);
1139 glGenVertexArrays(1, &vertexArray);
1140 glBindVertexArray(vertexArray);
1141
1142 glGenBuffers(1, &vertexBuffer);
1143 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1144 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
1145
1146 glEnableVertexAttribArray(0);
1147 glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
JiangYizhou38d92b52017-09-13 13:47:52 +08001148 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
JiangYizhou511937d2017-08-03 15:41:29 +08001149
1150 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1151
JiangYizhou10d41392017-12-18 18:13:36 +08001152 glUseProgram(program2);
1153 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1154
1155 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001156 // If fbo has attachments, the rendering size should be the same as its attachment.
1157 GLTexture mTexture;
1158 GLuint width = 2;
1159 GLuint height = 2;
1160 glBindTexture(GL_TEXTURE_2D, mTexture.get());
1161 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
JiangYizhou38d92b52017-09-13 13:47:52 +08001162
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001163 const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
JiangYizhou38d92b52017-09-13 13:47:52 +08001164
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001165 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(),
JiangYizhou511937d2017-08-03 15:41:29 +08001166 0);
1167 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001168 glDrawBuffers(4, bufs);
JiangYizhou511937d2017-08-03 15:41:29 +08001169
1170 validateSamplePass(query, passedCount, width, height);
1171
1172 // If fbo's attachment has been removed, the rendering size should be the same as framebuffer
1173 // default size.
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001174 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0);
JiangYizhou511937d2017-08-03 15:41:29 +08001175 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1176
1177 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1178
1179 glDisableVertexAttribArray(0);
1180 glBindBuffer(GL_ARRAY_BUFFER, 0);
1181 glBindVertexArray(0);
1182 glDeleteBuffers(1, &vertexBuffer);
1183 glDeleteVertexArrays(1, &vertexArray);
1184
1185 ASSERT_GL_NO_ERROR();
1186}
1187
Brandon Jones9fc87332017-12-13 15:46:52 -08001188class AddDummyTextureNoRenderTargetTest : public ANGLETest
1189{
1190 public:
1191 AddDummyTextureNoRenderTargetTest()
1192 {
1193 setWindowWidth(512);
1194 setWindowHeight(512);
1195 setConfigRedBits(8);
1196 setConfigGreenBits(8);
1197 setConfigBlueBits(8);
1198 setConfigAlphaBits(8);
1199 }
1200
Jonah Ryan-Daviseee67c62019-06-18 13:00:43 -04001201 void overrideWorkaroundsD3D(FeaturesD3D *features) override
Brandon Jones9fc87332017-12-13 15:46:52 -08001202 {
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -04001203 features->overrideFeatures({"add_dummy_texture_no_render_target"}, true);
Brandon Jones9fc87332017-12-13 15:46:52 -08001204 }
1205};
1206
1207// Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
1208TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
1209{
Jamie Madill35cd7332018-12-02 12:03:33 -05001210 constexpr char kVS[] = "void main() {}";
1211 constexpr char kFS[] = "void main() {}";
Brandon Jones9fc87332017-12-13 15:46:52 -08001212
Jamie Madill35cd7332018-12-02 12:03:33 -05001213 ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
Brandon Jones9fc87332017-12-13 15:46:52 -08001214
1215 glUseProgram(drawProgram);
1216
1217 glDrawArrays(GL_TRIANGLES, 0, 6);
1218
1219 ASSERT_GL_NO_ERROR();
1220}
1221
Jamie Madill4fb3c282020-03-19 19:10:45 -04001222// Covers a bug in ANGLE's Vulkan back-end framebuffer cache which ignored depth/stencil after
1223// calls to DrawBuffers.
1224TEST_P(FramebufferTest_ES3, AttachmentStateChange)
1225{
1226 constexpr GLuint kSize = 2;
1227
1228 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1229
1230 GLTexture colorTexture;
1231 glBindTexture(GL_TEXTURE_2D, colorTexture);
1232 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1233
1234 GLFramebuffer fbo;
1235 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1236 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1237
1238 ASSERT_GL_NO_ERROR();
1239 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1240
1241 // First draw without a depth buffer.
1242 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1243
1244 GLRenderbuffer depthBuffer;
1245 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
1246 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
1247
1248 // Bind just a renderbuffer and draw.
1249 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
1250
1251 ASSERT_GL_NO_ERROR();
1252 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1253
1254 glDrawBuffers(0, nullptr);
1255 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1256
1257 // Re-enable color buffer and draw one final time. This previously triggered a crash.
1258 GLenum drawBuffs = {GL_COLOR_ATTACHMENT0};
1259 glDrawBuffers(1, &drawBuffs);
1260
1261 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1262 ASSERT_GL_NO_ERROR();
1263 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1264}
1265
Jamie Madilld03b15b2020-03-26 17:22:18 -04001266// Tests that we can support a feedback loop between a depth textures and the depth buffer.
1267// Does not totally mirror the case used in Manhattan. The Manhattan case seems to handle
1268// "clear" specially instead of rendering to depth in the same RP.
1269TEST_P(FramebufferTest_ES3, DepthFeedbackLoopSupported)
1270{
1271 // Feedback loops not supported on D3D11 and may not ever be.
1272 ANGLE_SKIP_TEST_IF(IsD3D11());
1273
1274 // Also this particular test doesn't work on Android despite similar support in Manhattan.
1275 ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
1276
1277 constexpr GLuint kSize = 2;
1278 glViewport(0, 0, kSize, kSize);
1279
1280 constexpr char kFS[] = R"(precision mediump float;
1281varying vec2 v_texCoord;
1282uniform sampler2D depth;
1283void main()
1284{
1285 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1286 {
1287 gl_FragColor = vec4(0, 1, 0, 1);
1288 }
1289 else
1290 {
1291 gl_FragColor = vec4(1, 0, 0, 1);
1292 }
1293})";
1294
1295 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1296
1297 GLFramebuffer framebuffer;
1298 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1299
1300 GLTexture colorTexture;
1301 glBindTexture(GL_TEXTURE_2D, colorTexture);
1302 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1303
1304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1306 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1307
1308 GLTexture depthTexture;
1309 glBindTexture(GL_TEXTURE_2D, depthTexture);
1310 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1311 GL_UNSIGNED_INT, nullptr);
1312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1314 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1315
1316 ASSERT_GL_NO_ERROR();
1317 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1318
1319 // Clear depth to 0.5.
1320 glClearDepthf(0.5f);
1321 glClear(GL_DEPTH_BUFFER_BIT);
1322
1323 // Disable the depth mask. Although this does not remove the feedback loop as defined by the
1324 // spec it mimics what gfxbench does in its rendering tests.
1325 glDepthMask(false);
1326
1327 // Verify we can sample the depth texture and get 0.5.
1328 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1329
1330 ASSERT_GL_NO_ERROR();
1331 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1332}
1333
Jamie Madilldd00f162020-04-02 14:04:44 -04001334// Covers a bug in ANGLE's Vulkan back-end. Our VkFramebuffer cache would in some cases forget to
1335// check the draw states when computing a cache key.
1336TEST_P(FramebufferTest_ES3, DisabledAttachmentRedefinition)
1337{
1338 constexpr GLuint kSize = 2;
1339
1340 // Make a Framebuffer with two attachments with one enabled and one disabled.
1341 GLTexture texA, texB;
1342 glBindTexture(GL_TEXTURE_2D, texA);
1343 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1344 glBindTexture(GL_TEXTURE_2D, texB);
1345 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1346
1347 GLFramebuffer fbo;
1348 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1349 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
1350 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
1351
1352 // Mask out the second texture.
1353 constexpr GLenum kOneDrawBuf = GL_COLOR_ATTACHMENT0;
1354 glDrawBuffers(1, &kOneDrawBuf);
1355
1356 ASSERT_GL_NO_ERROR();
1357 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1358
1359 // Set up a very simple shader.
1360 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1361 glViewport(0, 0, kSize, kSize);
1362
1363 // Draw
1364 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1365 ASSERT_GL_NO_ERROR();
1366 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1367
1368 // Update the masked out attachment and draw again.
1369 std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
1370 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
1371 redPixels.data());
1372
1373 // Draw
1374 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1375 ASSERT_GL_NO_ERROR();
1376 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1377
1378 glReadBuffer(GL_COLOR_ATTACHMENT1);
1379 ASSERT_GL_NO_ERROR();
1380 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1381}
1382
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001383class FramebufferTest : public ANGLETest
1384{};
1385
1386template <typename T>
1387void FillTexture2D(GLuint texture,
1388 GLsizei width,
1389 GLsizei height,
1390 const T &onePixelData,
1391 GLint level,
1392 GLint internalFormat,
1393 GLenum format,
1394 GLenum type)
1395{
1396 std::vector<T> allPixelsData(width * height, onePixelData);
1397
1398 glBindTexture(GL_TEXTURE_2D, texture);
1399 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1400 allPixelsData.data());
1401 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1402 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1403 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1405}
1406
1407// Multi-context uses of textures should not cause rendering feedback loops.
1408TEST_P(FramebufferTest, MultiContextNoRenderingFeedbackLoops)
1409{
1410 constexpr char kTextureVS[] =
1411 R"(attribute vec4 a_position;
1412varying vec2 v_texCoord;
1413void main() {
1414 gl_Position = a_position;
1415 v_texCoord = (a_position.xy * 0.5) + 0.5;
1416})";
1417
1418 constexpr char kTextureFS[] =
1419 R"(precision mediump float;
1420varying vec2 v_texCoord;
1421uniform sampler2D u_texture;
1422void main() {
1423 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
1424})";
1425
1426 ANGLE_GL_PROGRAM(textureProgram, kTextureVS, kTextureFS);
1427
1428 glUseProgram(textureProgram.get());
1429 GLint uniformLoc = glGetUniformLocation(textureProgram.get(), "u_texture");
1430 ASSERT_NE(-1, uniformLoc);
1431 glUniform1i(uniformLoc, 0);
1432
1433 GLTexture texture;
1434 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1435 glBindTexture(GL_TEXTURE_2D, texture.get());
1436 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
1437
1438 EGLWindow *window = getEGLWindow();
1439 EGLDisplay display = window->getDisplay();
1440 EGLConfig config = window->getConfig();
1441 EGLSurface surface = window->getSurface();
1442 EGLint contextAttributes[] = {
1443 EGL_CONTEXT_MAJOR_VERSION_KHR,
1444 GetParam().majorVersion,
1445 EGL_CONTEXT_MINOR_VERSION_KHR,
1446 GetParam().minorVersion,
1447 EGL_NONE,
1448 };
1449 EGLContext context1 = eglGetCurrentContext();
1450 // Create context2, sharing resources with context1.
1451 EGLContext context2 = eglCreateContext(display, config, context1, contextAttributes);
1452 ASSERT_NE(context2, EGL_NO_CONTEXT);
1453 eglMakeCurrent(display, surface, surface, context2);
1454
1455 constexpr char kVS[] =
1456 R"(attribute vec4 a_position;
1457void main() {
1458 gl_Position = a_position;
1459})";
1460
1461 constexpr char kFS[] =
1462 R"(precision mediump float;
1463void main() {
1464 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
1465})";
1466
1467 ANGLE_GL_PROGRAM(program, kVS, kFS);
1468 glUseProgram(program.get());
1469
1470 ASSERT_GL_NO_ERROR();
1471
1472 // Render to the texture in context2.
1473 GLFramebuffer framebuffer;
1474 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1475 // Texture is still a valid name in context2.
1476 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1477 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1478 // There is no rendering feedback loop at this point.
1479
1480 glDisable(GL_BLEND);
1481 glDisable(GL_DEPTH_TEST);
1482 ASSERT_GL_NO_ERROR();
1483
1484 // If draw is no-op'ed, texture will not be filled appropriately.
1485 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1486 ASSERT_GL_NO_ERROR();
1487 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1488
1489 // Make context1 current again.
1490 eglMakeCurrent(display, surface, surface, context1);
1491
1492 // Render texture to screen.
1493 drawQuad(textureProgram.get(), "a_position", 0.5f, 1.0f, true);
1494 ASSERT_GL_NO_ERROR();
1495 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1496
1497 eglDestroyContext(display, context2);
1498}
1499
Jamie Madill2a0c3592020-03-31 15:36:45 -04001500// Ensure cube-incomplete attachments cause incomplete Framebuffers.
1501TEST_P(FramebufferTest, IncompleteCubeMap)
1502{
1503 constexpr GLuint kSize = 2;
1504
1505 GLTexture srcTex;
1506 glBindTexture(GL_TEXTURE_CUBE_MAP, srcTex);
1507 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1508 GL_UNSIGNED_BYTE, nullptr);
1509
1510 GLFramebuffer fbo;
1511 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1512 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1513 srcTex, 0);
1514
1515 ASSERT_GL_NO_ERROR();
1516 ASSERT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
1517 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
1518}
1519
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07001520ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001521ANGLE_INSTANTIATE_TEST_ES2(FramebufferTest);
Shahbaz Youssefie28883d2020-01-25 23:25:43 -05001522ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferFormatsTest);
1523ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3);
1524ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31);