blob: 4475a5d8a42eeebdf7a990c7e88c239e240143e1 [file] [log] [blame]
Geoff Langc287ea62016-09-16 14:46:51 -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//
6
7// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8
9#include "test_utils/ANGLETest.h"
10
Geoff Lang677bb6f2017-04-05 12:40:40 -040011#include "common/mathutil.h"
Geoff Langc287ea62016-09-16 14:46:51 -040012#include "test_utils/gl_raii.h"
13
Frank Henigman146e8a12017-03-02 23:22:37 -050014namespace
15{
16
17bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
18{
19 return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
20 (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
21}
22
23void CheckBlendFunctions(GLenum src, GLenum dst)
24{
25 if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
26 ConstantColorAndAlphaBlendFunctions(dst, src))
27 {
28 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
29 }
30 else
31 {
32 ASSERT_GL_NO_ERROR();
33 }
34}
35
Geoff Lang677bb6f2017-04-05 12:40:40 -040036// Extensions that affect the ability to use floating point textures
37constexpr const char *FloatingPointTextureExtensions[] = {
38 "",
39 "GL_EXT_texture_storage",
Geoff Lang677bb6f2017-04-05 12:40:40 -040040 "GL_OES_texture_half_float",
41 "GL_OES_texture_half_float_linear",
42 "GL_EXT_color_buffer_half_float",
Geoff Lang7d4602f2017-09-13 10:45:09 -040043 "GL_OES_texture_float",
44 "GL_OES_texture_float_linear",
Geoff Lang677bb6f2017-04-05 12:40:40 -040045 "GL_EXT_color_buffer_float",
46 "GL_CHROMIUM_color_buffer_float_rgba",
47 "GL_CHROMIUM_color_buffer_float_rgb",
48};
49
Frank Henigman146e8a12017-03-02 23:22:37 -050050} // namespace
51
Geoff Langc287ea62016-09-16 14:46:51 -040052namespace angle
53{
54
55class WebGLCompatibilityTest : public ANGLETest
56{
57 protected:
58 WebGLCompatibilityTest()
59 {
60 setWindowWidth(128);
61 setWindowHeight(128);
62 setConfigRedBits(8);
63 setConfigGreenBits(8);
64 setConfigBlueBits(8);
65 setConfigAlphaBits(8);
66 setWebGLCompatibilityEnabled(true);
67 }
68
69 void SetUp() override
70 {
71 ANGLETest::SetUp();
Geoff Langc339c4e2016-11-29 10:37:36 -050072 glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
73 eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -040074 }
75
Geoff Lang677bb6f2017-04-05 12:40:40 -040076 template <typename T>
77 void TestFloatTextureFormat(GLenum internalFormat,
78 GLenum format,
79 GLenum type,
80 bool texturingEnabled,
81 bool linearSamplingEnabled,
82 bool renderingEnabled,
83 const T textureData[4],
84 const float floatData[4])
85 {
86 ASSERT_GL_NO_ERROR();
87
88 const std::string samplingVs =
89 "attribute vec4 position;\n"
90 "varying vec2 texcoord;\n"
91 "void main()\n"
92 "{\n"
93 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
94 " texcoord = (position.xy * 0.5) + 0.5;\n"
95 "}\n";
96
97 const std::string samplingFs =
98 "precision mediump float;\n"
99 "uniform sampler2D tex;\n"
100 "uniform vec4 subtractor;\n"
101 "varying vec2 texcoord;\n"
102 "void main()\n"
103 "{\n"
104 " vec4 color = texture2D(tex, texcoord);\n"
105 " if (abs(color.r - subtractor.r) +\n"
106 " abs(color.g - subtractor.g) +\n"
107 " abs(color.b - subtractor.b) +\n"
108 " abs(color.a - subtractor.a) < 8.0)\n"
109 " {\n"
110 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
111 " }\n"
112 " else\n"
113 " {\n"
114 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
115 " }\n"
116 "}\n";
117
118 ANGLE_GL_PROGRAM(samplingProgram, samplingVs, samplingFs);
119 glUseProgram(samplingProgram.get());
120
121 GLRenderbuffer rbo;
122 glBindRenderbuffer(GL_RENDERBUFFER, rbo.get());
123 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
124
125 GLFramebuffer fbo;
126 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
127 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo.get());
128
129 GLTexture texture;
130 glBindTexture(GL_TEXTURE_2D, texture.get());
131
132 if (internalFormat == format)
133 {
134 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
135 }
136 else
137 {
138 if (getClientMajorVersion() >= 3)
139 {
140 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
141 }
142 else
143 {
144 ASSERT_TRUE(extensionEnabled("GL_EXT_texture_storage"));
145 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
146 }
147 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
148 }
149
150 if (!texturingEnabled)
151 {
152 // Depending on the entry point and client version, different errors may be generated
153 ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
154
155 // Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
156 // second error
157 glGetError();
158
159 return;
160 }
161 ASSERT_GL_NO_ERROR();
162
163 glUniform1i(glGetUniformLocation(samplingProgram.get(), "tex"), 0);
164 glUniform4fv(glGetUniformLocation(samplingProgram.get(), "subtractor"), 1, floatData);
165
166 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
167 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
168 drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
169 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
170
171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
172 drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
173
174 if (linearSamplingEnabled)
175 {
176 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
177 }
178 else
179 {
180 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
181 }
182
183 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(),
184 0);
185 glBindTexture(GL_TEXTURE_2D, 0);
186 if (!renderingEnabled)
187 {
188 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
189 glCheckFramebufferStatus(GL_FRAMEBUFFER));
190 return;
191 }
192 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
193
194 const std::string renderingVs =
195 "attribute vec4 position;\n"
196 "void main()\n"
197 "{\n"
198 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
199 "}\n";
200
201 const std::string renderingFs =
202 "precision mediump float;\n"
203 "uniform vec4 writeValue;\n"
204 "void main()\n"
205 "{\n"
206 " gl_FragColor = writeValue;\n"
207 "}\n";
208
209 ANGLE_GL_PROGRAM(renderingProgram, renderingVs, renderingFs);
210 glUseProgram(renderingProgram.get());
211
212 glUniform4fv(glGetUniformLocation(renderingProgram.get(), "writeValue"), 1, floatData);
213
214 drawQuad(renderingProgram.get(), "position", 0.5f, 1.0f, true);
215
216 EXPECT_PIXEL_COLOR32F_NEAR(
217 0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
218 }
219
Jamie Madillcad97ee2017-02-02 18:52:44 -0500220 // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
221 void drawBuffersEXTFeedbackLoop(GLuint program,
222 const std::array<GLenum, 2> &drawBuffers,
223 GLenum expectedError);
224
Jamie Madill07be8bf2017-02-02 19:59:57 -0500225 // Called from RenderingFeedbackLoopWithDrawBuffers.
226 void drawBuffersFeedbackLoop(GLuint program,
227 const std::array<GLenum, 2> &drawBuffers,
228 GLenum expectedError);
229
Geoff Langc339c4e2016-11-29 10:37:36 -0500230 PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
Geoff Langc287ea62016-09-16 14:46:51 -0400231};
232
Corentin Wallezfd456442016-12-21 17:57:00 -0500233class WebGL2CompatibilityTest : public WebGLCompatibilityTest
234{
235};
236
Geoff Langc287ea62016-09-16 14:46:51 -0400237// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
238// the GL extension should always be present
239TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
240{
241 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
242}
243
244// Verify that all extension entry points are available
245TEST_P(WebGLCompatibilityTest, EntryPoints)
246{
Geoff Langc339c4e2016-11-29 10:37:36 -0500247 if (extensionEnabled("GL_ANGLE_request_extension"))
Geoff Langc287ea62016-09-16 14:46:51 -0400248 {
Geoff Langc339c4e2016-11-29 10:37:36 -0500249 EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -0400250 }
251}
252
253// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
254// even in ES2 contexts.
255TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
256{
257 GLRenderbuffer renderbuffer;
258 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
259 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
260
261 GLFramebuffer framebuffer;
262 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
263 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
264 renderbuffer.get());
265
266 EXPECT_GL_NO_ERROR();
267}
268
269// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
270TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
271{
Geoff Langc339c4e2016-11-29 10:37:36 -0500272 glRequestExtensionANGLE("invalid_extension_string");
Geoff Langc287ea62016-09-16 14:46:51 -0400273 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
274}
275
276// Test enabling the GL_OES_element_index_uint extension
277TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
278{
279 if (getClientMajorVersion() != 2)
280 {
281 // This test only works on ES2 where uint indices are not available by default
282 return;
283 }
284
285 EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
286
287 GLBuffer indexBuffer;
288 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
289
290 GLuint data[] = {0, 1, 2, 1, 3, 2};
291 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
292
293 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
294 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
295 glUseProgram(program.get());
296
Jamie Madille7b96342017-06-23 15:06:08 -0400297 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
Geoff Langc287ea62016-09-16 14:46:51 -0400298 EXPECT_GL_ERROR(GL_INVALID_ENUM);
299
Geoff Langc339c4e2016-11-29 10:37:36 -0500300 if (extensionRequestable("GL_OES_element_index_uint"))
Geoff Langc287ea62016-09-16 14:46:51 -0400301 {
Geoff Langc339c4e2016-11-29 10:37:36 -0500302 glRequestExtensionANGLE("GL_OES_element_index_uint");
Geoff Langc287ea62016-09-16 14:46:51 -0400303 EXPECT_GL_NO_ERROR();
304 EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
305
Jamie Madille7b96342017-06-23 15:06:08 -0400306 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
Geoff Langc287ea62016-09-16 14:46:51 -0400307 EXPECT_GL_NO_ERROR();
308 }
309}
310
Geoff Langff5c63e2017-04-12 15:26:54 -0400311// Test enabling the GL_OES_standard_derivatives extension
312TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
313{
314 EXPECT_FALSE(extensionEnabled("GL_OES_standard_derivatives"));
315
316 const std::string source =
317 "#extension GL_OES_standard_derivatives : require\n"
318 "void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); }\n";
319 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
320
321 if (extensionRequestable("GL_OES_standard_derivatives"))
322 {
323 glRequestExtensionANGLE("GL_OES_standard_derivatives");
324 EXPECT_GL_NO_ERROR();
325 EXPECT_TRUE(extensionEnabled("GL_OES_standard_derivatives"));
326
327 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
328 ASSERT_NE(0u, shader);
329 glDeleteShader(shader);
330 }
331}
332
333// Test enabling the GL_EXT_shader_texture_lod extension
334TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
335{
336 EXPECT_FALSE(extensionEnabled("GL_EXT_shader_texture_lod"));
337
338 const std::string source =
339 "#extension GL_EXT_shader_texture_lod : require\n"
340 "uniform sampler2D u_texture;\n"
341 "void main() {\n"
342 " gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, "
343 "0.0));\n"
344 "}\n";
345 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
346
347 if (extensionRequestable("GL_EXT_shader_texture_lod"))
348 {
349 glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
350 EXPECT_GL_NO_ERROR();
351 EXPECT_TRUE(extensionEnabled("GL_EXT_shader_texture_lod"));
352
353 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
354 ASSERT_NE(0u, shader);
355 glDeleteShader(shader);
356 }
357}
358
359// Test enabling the GL_EXT_frag_depth extension
360TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
361{
362 EXPECT_FALSE(extensionEnabled("GL_EXT_frag_depth"));
363
364 const std::string source =
365 "#extension GL_EXT_frag_depth : require\n"
366 "void main() {\n"
367 " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
368 " gl_FragDepthEXT = 1.0;\n"
369 "}\n";
370 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
371
372 if (extensionRequestable("GL_EXT_frag_depth"))
373 {
374 glRequestExtensionANGLE("GL_EXT_frag_depth");
375 EXPECT_GL_NO_ERROR();
376 EXPECT_TRUE(extensionEnabled("GL_EXT_frag_depth"));
377
378 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
379 ASSERT_NE(0u, shader);
380 glDeleteShader(shader);
381 }
382}
383
Geoff Langd7d526a2017-02-21 16:48:43 -0500384// Test enabling the GL_EXT_texture_filter_anisotropic extension
385TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
386{
387 EXPECT_FALSE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
388
389 GLfloat maxAnisotropy = 0.0f;
390 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
391 EXPECT_GL_ERROR(GL_INVALID_ENUM);
392
393 GLTexture texture;
394 glBindTexture(GL_TEXTURE_2D, texture.get());
395 ASSERT_GL_NO_ERROR();
396
397 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
398 EXPECT_GL_ERROR(GL_INVALID_ENUM);
399
400 GLfloat currentAnisotropy = 0.0f;
401 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
402 EXPECT_GL_ERROR(GL_INVALID_ENUM);
403
404 if (extensionRequestable("GL_EXT_texture_filter_anisotropic"))
405 {
406 glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
407 EXPECT_GL_NO_ERROR();
408 EXPECT_TRUE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
409
410 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
411 ASSERT_GL_NO_ERROR();
412 EXPECT_GE(maxAnisotropy, 2.0f);
413
414 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
415 ASSERT_GL_NO_ERROR();
416 EXPECT_EQ(1.0f, currentAnisotropy);
417
418 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
419 ASSERT_GL_NO_ERROR();
420 }
421}
422
Bryan Bernhart87c182e2016-11-02 11:23:22 -0700423// Verify that shaders are of a compatible spec when the extension is enabled.
424TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
425{
426 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
427
428 // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
429 const std::string &vert =
430 "struct Foo {\n"
431 " int _webgl_bar;\n"
432 "};\n"
433 "void main()\n"
434 "{\n"
435 " Foo foo = Foo(1);\n"
436 "}";
437
438 // Default fragement shader.
439 const std::string &frag =
440 "void main()\n"
441 "{\n"
442 " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
443 "}";
444
445 GLuint program = CompileProgram(vert, frag);
446 EXPECT_EQ(0u, program);
447 glDeleteProgram(program);
448}
449
Geoff Lang3fab7632017-09-26 15:45:54 -0400450// Test enabling the GL_NV_pixel_buffer_object extension
451TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
452{
453 EXPECT_FALSE(extensionEnabled("GL_NV_pixel_buffer_object"));
454 EXPECT_FALSE(extensionEnabled("GL_OES_mapbuffer"));
455 EXPECT_FALSE(extensionEnabled("GL_EXT_map_buffer_range"));
456
457 // These extensions become core in in ES3/WebGL2.
458 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
459
460 GLBuffer buffer;
461 glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
462 EXPECT_GL_ERROR(GL_INVALID_ENUM);
463
464 if (extensionRequestable("GL_NV_pixel_buffer_object"))
465 {
466 glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
467 EXPECT_GL_NO_ERROR();
468
469 glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
470 EXPECT_GL_NO_ERROR();
471
472 glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
473 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
474 EXPECT_GL_NO_ERROR();
475 }
476}
477
478// Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
479TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
480{
481 EXPECT_FALSE(extensionEnabled("GL_OES_mapbuffer"));
482 EXPECT_FALSE(extensionEnabled("GL_EXT_map_buffer_range"));
483
484 // These extensions become core in in ES3/WebGL2.
485 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
486
487 GLBuffer buffer;
488 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
489 glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
490
491 glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
492 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
493
494 glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
495 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
496
497 GLint access = 0;
498 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
499 EXPECT_GL_ERROR(GL_INVALID_ENUM);
500
501 if (extensionRequestable("GL_OES_mapbuffer"))
502 {
503 glRequestExtensionANGLE("GL_OES_mapbuffer");
504 EXPECT_GL_NO_ERROR();
505
506 glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
507 glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
508 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
509 EXPECT_GL_NO_ERROR();
510 }
511
512 if (extensionRequestable("GL_EXT_map_buffer_range"))
513 {
514 glRequestExtensionANGLE("GL_EXT_map_buffer_range");
515 EXPECT_GL_NO_ERROR();
516
517 glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
518 glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
519 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
520 EXPECT_GL_NO_ERROR();
521 }
522}
523
Geoff Lang8c7133c2017-09-26 17:31:10 -0400524// Test enabling the GL_OES_fbo_render_mipmap extension
525TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
526{
527 EXPECT_FALSE(extensionEnabled("GL_OES_fbo_render_mipmap"));
528
529 // This extensions become core in in ES3/WebGL2.
530 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
531
532 GLTexture texture;
533 glBindTexture(GL_TEXTURE_2D, texture);
534 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
535 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
536
537 GLFramebuffer fbo;
538 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
539 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
540 EXPECT_GL_NO_ERROR();
541
542 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
543 EXPECT_GL_ERROR(GL_INVALID_VALUE);
544
545 if (extensionRequestable("GL_OES_fbo_render_mipmap"))
546 {
547 glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
548 EXPECT_GL_NO_ERROR();
549
550 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
551 EXPECT_GL_NO_ERROR();
552 }
553}
554
Geoff Lang50cac572017-09-26 17:37:43 -0400555// Test enabling the GL_EXT_blend_minmax extension
556TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
557{
558 EXPECT_FALSE(extensionEnabled("GL_EXT_blend_minmax"));
559
560 // This extensions become core in in ES3/WebGL2.
561 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
562
563 glBlendEquation(GL_MIN);
564 EXPECT_GL_ERROR(GL_INVALID_ENUM);
565
566 glBlendEquation(GL_MAX);
567 EXPECT_GL_ERROR(GL_INVALID_ENUM);
568
569 if (extensionRequestable("GL_EXT_blend_minmax"))
570 {
571 glRequestExtensionANGLE("GL_EXT_blend_minmax");
572 EXPECT_GL_NO_ERROR();
573
574 glBlendEquation(GL_MIN);
575 glBlendEquation(GL_MAX);
576 EXPECT_GL_NO_ERROR();
577 }
578}
579
Geoff Lang8c5b31c2017-09-26 18:07:44 -0400580// Test enabling the query extensions
581TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
582{
583 EXPECT_FALSE(extensionEnabled("GL_EXT_occlusion_query_boolean"));
584 EXPECT_FALSE(extensionEnabled("GL_EXT_disjoint_timer_query"));
585 EXPECT_FALSE(extensionEnabled("GL_CHROMIUM_sync_query"));
586
587 // This extensions become core in in ES3/WebGL2.
588 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
589
590 GLQueryEXT badQuery;
591
592 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
593 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
594
595 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
596 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
597
598 glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
599 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
600
601 glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
602 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
603
604 glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
605 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
606
607 if (extensionRequestable("GL_EXT_occlusion_query_boolean"))
608 {
609 glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
610 EXPECT_GL_NO_ERROR();
611
612 GLQueryEXT query;
613 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
614 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
615 EXPECT_GL_NO_ERROR();
616 }
617
618 if (extensionRequestable("GL_EXT_disjoint_timer_query"))
619 {
620 glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
621 EXPECT_GL_NO_ERROR();
622
623 GLQueryEXT query1;
624 glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
625 glEndQueryEXT(GL_TIME_ELAPSED_EXT);
626 EXPECT_GL_NO_ERROR();
627
628 GLQueryEXT query2;
629 glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
630 EXPECT_GL_NO_ERROR();
631 }
632
633 if (extensionRequestable("GL_CHROMIUM_sync_query"))
634 {
635 glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
636 EXPECT_GL_NO_ERROR();
637
638 GLQueryEXT query;
639 glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
640 glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
641 EXPECT_GL_NO_ERROR();
642 }
643}
644
Geoff Lang488130e2017-09-27 13:53:11 -0400645// Test enabling the GL_ANGLE_framebuffer_multisample extension
646TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
647{
648 EXPECT_FALSE(extensionEnabled("GL_ANGLE_framebuffer_multisample"));
649
650 // This extensions become core in in ES3/WebGL2.
651 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
652
653 GLint maxSamples = 0;
654 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
655 EXPECT_GL_ERROR(GL_INVALID_ENUM);
656
657 GLRenderbuffer renderbuffer;
658 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
659 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
660 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
661
662 if (extensionRequestable("GL_ANGLE_framebuffer_multisample"))
663 {
664 glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
665 EXPECT_GL_NO_ERROR();
666
667 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
668 EXPECT_GL_NO_ERROR();
669
670 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
671 EXPECT_GL_NO_ERROR();
672 }
673}
674
Geoff Langa0e0aeb2017-04-12 15:06:29 -0400675// Verify that the context generates the correct error when the framebuffer attachments are
676// different sizes
677TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMissmatch)
678{
679 GLFramebuffer fbo;
680 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
681
682 GLTexture textures[2];
683 glBindTexture(GL_TEXTURE_2D, textures[0]);
684 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
685 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
686
687 ASSERT_GL_NO_ERROR();
688 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
689
690 GLRenderbuffer renderbuffer;
691 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
692 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
693 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
694
695 ASSERT_GL_NO_ERROR();
696 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
697 glCheckFramebufferStatus(GL_FRAMEBUFFER));
698
699 if (extensionRequestable("GL_EXT_draw_buffers"))
700 {
701 glRequestExtensionANGLE("GL_EXT_draw_buffers");
702 EXPECT_GL_NO_ERROR();
703 EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
704
705 glBindTexture(GL_TEXTURE_2D, textures[1]);
706 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
707 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
708 ASSERT_GL_NO_ERROR();
709
710 ASSERT_GL_NO_ERROR();
711 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
712 glCheckFramebufferStatus(GL_FRAMEBUFFER));
713
714 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
715
716 ASSERT_GL_NO_ERROR();
717 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
718
719 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
720
721 ASSERT_GL_NO_ERROR();
722 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
723 glCheckFramebufferStatus(GL_FRAMEBUFFER));
724 }
725}
726
Corentin Wallez327411e2016-12-09 11:09:17 -0500727// Test that client-side array buffers are forbidden in WebGL mode
728TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
729{
730 const std::string &vert =
731 "attribute vec3 a_pos;\n"
732 "void main()\n"
733 "{\n"
734 " gl_Position = vec4(a_pos, 1.0);\n"
735 "}\n";
736
737 const std::string &frag =
738 "precision highp float;\n"
739 "void main()\n"
740 "{\n"
741 " gl_FragColor = vec4(1.0);\n"
742 "}\n";
743
744 ANGLE_GL_PROGRAM(program, vert, frag);
745
746 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
747 ASSERT_NE(-1, posLocation);
748 glUseProgram(program.get());
749
750 const auto &vertices = GetQuadVertices();
Corentin Wallezfd456442016-12-21 17:57:00 -0500751 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
Corentin Wallez327411e2016-12-09 11:09:17 -0500752 glEnableVertexAttribArray(posLocation);
753
754 ASSERT_GL_NO_ERROR();
755 glDrawArrays(GL_TRIANGLES, 0, 6);
756 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
757}
758
759// Test that client-side element array buffers are forbidden in WebGL mode
760TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
761{
762 const std::string &vert =
763 "attribute vec3 a_pos;\n"
764 "void main()\n"
765 "{\n"
766 " gl_Position = vec4(a_pos, 1.0);\n"
767 "}\n";
768
769 const std::string &frag =
770 "precision highp float;\n"
771 "void main()\n"
772 "{\n"
773 " gl_FragColor = vec4(1.0);\n"
774 "}\n";
775
776 ANGLE_GL_PROGRAM(program, vert, frag);
777
778 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
779 ASSERT_NE(-1, posLocation);
780 glUseProgram(program.get());
781
782 const auto &vertices = GetQuadVertices();
783
784 GLBuffer vertexBuffer;
785 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
786 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
787 GL_STATIC_DRAW);
788
789 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
790 glEnableVertexAttribArray(posLocation);
791
Corentin Wallez327411e2016-12-09 11:09:17 -0500792 ASSERT_GL_NO_ERROR();
Corentin Wallezded1b5a2017-03-09 18:58:48 -0500793
794 // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
795 // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
796 // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
797 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void*>(intptr_t(1)));
Corentin Wallez327411e2016-12-09 11:09:17 -0500798 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
799}
800
Corentin Wallez672f7f32017-06-15 17:42:17 -0400801// Test that client-side array buffers are forbidden even if the program doesn't use the attribute
802TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
803{
804 const std::string &vert =
805 "void main()\n"
806 "{\n"
807 " gl_Position = vec4(1.0);\n"
808 "}\n";
809
810 const std::string &frag =
811 "precision highp float;\n"
812 "void main()\n"
813 "{\n"
814 " gl_FragColor = vec4(1.0);\n"
815 "}\n";
816
817 ANGLE_GL_PROGRAM(program, vert, frag);
818
819 glUseProgram(program.get());
820
821 const auto &vertices = GetQuadVertices();
822 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
823 glEnableVertexAttribArray(0);
824
825 ASSERT_GL_NO_ERROR();
826 glDrawArrays(GL_TRIANGLES, 0, 6);
827 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
828}
829
Corentin Wallezb1d0a2552016-12-19 16:15:54 -0500830// Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
831TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
832{
833 // Run the test in an FBO to make sure we have some stencil bits.
834 GLRenderbuffer renderbuffer;
835 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
836 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
837
838 GLFramebuffer framebuffer;
839 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
840 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
841 renderbuffer.get());
842
843 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
844 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
845 glUseProgram(program.get());
846 ASSERT_GL_NO_ERROR();
847
848 // Having ref and mask the same for front and back is valid.
849 glStencilMask(255);
850 glStencilFunc(GL_ALWAYS, 0, 255);
851 glDrawArrays(GL_TRIANGLES, 0, 6);
852 ASSERT_GL_NO_ERROR();
853
854 // Having a different front - back write mask generates an error.
855 glStencilMaskSeparate(GL_FRONT, 1);
856 glDrawArrays(GL_TRIANGLES, 0, 6);
857 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
858
859 // Setting both write masks separately to the same value is valid.
860 glStencilMaskSeparate(GL_BACK, 1);
861 glDrawArrays(GL_TRIANGLES, 0, 6);
862 ASSERT_GL_NO_ERROR();
863
864 // Having a different stencil front - back mask generates an error
865 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
866 glDrawArrays(GL_TRIANGLES, 0, 6);
867 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
868
869 // Setting both masks separately to the same value is valid.
870 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
871 glDrawArrays(GL_TRIANGLES, 0, 6);
872 ASSERT_GL_NO_ERROR();
873
874 // Having a different stencil front - back reference generates an error
875 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
876 glDrawArrays(GL_TRIANGLES, 0, 6);
877 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
878
879 // Setting both references separately to the same value is valid.
880 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
881 glDrawArrays(GL_TRIANGLES, 0, 6);
882 ASSERT_GL_NO_ERROR();
883
884 // Using different stencil funcs, everything being equal is valid.
885 glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
886 glDrawArrays(GL_TRIANGLES, 0, 6);
887 ASSERT_GL_NO_ERROR();
888}
889
Corentin Wallez506fc9c2016-12-21 16:53:33 -0500890// Test that GL_FIXED is forbidden
891TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
892{
893 GLBuffer buffer;
894 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
895 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
896
897 glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
898 ASSERT_GL_NO_ERROR();
899
900 glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
901 EXPECT_GL_ERROR(GL_INVALID_ENUM);
902}
903
904// Test the WebGL limit of 255 for the attribute stride
905TEST_P(WebGLCompatibilityTest, MaxStride)
906{
907 GLBuffer buffer;
908 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
909 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
910
911 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
912 ASSERT_GL_NO_ERROR();
913
914 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
915 EXPECT_GL_ERROR(GL_INVALID_VALUE);
916}
917
Corentin Wallezfd456442016-12-21 17:57:00 -0500918// Test the checks for OOB reads in the vertex buffers, non-instanced version
919TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
920{
921 const std::string &vert =
922 "attribute float a_pos;\n"
923 "void main()\n"
924 "{\n"
925 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
926 "}\n";
927
928 const std::string &frag =
929 "precision highp float;\n"
930 "void main()\n"
931 "{\n"
932 " gl_FragColor = vec4(1.0);\n"
933 "}\n";
934
935 ANGLE_GL_PROGRAM(program, vert, frag);
936
937 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
938 ASSERT_NE(-1, posLocation);
939 glUseProgram(program.get());
940
941 GLBuffer buffer;
942 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
943 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
944
945 glEnableVertexAttribArray(posLocation);
946
947 const uint8_t* zeroOffset = nullptr;
948
949 // Test touching the last element is valid.
950 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
951 glDrawArrays(GL_POINTS, 0, 4);
952 ASSERT_GL_NO_ERROR();
953
954 // Test touching the last element + 1 is invalid.
955 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
956 glDrawArrays(GL_POINTS, 0, 4);
957 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
958
959 // Test touching the last element is valid, using a stride.
960 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
961 glDrawArrays(GL_POINTS, 0, 4);
962 ASSERT_GL_NO_ERROR();
963
964 // Test touching the last element + 1 is invalid, using a stride.
965 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
966 glDrawArrays(GL_POINTS, 0, 4);
967 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
968
969 // Test any offset is valid if no vertices are drawn.
970 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
971 glDrawArrays(GL_POINTS, 0, 0);
972 ASSERT_GL_NO_ERROR();
973}
974
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500975// Test the checks for OOB reads in the index buffer
976TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
Geoff Lang5f319a42017-01-09 16:49:19 -0500977{
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500978 const std::string &vert =
979 "attribute float a_pos;\n"
980 "void main()\n"
981 "{\n"
982 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
983 "}\n";
Geoff Lang5f319a42017-01-09 16:49:19 -0500984
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500985 const std::string &frag =
986 "precision highp float;\n"
987 "void main()\n"
988 "{\n"
989 " gl_FragColor = vec4(1.0);\n"
990 "}\n";
991
992 ANGLE_GL_PROGRAM(program, vert, frag);
993
994 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
995 ASSERT_NE(-1, posLocation);
996 glUseProgram(program.get());
997
998 GLBuffer vertexBuffer;
999 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
1000 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1001
1002 glEnableVertexAttribArray(posLocation);
1003
1004 const uint8_t *zeroOffset = nullptr;
1005 const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
1006
1007 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset);
1008
1009 GLBuffer indexBuffer;
1010 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
1011 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
Geoff Lang5f319a42017-01-09 16:49:19 -05001012 ASSERT_GL_NO_ERROR();
1013
Corentin Wallez0844f2d2017-01-31 17:02:59 -05001014 // Test touching the last index is valid
1015 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1016 ASSERT_GL_NO_ERROR();
Geoff Lang5f319a42017-01-09 16:49:19 -05001017
Corentin Wallez0844f2d2017-01-31 17:02:59 -05001018 // Test touching the last + 1 element is invalid
1019 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
1020 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
Geoff Lang5f319a42017-01-09 16:49:19 -05001021
Corentin Wallez0844f2d2017-01-31 17:02:59 -05001022 // Test any offset if valid if count is zero
1023 glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
1024 ASSERT_GL_NO_ERROR();
Corentin Wallezfe9306a2017-02-01 17:41:05 -05001025
1026 // Test touching the first index is valid
1027 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1028 ASSERT_GL_NO_ERROR();
1029
1030 // Test touching the first - 1 index is invalid
1031 // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
1032 // the historic behavior of WebGL implementations
1033 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
1034 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Lang5f319a42017-01-09 16:49:19 -05001035}
1036
Frank Henigman6137ddc2017-02-10 18:55:07 -05001037// Test depth range with 'near' more or less than 'far.'
1038TEST_P(WebGLCompatibilityTest, DepthRange)
1039{
1040 glDepthRangef(0, 1);
1041 ASSERT_GL_NO_ERROR();
1042
1043 glDepthRangef(.5, .5);
1044 ASSERT_GL_NO_ERROR();
1045
1046 glDepthRangef(1, 0);
1047 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1048}
1049
Frank Henigman146e8a12017-03-02 23:22:37 -05001050// Test all blend function combinations.
1051// In WebGL it is invalid to combine constant color with constant alpha.
1052TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
1053{
1054 constexpr GLenum srcFunc[] = {
1055 GL_ZERO,
1056 GL_ONE,
1057 GL_SRC_COLOR,
1058 GL_ONE_MINUS_SRC_COLOR,
1059 GL_DST_COLOR,
1060 GL_ONE_MINUS_DST_COLOR,
1061 GL_SRC_ALPHA,
1062 GL_ONE_MINUS_SRC_ALPHA,
1063 GL_DST_ALPHA,
1064 GL_ONE_MINUS_DST_ALPHA,
1065 GL_CONSTANT_COLOR,
1066 GL_ONE_MINUS_CONSTANT_COLOR,
1067 GL_CONSTANT_ALPHA,
1068 GL_ONE_MINUS_CONSTANT_ALPHA,
1069 GL_SRC_ALPHA_SATURATE,
1070 };
1071
1072 constexpr GLenum dstFunc[] = {
1073 GL_ZERO, GL_ONE,
1074 GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
1075 GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
1076 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
1077 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
1078 GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
1079 GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
1080 };
1081
1082 for (GLenum src : srcFunc)
1083 {
1084 for (GLenum dst : dstFunc)
1085 {
1086 glBlendFunc(src, dst);
1087 CheckBlendFunctions(src, dst);
1088 glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
1089 CheckBlendFunctions(src, dst);
1090 }
1091 }
1092}
1093
Geoff Langfc32e8b2017-05-31 14:16:59 -04001094// Test that binding/querying uniforms and attributes with invalid names generates errors
1095TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
1096{
1097 const std::string validAttribName =
1098 "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
1099 const std::string validUniformName =
1100 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
Geoff Langa71a98e2017-06-19 15:15:00 -04001101 std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
1102 if (getClientMajorVersion() < 3)
1103 {
1104 invalidSet.push_back('\\');
1105 }
Geoff Langfc32e8b2017-05-31 14:16:59 -04001106
1107 std::string vert = "attribute float ";
1108 vert += validAttribName;
1109 vert +=
1110 ";\n"
1111 "void main()\n"
1112 "{\n"
1113 " gl_Position = vec4(1.0);\n"
1114 "}\n";
1115
1116 std::string frag =
1117 "precision highp float;\n"
1118 "uniform vec4 ";
1119 frag += validUniformName;
Geoff Langcab92ee2017-07-19 17:32:07 -04001120 // Insert illegal characters into comments
Geoff Langfc32e8b2017-05-31 14:16:59 -04001121 frag +=
1122 ";\n"
Geoff Langcab92ee2017-07-19 17:32:07 -04001123 " // $ \" @ /*\n"
Geoff Langfc32e8b2017-05-31 14:16:59 -04001124 "void main()\n"
Geoff Langcab92ee2017-07-19 17:32:07 -04001125 "{/*\n"
1126 " ` @ $\n"
1127 " */gl_FragColor = vec4(1.0);\n"
Geoff Langfc32e8b2017-05-31 14:16:59 -04001128 "}\n";
1129
1130 ANGLE_GL_PROGRAM(program, vert, frag);
1131 EXPECT_GL_NO_ERROR();
1132
1133 for (char invalidChar : invalidSet)
1134 {
1135 std::string invalidName = validAttribName + invalidChar;
1136 glGetAttribLocation(program, invalidName.c_str());
1137 EXPECT_GL_ERROR(GL_INVALID_VALUE)
1138 << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
1139
1140 glBindAttribLocation(program, 0, invalidName.c_str());
1141 EXPECT_GL_ERROR(GL_INVALID_VALUE)
1142 << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
1143 }
1144
1145 for (char invalidChar : invalidSet)
1146 {
1147 std::string invalidName = validUniformName + invalidChar;
1148 glGetUniformLocation(program, invalidName.c_str());
1149 EXPECT_GL_ERROR(GL_INVALID_VALUE)
1150 << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
1151 }
1152
1153 for (char invalidChar : invalidSet)
1154 {
1155 std::string invalidAttribName = validAttribName + invalidChar;
1156 const char *invalidVert[] = {
1157 "attribute float ",
1158 invalidAttribName.c_str(),
1159 ";\n",
1160 "void main()\n",
1161 "{\n",
1162 " gl_Position = vec4(1.0);\n",
1163 "}\n",
1164 };
1165
1166 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
1167 glShaderSource(shader, static_cast<GLsizei>(ArraySize(invalidVert)), invalidVert, nullptr);
1168 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1169 glDeleteShader(shader);
1170 }
1171}
1172
Geoff Langcab92ee2017-07-19 17:32:07 -04001173// Test that line continuation is handled correctly when valdiating shader source
1174TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
1175{
1176 const char *validVert =
1177 "#version 300 es\n"
1178 "precision mediump float;\n"
1179 "\n"
1180 "void main ()\n"
1181 "{\n"
1182 " float f\\\n"
1183 "oo = 1.0;\n"
1184 " gl_Position = vec4(foo);\n"
1185 "}\n";
1186
1187 const char *invalidVert =
1188 "#version 300 es\n"
1189 "precision mediump float;\n"
1190 "\n"
1191 "void main ()\n"
1192 "{\n"
1193 " float f\\$\n"
1194 "oo = 1.0;\n"
1195 " gl_Position = vec4(foo);\n"
1196 "}\n";
1197
1198 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
1199 glShaderSource(shader, 1, &validVert, nullptr);
1200 EXPECT_GL_NO_ERROR();
1201 glShaderSource(shader, 1, &invalidVert, nullptr);
1202 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1203 glDeleteShader(shader);
1204}
1205
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001206// Tests bindAttribLocations for reserved prefixes and length limits
1207TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
1208{
1209 constexpr int maxLocStringLength = 256;
1210 const std::string tooLongString(maxLocStringLength + 1, '_');
1211
1212 glBindAttribLocation(0, 0, "_webgl_var");
1213
1214 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1215
1216 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
1217
1218 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1219}
1220
Corentin Wallezfd456442016-12-21 17:57:00 -05001221// Test the checks for OOB reads in the vertex buffers, instanced version
1222TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
1223{
1224 const std::string &vert =
1225 "attribute float a_pos;\n"
Geoff Lang407d4e72017-04-12 14:54:11 -04001226 "attribute float a_w;\n"
Corentin Wallezfd456442016-12-21 17:57:00 -05001227 "void main()\n"
1228 "{\n"
Geoff Lang407d4e72017-04-12 14:54:11 -04001229 " gl_Position = vec4(a_pos, a_pos, a_pos, a_w);\n"
Corentin Wallezfd456442016-12-21 17:57:00 -05001230 "}\n";
1231
1232 const std::string &frag =
1233 "precision highp float;\n"
1234 "void main()\n"
1235 "{\n"
1236 " gl_FragColor = vec4(1.0);\n"
1237 "}\n";
1238
1239 ANGLE_GL_PROGRAM(program, vert, frag);
1240
1241 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1242 ASSERT_NE(-1, posLocation);
Geoff Lang407d4e72017-04-12 14:54:11 -04001243
1244 GLint wLocation = glGetAttribLocation(program.get(), "a_w");
1245 ASSERT_NE(-1, wLocation);
1246
Corentin Wallezfd456442016-12-21 17:57:00 -05001247 glUseProgram(program.get());
1248
1249 GLBuffer buffer;
1250 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
1251 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1252
1253 glEnableVertexAttribArray(posLocation);
1254 glVertexAttribDivisor(posLocation, 1);
1255
Geoff Lang407d4e72017-04-12 14:54:11 -04001256 glEnableVertexAttribArray(wLocation);
1257 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1258 glVertexAttribDivisor(wLocation, 0);
1259
Corentin Wallezfd456442016-12-21 17:57:00 -05001260 const uint8_t* zeroOffset = nullptr;
1261
1262 // Test touching the last element is valid.
1263 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1264 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1265 ASSERT_GL_NO_ERROR();
1266
1267 // Test touching the last element + 1 is invalid.
1268 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1269 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1270 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1271
1272 // Test touching the last element is valid, using a stride.
1273 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1274 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1275 ASSERT_GL_NO_ERROR();
1276
1277 // Test touching the last element + 1 is invalid, using a stride.
1278 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1279 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1280 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1281
1282 // Test any offset is valid if no vertices are drawn.
1283 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1284 glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
1285 ASSERT_GL_NO_ERROR();
1286}
1287
Corentin Wallez0dc97812017-06-22 14:38:44 -04001288// Test that having no attributes with a zero divisor is valid in WebGL2
Geoff Lang407d4e72017-04-12 14:54:11 -04001289TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
1290{
1291 const std::string &vert =
1292 "attribute float a_pos;\n"
1293 "void main()\n"
1294 "{\n"
1295 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
1296 "}\n";
1297
1298 const std::string &frag =
1299 "precision highp float;\n"
1300 "void main()\n"
1301 "{\n"
1302 " gl_FragColor = vec4(1.0);\n"
1303 "}\n";
1304
1305 ANGLE_GL_PROGRAM(program, vert, frag);
1306
1307 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1308 ASSERT_NE(-1, posLocation);
1309
1310 glUseProgram(program.get());
1311
1312 GLBuffer buffer;
1313 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
1314 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1315
1316 glEnableVertexAttribArray(posLocation);
1317 glVertexAttribDivisor(posLocation, 1);
1318
Geoff Lang407d4e72017-04-12 14:54:11 -04001319 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1320 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
Geoff Lang407d4e72017-04-12 14:54:11 -04001321 ASSERT_GL_NO_ERROR();
1322}
1323
Corentin Wallez0844f2d2017-01-31 17:02:59 -05001324// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
1325TEST_P(WebGLCompatibilityTest, NPOT)
1326{
1327 EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
1328
1329 // Create a texture and set an NPOT mip 0, should always be acceptable.
1330 GLTexture texture;
1331 glBindTexture(GL_TEXTURE_2D, texture.get());
1332 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1333 ASSERT_GL_NO_ERROR();
1334
1335 // Try setting an NPOT mip 1 and verify the error if WebGL 1
1336 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1337 if (getClientMajorVersion() < 3)
1338 {
1339 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1340 }
1341 else
1342 {
1343 ASSERT_GL_NO_ERROR();
1344 }
1345
1346 if (extensionRequestable("GL_OES_texture_npot"))
1347 {
1348 glRequestExtensionANGLE("GL_OES_texture_npot");
1349 ASSERT_GL_NO_ERROR();
1350
1351 // Try again to set NPOT mip 1
1352 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1353 ASSERT_GL_NO_ERROR();
1354 }
1355}
1356
Jamie Madillcad97ee2017-02-02 18:52:44 -05001357template <typename T>
1358void FillTexture2D(GLuint texture,
1359 GLsizei width,
1360 GLsizei height,
1361 const T &onePixelData,
1362 GLint level,
1363 GLint internalFormat,
1364 GLenum format,
1365 GLenum type)
1366{
1367 std::vector<T> allPixelsData(width * height, onePixelData);
1368
1369 glBindTexture(GL_TEXTURE_2D, texture);
1370 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1371 allPixelsData.data());
1372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1376}
1377
Frank Henigman875bbba2017-02-08 16:38:17 -05001378// Test that unset gl_Position defaults to (0,0,0,0).
1379TEST_P(WebGLCompatibilityTest, DefaultPosition)
1380{
1381 // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
1382 // and green otherwise. The center of each quadrant will be red if and only if all
1383 // four corners are red.
1384 const std::string vertexShader =
1385 "attribute vec3 pos;\n"
1386 "varying vec4 color;\n"
1387 "void main() {\n"
1388 " if (gl_Position == vec4(0,0,0,0)) {\n"
1389 " color = vec4(1,0,0,1);\n"
1390 " } else {\n"
1391 " color = vec4(0,1,0,1);\n"
1392 " }\n"
1393 " gl_Position = vec4(pos,1);\n"
1394 "}\n";
1395
1396 const std::string fragmentShader =
1397 "precision mediump float;\n"
1398 "varying vec4 color;\n"
1399 "void main() {\n"
1400 " gl_FragColor = color;\n"
1401 "}\n";
1402
1403 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1404 drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
1405 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
1406 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
1407 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
1408 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
1409}
1410
Jamie Madilla4595b82017-01-11 17:36:34 -05001411// Tests that a rendering feedback loop triggers a GL error under WebGL.
1412// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
1413TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
1414{
1415 const std::string vertexShader =
1416 "attribute vec4 a_position;\n"
1417 "varying vec2 v_texCoord;\n"
1418 "void main() {\n"
1419 " gl_Position = a_position;\n"
1420 " v_texCoord = (a_position.xy * 0.5) + 0.5;\n"
1421 "}\n";
1422
1423 const std::string fragmentShader =
1424 "precision mediump float;\n"
1425 "varying vec2 v_texCoord;\n"
1426 "uniform sampler2D u_texture;\n"
1427 "void main() {\n"
1428 " // Shader swizzles color channels so we can tell if the draw succeeded.\n"
1429 " gl_FragColor = texture2D(u_texture, v_texCoord).gbra;\n"
1430 "}\n";
1431
1432 GLTexture texture;
Jamie Madillcad97ee2017-02-02 18:52:44 -05001433 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -05001434
1435 ASSERT_GL_NO_ERROR();
1436
1437 GLFramebuffer framebuffer;
1438 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1439 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1440
1441 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1442
1443 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1444
1445 GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
1446 ASSERT_NE(-1, uniformLoc);
1447
1448 glUseProgram(program.get());
1449 glUniform1i(uniformLoc, 0);
1450 glDisable(GL_BLEND);
1451 glDisable(GL_DEPTH_TEST);
1452 ASSERT_GL_NO_ERROR();
1453
1454 // Drawing with a texture that is also bound to the current framebuffer should fail
1455 glBindTexture(GL_TEXTURE_2D, texture.get());
1456 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1457 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1458
1459 // Ensure that the texture contents did not change after the previous render
1460 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1461 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1462 ASSERT_GL_NO_ERROR();
1463 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
1464
1465 // Drawing when texture is bound to an inactive uniform should succeed
1466 GLTexture texture2;
Jamie Madillcad97ee2017-02-02 18:52:44 -05001467 FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -05001468
1469 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1470 glActiveTexture(GL_TEXTURE1);
1471 glBindTexture(GL_TEXTURE_2D, texture.get());
1472 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1473 ASSERT_GL_NO_ERROR();
1474 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1475}
1476
Bryan Bernhart58806562017-01-05 13:09:31 -08001477// Test for the max draw buffers and color attachments.
1478TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
1479{
1480 // This test only applies to ES2.
1481 if (getClientMajorVersion() != 2)
1482 {
1483 return;
1484 }
1485
1486 GLFramebuffer fbo[2];
1487 glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
1488
1489 // Test that is valid when we bind with a single attachment point.
1490 GLTexture texture;
1491 glBindTexture(GL_TEXTURE_2D, texture.get());
1492 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1494 ASSERT_GL_NO_ERROR();
1495
1496 // Test that enabling the draw buffers extension will allow us to bind with a non-zero
1497 // attachment point.
1498 if (extensionRequestable("GL_EXT_draw_buffers"))
1499 {
1500 glRequestExtensionANGLE("GL_EXT_draw_buffers");
1501 EXPECT_GL_NO_ERROR();
1502 EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
1503
1504 glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
1505
1506 GLTexture texture2;
1507 glBindTexture(GL_TEXTURE_2D, texture2.get());
1508 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1509 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
1510 0);
1511 ASSERT_GL_NO_ERROR();
1512 }
1513}
1514
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001515// Test that the offset in the index buffer is forced to be a multiple of the element size
1516TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
1517{
1518 const std::string &vert =
1519 "attribute vec3 a_pos;\n"
1520 "void main()\n"
1521 "{\n"
1522 " gl_Position = vec4(a_pos, 1.0);\n"
1523 "}\n";
1524
1525 const std::string &frag =
1526 "precision highp float;\n"
1527 "void main()\n"
1528 "{\n"
1529 " gl_FragColor = vec4(1.0);\n"
1530 "}\n";
1531
1532 ANGLE_GL_PROGRAM(program, vert, frag);
1533
1534 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1535 ASSERT_NE(-1, posLocation);
1536 glUseProgram(program.get());
1537
1538 const auto &vertices = GetQuadVertices();
1539
1540 GLBuffer vertexBuffer;
1541 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
1542 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
1543 GL_STATIC_DRAW);
1544
1545 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
1546 glEnableVertexAttribArray(posLocation);
1547
1548 GLBuffer indexBuffer;
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001549 const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001550 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
1551 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
1552
1553 ASSERT_GL_NO_ERROR();
1554
1555 const char *zeroIndices = nullptr;
1556
1557 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
1558 ASSERT_GL_NO_ERROR();
1559
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001560 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001561 ASSERT_GL_NO_ERROR();
1562
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001563 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001564 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1565}
1566
1567// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
1568// size
1569TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
1570{
1571 const char *zeroOffset = nullptr;
1572
1573 // Base case, vector of two floats
1574 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
1575 ASSERT_GL_NO_ERROR();
1576
1577 // Test setting a non-multiple offset
1578 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
1579 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1580 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
1581 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1582 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
1583 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1584
1585 // Test setting a non-multiple stride
1586 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
1587 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1588 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
1589 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1590 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
1591 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1592}
1593
Jamie Madillcad97ee2017-02-02 18:52:44 -05001594void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
1595 const std::array<GLenum, 2> &drawBuffers,
1596 GLenum expectedError)
1597{
1598 glDrawBuffersEXT(2, drawBuffers.data());
1599
1600 // Make sure framebuffer is complete before feedback loop detection
1601 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1602
1603 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
1604
1605 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
1606 // it should be NO_ERROR"
1607 EXPECT_GL_ERROR(expectedError);
1608}
1609
1610// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
1611// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
1612TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
1613{
1614 const std::string vertexShader =
1615 "attribute vec4 aPosition;\n"
1616 "varying vec2 texCoord;\n"
1617 "void main() {\n"
1618 " gl_Position = aPosition;\n"
1619 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
1620 "}\n";
1621
1622 const std::string fragmentShader =
1623 "#extension GL_EXT_draw_buffers : require\n"
1624 "precision mediump float;\n"
1625 "uniform sampler2D tex;\n"
1626 "varying vec2 texCoord;\n"
1627 "void main() {\n"
1628 " gl_FragData[0] = texture2D(tex, texCoord);\n"
1629 " gl_FragData[1] = texture2D(tex, texCoord);\n"
1630 "}\n";
1631
1632 GLsizei width = 8;
1633 GLsizei height = 8;
1634
1635 // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
1636 // extension and gl_FragData semantics are changed to enforce indexing by zero always.
1637 // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
1638 if (/*!extensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
1639 {
1640 // No WEBGL_draw_buffers support -- this is legal.
1641 return;
1642 }
1643
1644 GLint maxDrawBuffers = 0;
1645 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
1646
1647 if (maxDrawBuffers < 2)
1648 {
1649 std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
1650 return;
1651 }
1652
1653 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1654 glUseProgram(program.get());
1655 glViewport(0, 0, width, height);
1656
1657 GLTexture tex0;
1658 GLTexture tex1;
1659 GLFramebuffer fbo;
1660 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1661 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1662 ASSERT_GL_NO_ERROR();
1663
1664 glBindTexture(GL_TEXTURE_2D, tex1.get());
1665 GLint texLoc = glGetUniformLocation(program.get(), "tex");
1666 ASSERT_NE(-1, texLoc);
1667 glUniform1i(texLoc, 0);
1668 ASSERT_GL_NO_ERROR();
1669
1670 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
1671 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
1672 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
1673 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
1674
1675 drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
1676 GL_INVALID_OPERATION);
1677 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
1678 GL_INVALID_OPERATION);
1679 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
1680}
1681
Jamie Madill07be8bf2017-02-02 19:59:57 -05001682// Test tests that texture copying feedback loops are properly rejected in WebGL.
1683// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
1684TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
1685{
1686 GLTexture texture;
1687 glBindTexture(GL_TEXTURE_2D, texture.get());
1688 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1693
1694 GLTexture texture2;
1695 glBindTexture(GL_TEXTURE_2D, texture2.get());
1696 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1701
1702 GLFramebuffer framebuffer;
1703 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1704 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1705
1706 // framebuffer should be FRAMEBUFFER_COMPLETE.
1707 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1708 ASSERT_GL_NO_ERROR();
1709
1710 // testing copyTexImage2D
1711
1712 // copyTexImage2D to same texture but different level
1713 glBindTexture(GL_TEXTURE_2D, texture.get());
1714 glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
1715 EXPECT_GL_NO_ERROR();
1716
1717 // copyTexImage2D to same texture same level, invalid feedback loop
1718 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
1719 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1720
1721 // copyTexImage2D to different texture
1722 glBindTexture(GL_TEXTURE_2D, texture2.get());
1723 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
1724 EXPECT_GL_NO_ERROR();
1725
1726 // testing copyTexSubImage2D
1727
1728 // copyTexSubImage2D to same texture but different level
1729 glBindTexture(GL_TEXTURE_2D, texture.get());
1730 glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
1731 EXPECT_GL_NO_ERROR();
1732
1733 // copyTexSubImage2D to same texture same level, invalid feedback loop
1734 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
1735 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1736
1737 // copyTexSubImage2D to different texture
1738 glBindTexture(GL_TEXTURE_2D, texture2.get());
1739 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
1740 EXPECT_GL_NO_ERROR();
1741}
1742
1743void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
1744 const std::array<GLenum, 2> &drawBuffers,
1745 GLenum expectedError)
1746{
1747 glDrawBuffers(2, drawBuffers.data());
1748
1749 // Make sure framebuffer is complete before feedback loop detection
1750 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1751
1752 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
1753
1754 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
1755 // it should be NO_ERROR"
1756 EXPECT_GL_ERROR(expectedError);
1757}
1758
Yuly Novikov817232e2017-02-22 18:36:10 -05001759// Tests invariance matching rules between built in varyings.
1760// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
1761TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
1762{
1763 const std::string vertexShaderVariant =
1764 "varying vec4 v_varying;\n"
1765 "void main()\n"
1766 "{\n"
1767 " gl_PointSize = 1.0;\n"
1768 " gl_Position = v_varying;\n"
1769 "}";
1770 const std::string fragmentShaderInvariantGlFragCoord =
1771 "invariant gl_FragCoord;\n"
1772 "void main()\n"
1773 "{\n"
1774 " gl_FragColor = gl_FragCoord;\n"
1775 "}";
1776 const std::string fragmentShaderInvariantGlPointCoord =
1777 "invariant gl_PointCoord;\n"
1778 "void main()\n"
1779 "{\n"
1780 " gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);\n"
1781 "}";
1782
1783 GLuint program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlFragCoord);
1784 EXPECT_EQ(0u, program);
1785
1786 program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlPointCoord);
1787 EXPECT_EQ(0u, program);
1788}
1789
Yuly Novikovcaa5cda2017-06-15 21:14:03 -04001790// Tests global namespace conflicts between uniforms and attributes.
1791// Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
1792TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
1793{
1794 const std::string vertexShader =
1795 "attribute vec4 foo;\n"
1796 "void main()\n"
1797 "{\n"
1798 " gl_Position = foo;\n"
1799 "}";
1800 const std::string fragmentShader =
1801 "precision mediump float;\n"
1802 "uniform vec4 foo;\n"
1803 "void main()\n"
1804 "{\n"
1805 " gl_FragColor = foo;\n"
1806 "}";
1807
1808 GLuint program = CompileProgram(vertexShader, fragmentShader);
1809 EXPECT_EQ(0u, program);
1810}
1811
Geoff Lang966c9402017-04-18 12:38:27 -04001812// Test dimension and image size validation of compressed textures
1813TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
1814{
1815 if (extensionRequestable("GL_EXT_texture_compression_dxt1"))
1816 {
1817 glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
1818 }
1819
1820 if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
1821 {
1822 std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available."
1823 << std::endl;
1824 return;
1825 }
1826
1827 constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
1828
1829 GLTexture texture;
1830 glBindTexture(GL_TEXTURE_2D, texture);
1831
1832 // Regular case, verify that it works
1833 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1834 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1835 ASSERT_GL_NO_ERROR();
1836
1837 // Test various dimensions that are not valid
1838 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
1839 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1840 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1841
1842 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
1843 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1844 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1845
1846 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
1847 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1848 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1849
1850 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
1851 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1852 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1853
1854 // Test various image sizes that are not valid
1855 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1856 sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
1857 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1858
1859 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1860 sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
1861 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1862
1863 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
1864 CompressedImageDXT1);
1865 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1866
1867 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
1868 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1869 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1870
1871 // Fill a full mip chain and verify that it works
1872 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1873 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1874 glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
1875 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1876 glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
1877 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1878 ASSERT_GL_NO_ERROR();
1879
1880 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1881 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1882 ASSERT_GL_NO_ERROR();
1883
1884 // Test that non-block size sub-uploads are not valid for the 0 mip
1885 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1886 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1887 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1888
1889 // Test that non-block size sub-uploads are valid for if they fill the whole mip
1890 glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1891 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1892 glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1893 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1894 ASSERT_GL_NO_ERROR();
1895
1896 // Test that if the format miss-matches the texture, an error is generated
1897 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
1898 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1899 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1900}
1901
Geoff Lang677bb6f2017-04-05 12:40:40 -04001902TEST_P(WebGLCompatibilityTest, L32FTextures)
1903{
1904 constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
1905 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
1906
1907 for (auto extension : FloatingPointTextureExtensions)
1908 {
1909 if (strlen(extension) > 0 && extensionRequestable(extension))
1910 {
1911 glRequestExtensionANGLE(extension);
1912 ASSERT_GL_NO_ERROR();
1913 }
1914
1915 // Unsized L 32F
1916 {
1917 bool texture = extensionEnabled("GL_OES_texture_float");
1918 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1919 bool render = false;
1920 TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
1921 textureData, readPixelData);
1922 }
1923
1924 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1925 {
1926 // Sized L 32F
1927 bool texture = extensionEnabled("GL_OES_texture_float") &&
1928 extensionEnabled("GL_EXT_texture_storage");
1929 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1930 bool render = false;
1931 TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
1932 render, textureData, readPixelData);
1933 }
1934 }
1935}
1936
1937TEST_P(WebGLCompatibilityTest, A32FTextures)
1938{
1939 constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
1940 constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
1941
1942 for (auto extension : FloatingPointTextureExtensions)
1943 {
1944 if (strlen(extension) > 0 && extensionRequestable(extension))
1945 {
1946 glRequestExtensionANGLE(extension);
1947 ASSERT_GL_NO_ERROR();
1948 }
1949
1950 // Unsized A 32F
1951 {
1952 bool texture = extensionEnabled("GL_OES_texture_float");
1953 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1954 bool render = false;
1955 TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
1956 textureData, readPixelData);
1957 }
1958
1959 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1960 {
1961 // Sized A 32F
1962 bool texture = extensionEnabled("GL_OES_texture_float") &&
1963 extensionEnabled("GL_EXT_texture_storage");
1964 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1965 bool render = false;
1966 TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
1967 textureData, readPixelData);
1968 }
1969 }
1970}
1971
1972TEST_P(WebGLCompatibilityTest, LA32FTextures)
1973{
1974 constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
1975 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
1976 textureData[1]};
1977
1978 for (auto extension : FloatingPointTextureExtensions)
1979 {
1980 if (strlen(extension) > 0 && extensionRequestable(extension))
1981 {
1982 glRequestExtensionANGLE(extension);
1983 ASSERT_GL_NO_ERROR();
1984 }
1985
1986 // Unsized LA 32F
1987 {
1988 bool texture = extensionEnabled("GL_OES_texture_float");
1989 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1990 bool render = false;
1991 TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
1992 filter, render, textureData, readPixelData);
1993 }
1994
1995 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1996 {
1997 // Sized LA 32F
1998 bool texture = extensionEnabled("GL_OES_texture_float") &&
1999 extensionEnabled("GL_EXT_texture_storage");
2000 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2001 bool render = false;
2002 TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
2003 filter, render, textureData, readPixelData);
2004 }
2005 }
2006}
2007
2008TEST_P(WebGLCompatibilityTest, R32FTextures)
2009{
2010 constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
2011
2012 for (auto extension : FloatingPointTextureExtensions)
2013 {
2014 if (strlen(extension) > 0 && extensionRequestable(extension))
2015 {
2016 glRequestExtensionANGLE(extension);
2017 ASSERT_GL_NO_ERROR();
2018 }
2019
2020 // Unsized R 32F
2021 {
2022 bool texture =
2023 extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg");
2024 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2025 bool render = extensionEnabled("GL_EXT_color_buffer_float");
2026 TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
2027 }
2028
2029 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2030 {
2031 // Sized R 32F
2032 bool texture =
2033 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
2034 extensionEnabled("GL_EXT_texture_rg") &&
2035 extensionEnabled("GL_EXT_texture_storage"));
2036 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2037 bool render = extensionEnabled("GL_EXT_color_buffer_float");
2038 TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
2039 }
2040 }
2041}
2042
2043TEST_P(WebGLCompatibilityTest, RG32FTextures)
2044{
2045 constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
2046
2047 for (auto extension : FloatingPointTextureExtensions)
2048 {
2049 if (strlen(extension) > 0 && extensionRequestable(extension))
2050 {
2051 glRequestExtensionANGLE(extension);
2052 ASSERT_GL_NO_ERROR();
2053 }
2054
2055 // Unsized RG 32F
2056 {
2057 bool texture =
2058 (extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg"));
2059 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2060 bool render = extensionEnabled("GL_EXT_color_buffer_float");
2061 TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
2062 }
2063
2064 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2065 {
2066 // Sized RG 32F
2067 bool texture =
2068 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
2069 extensionEnabled("GL_EXT_texture_rg") &&
2070 extensionEnabled("GL_EXT_texture_storage"));
2071 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2072 bool render = extensionEnabled("GL_EXT_color_buffer_float");
2073 TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
2074 }
2075 }
2076}
2077
2078TEST_P(WebGLCompatibilityTest, RGB32FTextures)
2079{
Geoff Lang40762ef2017-05-08 13:47:03 -04002080 if (IsLinux() && IsIntel())
2081 {
2082 std::cout << "Test skipped on Linux Intel." << std::endl;
2083 return;
2084 }
2085
Geoff Lang677bb6f2017-04-05 12:40:40 -04002086 constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
2087
2088 for (auto extension : FloatingPointTextureExtensions)
2089 {
2090 if (strlen(extension) > 0 && extensionRequestable(extension))
2091 {
2092 glRequestExtensionANGLE(extension);
2093 ASSERT_GL_NO_ERROR();
2094 }
2095
2096 // Unsized RGB 32F
2097 {
2098 bool texture = extensionEnabled("GL_OES_texture_float");
2099 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2100 bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
2101 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
2102 }
2103
2104 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2105 {
2106 // Sized RGBA 32F
2107 bool texture =
2108 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
2109 extensionEnabled("GL_EXT_texture_storage"));
2110 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2111 bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
2112 TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
2113 data);
2114 }
2115 }
2116}
2117
2118TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
2119{
2120 constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
2121
2122 for (auto extension : FloatingPointTextureExtensions)
2123 {
2124 if (strlen(extension) > 0 && extensionRequestable(extension))
2125 {
2126 glRequestExtensionANGLE(extension);
2127 ASSERT_GL_NO_ERROR();
2128 }
2129
2130 // Unsized RGBA 32F
2131 {
2132 bool texture = extensionEnabled("GL_OES_texture_float");
2133 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2134 bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
2135 extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
2136 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
2137 }
2138
2139 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2140 {
2141 // Sized RGBA 32F
2142 bool texture =
2143 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
2144 extensionEnabled("GL_EXT_texture_storage"));
2145 bool filter = extensionEnabled("GL_OES_texture_float_linear");
2146 bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
2147 extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
2148 TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
2149 data);
2150 }
2151 }
2152}
2153
2154TEST_P(WebGLCompatibilityTest, R16FTextures)
2155{
2156 constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
2157 const GLushort textureData[] = {
2158 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2159 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2160
2161 for (auto extension : FloatingPointTextureExtensions)
2162 {
2163 if (strlen(extension) > 0 && extensionRequestable(extension))
2164 {
2165 glRequestExtensionANGLE(extension);
2166 ASSERT_GL_NO_ERROR();
2167 }
2168
2169 // Unsized R 16F (OES)
2170 {
2171 bool texture = extensionEnabled("GL_OES_texture_half_float") &&
2172 extensionEnabled("GL_EXT_texture_rg");
2173 bool filter = getClientMajorVersion() >= 3 ||
2174 extensionEnabled("GL_OES_texture_half_float_linear");
2175 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
2176 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
2177 textureData, readPixelsData);
2178 }
2179
2180 // Unsized R 16F
2181 {
2182 bool texture = false;
2183 bool filter = false;
2184 bool render = false;
2185 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
2186 textureData, readPixelsData);
2187 }
2188
2189 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2190 {
2191 // Sized R 16F
2192 bool texture = getClientMajorVersion() >= 3;
2193 bool filter = getClientMajorVersion() >= 3 ||
2194 extensionEnabled("GL_OES_texture_half_float_linear");
2195 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2196 extensionEnabled("GL_EXT_color_buffer_float");
2197 TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
2198 textureData, readPixelsData);
2199 }
2200 }
2201}
2202
2203TEST_P(WebGLCompatibilityTest, RG16FTextures)
2204{
2205 constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
2206 const GLushort textureData[] = {
2207 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2208 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2209
2210 for (auto extension : FloatingPointTextureExtensions)
2211 {
2212 if (strlen(extension) > 0 && extensionRequestable(extension))
2213 {
2214 glRequestExtensionANGLE(extension);
2215 ASSERT_GL_NO_ERROR();
2216 }
2217
2218 // Unsized RG 16F (OES)
2219 {
2220 bool texture = extensionEnabled("GL_OES_texture_half_float") &&
2221 extensionEnabled("GL_EXT_texture_rg");
2222 bool filter = getClientMajorVersion() >= 3 ||
2223 extensionEnabled("GL_OES_texture_half_float_linear");
2224 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") &&
2225 extensionEnabled("GL_EXT_texture_rg");
2226 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
2227 textureData, readPixelsData);
2228 }
2229
2230 // Unsized RG 16F
2231 {
2232 bool texture = false;
2233 bool filter = false;
2234 bool render = false;
2235 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
2236 textureData, readPixelsData);
2237 }
2238
2239 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2240 {
2241 // Sized RG 16F
2242 bool texture = getClientMajorVersion() >= 3;
2243 bool filter = getClientMajorVersion() >= 3 ||
2244 extensionEnabled("GL_OES_texture_half_float_linear");
2245 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2246 extensionEnabled("GL_EXT_color_buffer_float");
2247 TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
2248 textureData, readPixelsData);
2249 }
2250 }
2251}
2252
2253TEST_P(WebGLCompatibilityTest, RGB16FTextures)
2254{
Geoff Lang40762ef2017-05-08 13:47:03 -04002255 if (IsOzone() && IsIntel())
2256 {
2257 std::cout << "Test skipped on Intel Ozone." << std::endl;
2258 return;
2259 }
2260
Geoff Lang677bb6f2017-04-05 12:40:40 -04002261 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
2262 const GLushort textureData[] = {
2263 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2264 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2265
2266 for (auto extension : FloatingPointTextureExtensions)
2267 {
2268 if (strlen(extension) > 0 && extensionRequestable(extension))
2269 {
2270 glRequestExtensionANGLE(extension);
2271 ASSERT_GL_NO_ERROR();
2272 }
2273
2274 // Unsized RGB 16F (OES)
2275 {
2276 bool texture = extensionEnabled("GL_OES_texture_half_float");
2277 bool filter = getClientMajorVersion() >= 3 ||
2278 extensionEnabled("GL_OES_texture_half_float_linear");
2279 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
2280 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
2281 textureData, readPixelsData);
2282 }
2283
2284 // Unsized RGB 16F
2285 {
2286 bool texture = false;
2287 bool filter = false;
2288 bool render = false;
2289 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
2290 textureData, readPixelsData);
2291 }
2292
2293 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2294 {
2295 // Sized RGB 16F
2296 bool texture = getClientMajorVersion() >= 3;
2297 bool filter = getClientMajorVersion() >= 3 ||
2298 extensionEnabled("GL_OES_texture_half_float_linear");
2299 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
2300 TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
2301 textureData, readPixelsData);
2302 }
2303 }
2304}
2305
2306TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
2307{
Geoff Lang40762ef2017-05-08 13:47:03 -04002308 if (IsOzone() && IsIntel())
2309 {
2310 std::cout << "Test skipped on Intel Ozone." << std::endl;
2311 return;
2312 }
2313
Geoff Lang677bb6f2017-04-05 12:40:40 -04002314 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
2315 const GLushort textureData[] = {
2316 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2317 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2318
2319 for (auto extension : FloatingPointTextureExtensions)
2320 {
2321 if (strlen(extension) > 0 && extensionRequestable(extension))
2322 {
2323 glRequestExtensionANGLE(extension);
2324 ASSERT_GL_NO_ERROR();
2325 }
2326
2327 // Unsized RGBA 16F (OES)
2328 {
2329 bool texture = extensionEnabled("GL_OES_texture_half_float");
2330 bool filter = getClientMajorVersion() >= 3 ||
2331 extensionEnabled("GL_OES_texture_half_float_linear");
2332 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2333 extensionEnabled("GL_EXT_color_buffer_float");
2334 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
2335 textureData, readPixelsData);
2336 }
2337
2338 // Unsized RGBA 16F
2339 {
2340 bool texture = false;
2341 bool filter = false;
2342 bool render = false;
2343 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
2344 textureData, readPixelsData);
2345 }
2346
2347 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2348 {
2349 // Sized RGBA 16F
2350 bool texture = getClientMajorVersion() >= 3;
2351 bool filter = getClientMajorVersion() >= 3 ||
2352 extensionEnabled("GL_OES_texture_half_float_linear");
2353 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2354 extensionEnabled("GL_EXT_color_buffer_float");
2355 TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
2356 textureData, readPixelsData);
2357 }
2358 }
2359}
2360
Geoff Lang6e898aa2017-06-02 11:17:26 -04002361// Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
2362// accepted by glTexImage2D
2363TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
2364{
2365 if (getClientMajorVersion() != 2)
2366 {
2367 std::cout << "Test skipped because it is only valid for WebGL1 contexts." << std::endl;
2368 return;
2369 }
2370
2371 if (!extensionRequestable("GL_OES_texture_float"))
2372 {
2373 std::cout << "Test skipped because GL_OES_texture_float is not requestable." << std::endl;
2374 return;
2375 }
2376 glRequestExtensionANGLE("GL_OES_texture_float");
2377 ASSERT_GL_NO_ERROR();
2378
2379 GLTexture texture;
2380 glBindTexture(GL_TEXTURE_2D, texture);
2381
2382 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2383 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2384
2385 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
2386 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2387
2388 if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
2389 {
2390 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
2391 ASSERT_GL_NO_ERROR();
2392
2393 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2394 EXPECT_GL_NO_ERROR();
2395 }
2396
2397 if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
2398 {
2399 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
2400 ASSERT_GL_NO_ERROR();
2401
2402 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
2403 EXPECT_GL_NO_ERROR();
2404 }
2405}
2406
Jamie Madill07be8bf2017-02-02 19:59:57 -05002407// This tests that rendering feedback loops works as expected with WebGL 2.
2408// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
2409TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
2410{
2411 const std::string vertexShader =
2412 "#version 300 es\n"
2413 "in vec4 aPosition;\n"
2414 "out vec2 texCoord;\n"
2415 "void main() {\n"
2416 " gl_Position = aPosition;\n"
2417 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
2418 "}\n";
2419
2420 const std::string fragmentShader =
2421 "#version 300 es\n"
2422 "precision mediump float;\n"
2423 "uniform sampler2D tex;\n"
2424 "in vec2 texCoord;\n"
2425 "out vec4 oColor;\n"
2426 "void main() {\n"
2427 " oColor = texture(tex, texCoord);\n"
2428 "}\n";
2429
2430 GLsizei width = 8;
2431 GLsizei height = 8;
2432
2433 GLint maxDrawBuffers = 0;
2434 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2435 // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
2436 ASSERT_GE(maxDrawBuffers, 2);
2437
2438 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2439 glUseProgram(program.get());
2440 glViewport(0, 0, width, height);
2441
2442 GLTexture tex0;
2443 GLTexture tex1;
2444 GLFramebuffer fbo;
2445 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2446 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2447 ASSERT_GL_NO_ERROR();
2448
2449 glBindTexture(GL_TEXTURE_2D, tex1.get());
2450 GLint texLoc = glGetUniformLocation(program.get(), "tex");
2451 ASSERT_NE(-1, texLoc);
2452 glUniform1i(texLoc, 0);
2453
2454 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
2455 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
2456 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
2457 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
2458 ASSERT_GL_NO_ERROR();
2459
2460 drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
2461 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
2462 GL_INVALID_OPERATION);
2463 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
2464}
2465
Jamie Madill1d37bc52017-02-02 19:59:58 -05002466// This test covers detection of rendering feedback loops between the FBO and a depth Texture.
2467// Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
2468TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
2469{
2470 const std::string vertexShader =
2471 "#version 300 es\n"
2472 "in vec4 aPosition;\n"
2473 "out vec2 texCoord;\n"
2474 "void main() {\n"
2475 " gl_Position = aPosition;\n"
2476 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
2477 "}\n";
2478
2479 const std::string fragmentShader =
2480 "#version 300 es\n"
2481 "precision mediump float;\n"
2482 "uniform sampler2D tex;\n"
2483 "in vec2 texCoord;\n"
2484 "out vec4 oColor;\n"
2485 "void main() {\n"
2486 " oColor = texture(tex, texCoord);\n"
2487 "}\n";
2488
2489 GLsizei width = 8;
2490 GLsizei height = 8;
2491
2492 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2493 glUseProgram(program.get());
2494
2495 glViewport(0, 0, width, height);
2496
2497 GLint texLoc = glGetUniformLocation(program.get(), "tex");
2498 glUniform1i(texLoc, 0);
2499
2500 // Create textures and allocate storage
2501 GLTexture tex0;
2502 GLTexture tex1;
2503 GLRenderbuffer rb;
2504 FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2505 FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
2506 GL_UNSIGNED_INT);
2507 glBindRenderbuffer(GL_RENDERBUFFER, rb.get());
2508 glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
2509 ASSERT_GL_NO_ERROR();
2510
2511 GLFramebuffer fbo;
2512 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
2513 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
2514
2515 // Test rendering and sampling feedback loop for depth buffer
2516 glBindTexture(GL_TEXTURE_2D, tex1.get());
2517 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
2518 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2519
2520 // The same image is used as depth buffer during rendering.
2521 glEnable(GL_DEPTH_TEST);
2522 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2523 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2524
2525 // The same image is used as depth buffer. But depth mask is false.
2526 glDepthMask(GL_FALSE);
2527 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2528 EXPECT_GL_NO_ERROR();
2529
2530 // The same image is used as depth buffer. But depth test is not enabled during rendering.
2531 glDepthMask(GL_TRUE);
2532 glDisable(GL_DEPTH_TEST);
2533 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2534 EXPECT_GL_NO_ERROR();
2535
2536 // Test rendering and sampling feedback loop for stencil buffer
2537 glBindTexture(GL_RENDERBUFFER, rb.get());
2538 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
2539 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb.get());
2540 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2541 constexpr GLint stencilClearValue = 0x40;
2542 glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
2543
2544 // The same image is used as stencil buffer during rendering.
2545 glEnable(GL_STENCIL_TEST);
2546 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2547 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2548
2549 // The same image is used as stencil buffer. But stencil mask is zero.
2550 glStencilMask(0x0);
2551 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2552 EXPECT_GL_NO_ERROR();
2553
2554 // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
2555 glStencilMask(0xffff);
2556 glDisable(GL_STENCIL_TEST);
2557 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2558 EXPECT_GL_NO_ERROR();
2559}
2560
Jamie Madillfd3dd432017-02-02 19:59:59 -05002561// The source and the target for CopyTexSubImage3D are the same 3D texture.
2562// But the level of the 3D texture != the level of the read attachment.
2563TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
2564{
2565 GLTexture texture;
2566 GLFramebuffer framebuffer;
2567
2568 glBindTexture(GL_TEXTURE_3D, texture.get());
2569 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2570
2571 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2572 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2573 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
2574 ASSERT_GL_NO_ERROR();
2575
2576 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
2577 EXPECT_GL_NO_ERROR();
2578}
2579
2580// The source and the target for CopyTexSubImage3D are the same 3D texture.
2581// But the zoffset of the 3D texture != the layer of the read attachment.
2582TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
2583{
2584 GLTexture texture;
2585 GLFramebuffer framebuffer;
2586
2587 glBindTexture(GL_TEXTURE_3D, texture.get());
2588 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2589
2590 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2591 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
2592 ASSERT_GL_NO_ERROR();
2593
2594 glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
2595 EXPECT_GL_NO_ERROR();
2596}
2597
2598// The source and the target for CopyTexSubImage3D are the same 3D texture.
2599// And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
2600TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
2601{
2602 GLTexture texture;
2603 GLFramebuffer framebuffer;
2604
2605 glBindTexture(GL_TEXTURE_3D, texture.get());
2606 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2607
2608 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2609 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2610 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2611 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
2612 ASSERT_GL_NO_ERROR();
2613
2614 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
2615 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2616}
2617
Corentin Wallez59c41592017-07-11 13:19:54 -04002618// Verify that errors are generated when there isn't a defined conversion between the clear type and
2619// the buffer type.
Geoff Lang76e65652017-03-27 14:58:02 -04002620TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
2621{
2622 if (IsD3D11())
2623 {
2624 std::cout << "Test skipped because it generates D3D11 runtime warnings." << std::endl;
2625 return;
2626 }
2627
2628 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
2629 constexpr int clearInt[] = {0, 0, 0, 0};
2630 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
2631
2632 GLTexture texture;
2633 GLFramebuffer framebuffer;
2634
2635 glBindTexture(GL_TEXTURE_2D, texture.get());
2636 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2637
2638 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
2639 ASSERT_GL_NO_ERROR();
2640
2641 // Unsigned integer buffer
2642 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
2643 ASSERT_GL_NO_ERROR();
2644
2645 glClearBufferfv(GL_COLOR, 0, clearFloat);
2646 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2647
2648 glClearBufferiv(GL_COLOR, 0, clearInt);
2649 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2650
2651 glClearBufferuiv(GL_COLOR, 0, clearUint);
2652 EXPECT_GL_NO_ERROR();
2653
2654 glClear(GL_COLOR_BUFFER_BIT);
2655 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2656
2657 // Integer buffer
2658 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
2659 ASSERT_GL_NO_ERROR();
2660
2661 glClearBufferfv(GL_COLOR, 0, clearFloat);
2662 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2663
2664 glClearBufferiv(GL_COLOR, 0, clearInt);
2665 EXPECT_GL_NO_ERROR();
2666
2667 glClearBufferuiv(GL_COLOR, 0, clearUint);
2668 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2669
2670 glClear(GL_COLOR_BUFFER_BIT);
2671 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2672
2673 // Float buffer
Geoff Lang677bb6f2017-04-05 12:40:40 -04002674 if (extensionRequestable("GL_EXT_color_buffer_float"))
2675 {
2676 glRequestExtensionANGLE("GL_EXT_color_buffer_float");
2677 }
Geoff Lang76e65652017-03-27 14:58:02 -04002678
Geoff Lang677bb6f2017-04-05 12:40:40 -04002679 if (extensionEnabled("GL_EXT_color_buffer_float"))
2680 {
2681 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2682 ASSERT_GL_NO_ERROR();
Geoff Lang76e65652017-03-27 14:58:02 -04002683
Geoff Lang677bb6f2017-04-05 12:40:40 -04002684 glClearBufferfv(GL_COLOR, 0, clearFloat);
2685 EXPECT_GL_NO_ERROR();
Geoff Lang76e65652017-03-27 14:58:02 -04002686
Geoff Lang677bb6f2017-04-05 12:40:40 -04002687 glClearBufferiv(GL_COLOR, 0, clearInt);
2688 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
Geoff Lang76e65652017-03-27 14:58:02 -04002689
Geoff Lang677bb6f2017-04-05 12:40:40 -04002690 glClearBufferuiv(GL_COLOR, 0, clearUint);
2691 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2692
2693 glClear(GL_COLOR_BUFFER_BIT);
2694 EXPECT_GL_NO_ERROR();
2695 }
Geoff Lang76e65652017-03-27 14:58:02 -04002696
2697 // Normalized uint buffer
2698 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2699 ASSERT_GL_NO_ERROR();
2700
2701 glClearBufferfv(GL_COLOR, 0, clearFloat);
2702 EXPECT_GL_NO_ERROR();
2703
2704 glClearBufferiv(GL_COLOR, 0, clearInt);
2705 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2706
2707 glClearBufferuiv(GL_COLOR, 0, clearUint);
2708 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2709
2710 glClear(GL_COLOR_BUFFER_BIT);
2711 EXPECT_GL_NO_ERROR();
2712}
2713
Corentin Wallez59c41592017-07-11 13:19:54 -04002714// Test the interaction of WebGL compatibility clears with default framebuffers
2715TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
2716{
2717 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
2718 constexpr int clearInt[] = {0, 0, 0, 0};
2719 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
2720
2721 // glClear works as usual, this is also a regression test for a bug where we
2722 // iterated on maxDrawBuffers for default framebuffers, triggering an assert
2723 glClear(GL_COLOR_BUFFER_BIT);
2724 EXPECT_GL_NO_ERROR();
2725
2726 // Default framebuffers are normalized uints, so only glClearBufferfv works.
2727 glClearBufferfv(GL_COLOR, 0, clearFloat);
2728 EXPECT_GL_NO_ERROR();
2729
2730 glClearBufferiv(GL_COLOR, 0, clearInt);
2731 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2732
2733 glClearBufferuiv(GL_COLOR, 0, clearUint);
2734 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2735}
2736
Geoff Lange4915782017-04-12 15:19:07 -04002737// Verify that errors are generate when trying to blit from an image to itself
2738TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
2739{
2740 GLTexture textures[2];
2741 glBindTexture(GL_TEXTURE_2D, textures[0]);
2742 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
2743 glBindTexture(GL_TEXTURE_2D, textures[1]);
2744 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
2745
2746 GLRenderbuffer renderbuffers[2];
2747 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
2748 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
2749 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
2750 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
2751
2752 GLFramebuffer framebuffers[2];
2753 glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
2754 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
2755
2756 ASSERT_GL_NO_ERROR();
2757
2758 // Same texture
2759 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2760 0);
2761 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2762 0);
2763 ASSERT_GL_NO_ERROR();
2764 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
2765 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2766
2767 // Same textures but different renderbuffers
2768 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2769 renderbuffers[0]);
2770 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2771 renderbuffers[1]);
2772 ASSERT_GL_NO_ERROR();
2773 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
2774 ASSERT_GL_NO_ERROR();
2775 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2776 GL_NEAREST);
2777 ASSERT_GL_NO_ERROR();
2778 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
2779 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2780 GL_NEAREST);
2781 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2782
2783 // Same renderbuffers but different textures
2784 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2785 0);
2786 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
2787 0);
2788 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2789 renderbuffers[0]);
2790 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2791 renderbuffers[0]);
2792 ASSERT_GL_NO_ERROR();
2793 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
2794 ASSERT_GL_NO_ERROR();
2795 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2796 GL_NEAREST);
2797 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2798 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
2799 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2800 GL_NEAREST);
2801 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2802}
2803
Geoff Lange0cff192017-05-30 13:04:56 -04002804// Verify that errors are generated when the fragment shader output doesn't match the bound color
2805// buffer types
2806TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
2807{
2808 const std::string vertexShader =
2809 "#version 300 es\n"
2810 "void main() {\n"
2811 " gl_Position = vec4(0, 0, 0, 1);\n"
2812 "}\n";
2813
2814 const std::string fragmentShader =
2815 "#version 300 es\n"
2816 "precision mediump float;\n"
2817 "layout(location = 0) out vec4 floatOutput;\n"
2818 "layout(location = 1) out uvec4 uintOutput;\n"
2819 "layout(location = 2) out ivec4 intOutput;\n"
2820 "void main() {\n"
2821 " floatOutput = vec4(0, 0, 0, 1);\n"
2822 " uintOutput = uvec4(0, 0, 0, 1);\n"
2823 " intOutput = ivec4(0, 0, 0, 1);\n"
2824 "}\n";
2825
2826 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2827 glUseProgram(program.get());
2828
2829 GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
2830 GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
2831 GLuint intLocation = glGetFragDataLocation(program, "intOutput");
2832
2833 GLFramebuffer fbo;
2834 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2835
2836 GLRenderbuffer floatRenderbuffer;
2837 glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
2838 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
2839 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
2840 floatRenderbuffer);
2841
2842 GLRenderbuffer uintRenderbuffer;
2843 glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
2844 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
2845 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2846 uintRenderbuffer);
2847
2848 GLRenderbuffer intRenderbuffer;
2849 glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
2850 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
2851 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2852 intRenderbuffer);
2853
2854 ASSERT_GL_NO_ERROR();
2855
2856 GLint maxDrawBuffers = 0;
2857 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2858 std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
2859 drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
2860 drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
2861 drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
2862
2863 glDrawBuffers(maxDrawBuffers, drawBuffers.data());
2864
2865 // Check that the correct case generates no errors
2866 glDrawArrays(GL_TRIANGLES, 0, 6);
2867 EXPECT_GL_NO_ERROR();
2868
2869 // Unbind some buffers and verify that there are still no errors
2870 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2871 0);
2872 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2873 0);
2874 glDrawArrays(GL_TRIANGLES, 0, 6);
2875 EXPECT_GL_NO_ERROR();
2876
2877 // Swap the int and uint buffers to and verify that an error is generated
2878 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2879 intRenderbuffer);
2880 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2881 uintRenderbuffer);
2882 glDrawArrays(GL_TRIANGLES, 0, 6);
2883 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2884
2885 // Swap the float and uint buffers to and verify that an error is generated
2886 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2887 floatRenderbuffer);
2888 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
2889 uintRenderbuffer);
2890 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2891 intRenderbuffer);
2892 glDrawArrays(GL_TRIANGLES, 0, 6);
2893 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2894}
2895
Geoff Lang9ab5b822017-05-30 16:19:23 -04002896// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
2897// types
2898TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMissmatch)
2899{
2900 const std::string vertexShader =
2901 "#version 300 es\n"
2902 "in vec4 floatInput;\n"
2903 "in uvec4 uintInput;\n"
2904 "in ivec4 intInput;\n"
2905 "void main() {\n"
2906 " gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);\n"
2907 "}\n";
2908
2909 const std::string fragmentShader =
2910 "#version 300 es\n"
2911 "precision mediump float;\n"
2912 "out vec4 outputColor;\n"
2913 "void main() {\n"
2914 " outputColor = vec4(0, 0, 0, 1);"
2915 "}\n";
2916
2917 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2918 glUseProgram(program.get());
2919
2920 GLint floatLocation = glGetAttribLocation(program, "floatInput");
2921 GLint uintLocation = glGetAttribLocation(program, "uintInput");
2922 GLint intLocation = glGetAttribLocation(program, "intInput");
2923
2924 // Default attributes are of float types
2925 glDrawArrays(GL_TRIANGLES, 0, 6);
2926 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2927
2928 // Set the default attributes to the correct types, should succeed
2929 glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
2930 glVertexAttribI4i(intLocation, 0, 0, 0, 1);
2931 glDrawArrays(GL_TRIANGLES, 0, 6);
2932 EXPECT_GL_NO_ERROR();
2933
2934 // Change the default float attribute to an integer, should fail
2935 glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
2936 glDrawArrays(GL_TRIANGLES, 0, 6);
2937 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2938
2939 // Use a buffer for some attributes
2940 GLBuffer buffer;
2941 glBindBuffer(GL_ARRAY_BUFFER, buffer);
2942 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
2943 glEnableVertexAttribArray(floatLocation);
2944 glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
2945 glDrawArrays(GL_TRIANGLES, 0, 6);
2946 EXPECT_GL_NO_ERROR();
2947
2948 // Use a float pointer attrib for a uint input
2949 glEnableVertexAttribArray(uintLocation);
2950 glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
2951 glDrawArrays(GL_TRIANGLES, 0, 6);
2952 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2953
2954 // Use a uint pointer for the uint input
2955 glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
2956 glDrawArrays(GL_TRIANGLES, 0, 6);
2957 EXPECT_GL_NO_ERROR();
2958}
2959
Corentin Walleze7557742017-06-01 13:09:57 -04002960// Tests the WebGL removal of undefined behavior when attachments aren't written to.
2961TEST_P(WebGLCompatibilityTest, DrawBuffers)
2962{
Corentin Walleze7557742017-06-01 13:09:57 -04002963 // Make sure we can use at least 4 attachments for the tests.
2964 bool useEXT = false;
2965 if (getClientMajorVersion() < 3)
2966 {
2967 if (!extensionRequestable("GL_EXT_draw_buffers"))
2968 {
2969 std::cout << "Test skipped because draw buffers are not available" << std::endl;
2970 return;
2971 }
2972
2973 glRequestExtensionANGLE("GL_EXT_draw_buffers");
2974 useEXT = true;
2975 EXPECT_GL_NO_ERROR();
2976 }
2977
2978 GLint maxDrawBuffers = 0;
2979 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2980 if (maxDrawBuffers < 4)
2981 {
2982 std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
2983 return;
2984 }
2985
2986 // Clears all the renderbuffers to red.
2987 auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
2988 GLFramebuffer clearFBO;
2989 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, clearFBO);
2990
2991 glClearColor(1, 0, 0, 1);
2992 for (int i = 0; i < 4; ++i)
2993 {
2994 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
2995 renderbuffers[i]);
2996 glClear(GL_COLOR_BUFFER_BIT);
2997 }
2998 ASSERT_GL_NO_ERROR();
2999 };
3000
3001 // Checks that the renderbuffers specified by mask have the correct color
3002 auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
3003 GLFramebuffer readFBO;
3004 glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
3005
3006 for (int i = 0; i < 4; ++i)
3007 {
3008 if (mask & (1 << i))
3009 {
3010 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3011 GL_RENDERBUFFER, renderbuffers[i]);
3012 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
3013 }
3014 }
3015 ASSERT_GL_NO_ERROR();
3016 };
3017
3018 // Depending on whether we are using the extension or ES3, a different entrypoint must be called
3019 auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
3020 if (useEXT)
3021 {
3022 glDrawBuffersEXT(numBuffers, buffers);
3023 }
3024 else
3025 {
3026 glDrawBuffers(numBuffers, buffers);
3027 }
3028 };
3029
3030 // Initialized the test framebuffer
3031 GLFramebuffer drawFBO;
3032 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
3033
3034 GLRenderbuffer renderbuffers[4];
3035 for (int i = 0; i < 4; ++i)
3036 {
3037 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
3038 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
3039 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
3040 renderbuffers[i]);
3041 }
3042
3043 ASSERT_GL_NO_ERROR();
3044
3045 const char *vertESSL1 =
3046 "attribute vec4 a_pos;\n"
3047 "void main()\n"
3048 "{\n"
3049 " gl_Position = a_pos;\n"
3050 "}\n";
3051 const char *vertESSL3 =
3052 "#version 300 es\n"
3053 "in vec4 a_pos;\n"
3054 "void main()\n"
3055 "{\n"
3056 " gl_Position = a_pos;\n"
3057 "}\n";
3058
3059 GLenum allDrawBuffers[] = {
3060 GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
3061 };
3062
3063 GLenum halfDrawBuffers[] = {
3064 GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
3065 };
3066
3067 // Test that when using gl_FragColor, only the first attachment is written to.
3068 const char *fragESSL1 =
3069 "precision highp float;\n"
3070 "void main()\n"
3071 "{\n"
3072 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
3073 "}\n";
3074 ANGLE_GL_PROGRAM(programESSL1, vertESSL1, fragESSL1);
3075
3076 {
3077 ClearEverythingToRed(renderbuffers);
3078
3079 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
3080 DrawBuffers(useEXT, 4, allDrawBuffers);
3081 drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
3082 ASSERT_GL_NO_ERROR();
3083
3084 CheckColors(renderbuffers, 0b0001, GLColor::green);
3085 CheckColors(renderbuffers, 0b1110, GLColor::red);
3086 }
3087
3088 // Test that when using gl_FragColor, but the first draw buffer is 0, then no attachment is
3089 // written to.
3090 {
3091 ClearEverythingToRed(renderbuffers);
3092
3093 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
3094 DrawBuffers(useEXT, 4, halfDrawBuffers);
3095 drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
3096 ASSERT_GL_NO_ERROR();
3097
3098 CheckColors(renderbuffers, 0b1111, GLColor::red);
3099 }
3100
3101 // Test what happens when rendering to a subset of the outputs. There is a behavior difference
3102 // between the extension and ES3. In the extension gl_FragData is implicitly declared as an
3103 // array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
3104 // should default to 0. On the contrary, in ES3 outputs are specified one by one, so
3105 // attachments not declared in the shader should not be written to.
3106 const char *writeOddOutputsVert;
3107 const char *writeOddOutputsFrag;
3108 GLColor unwrittenColor;
3109 if (useEXT)
3110 {
3111 // In the extension, when an attachment isn't written to, it should get 0's
3112 unwrittenColor = GLColor(0, 0, 0, 0);
3113 writeOddOutputsVert = vertESSL1;
3114 writeOddOutputsFrag =
3115 "#extension GL_EXT_draw_buffers : require\n"
3116 "precision highp float;\n"
3117 "void main()\n"
3118 "{\n"
3119 " gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
3120 " gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);\n"
3121 "}\n";
3122 }
3123 else
3124 {
3125 // In ES3 if an attachment isn't declared, it shouldn't get written and should be red
3126 // because of the preceding clears.
3127 unwrittenColor = GLColor::red;
3128 writeOddOutputsVert = vertESSL3;
3129 writeOddOutputsFrag =
3130 "#version 300 es\n"
3131 "precision highp float;\n"
3132 "layout(location = 1) out vec4 output1;"
3133 "layout(location = 3) out vec4 output2;"
3134 "void main()\n"
3135 "{\n"
3136 " output1 = vec4(0.0, 1.0, 0.0, 1.0);\n"
3137 " output2 = vec4(0.0, 1.0, 0.0, 1.0);\n"
3138 "}\n";
3139 }
3140 ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
3141
3142 // Test that attachments not written to get the "unwritten" color
3143 {
3144 ClearEverythingToRed(renderbuffers);
3145
3146 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
3147 DrawBuffers(useEXT, 4, allDrawBuffers);
3148 drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
3149 ASSERT_GL_NO_ERROR();
3150
3151 CheckColors(renderbuffers, 0b1010, GLColor::green);
3152 CheckColors(renderbuffers, 0b0101, unwrittenColor);
3153 }
3154
3155 // Test that attachments not written to get the "unwritten" color but that even when the
3156 // extension is used, disabled attachments are not written at all and stay red.
3157 {
3158 ClearEverythingToRed(renderbuffers);
3159
3160 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
3161 DrawBuffers(useEXT, 4, halfDrawBuffers);
3162 drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
3163 ASSERT_GL_NO_ERROR();
3164
3165 CheckColors(renderbuffers, 0b1000, GLColor::green);
3166 CheckColors(renderbuffers, 0b0100, unwrittenColor);
3167 CheckColors(renderbuffers, 0b0011, GLColor::red);
3168 }
3169}
3170
Geoff Lang536eca12017-09-13 11:23:35 -04003171// Test that it's possible to generate mipmaps on unsized floating point textures once the
3172// extensions have been enabled
3173TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
3174{
3175 if (extensionRequestable("GL_OES_texture_float"))
3176 {
3177 glRequestExtensionANGLE("GL_OES_texture_float");
3178 }
3179 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
3180
3181 GLTexture texture;
3182 glBindTexture(GL_TEXTURE_2D, texture);
3183
3184 constexpr GLColor32F data[4] = {
3185 kFloatRed, kFloatRed, kFloatGreen, kFloatBlue,
3186 };
3187 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_FLOAT, data);
3188 ASSERT_GL_NO_ERROR();
3189
3190 glGenerateMipmap(GL_TEXTURE_2D);
3191 EXPECT_GL_NO_ERROR();
3192}
3193// Test that it's possible to generate mipmaps on unsized floating point textures once the
3194// extensions have been enabled
3195TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
3196{
3197 if (extensionRequestable("GL_OES_texture_float"))
3198 {
3199 glRequestExtensionANGLE("GL_OES_texture_float");
3200 }
3201 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
3202
3203 if (extensionRequestable("GL_EXT_texture_storage"))
3204 {
3205 glRequestExtensionANGLE("GL_EXT_texture_storage");
3206 }
3207 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage"));
3208
3209 GLTexture texture;
3210 glBindTexture(GL_TEXTURE_2D, texture);
3211
3212 constexpr GLColor32F data[4] = {
3213 kFloatRed, kFloatRed, kFloatGreen, kFloatBlue,
3214 };
3215 glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
3216 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
3217 ASSERT_GL_NO_ERROR();
3218
3219 glGenerateMipmap(GL_TEXTURE_2D);
3220 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3221
3222 if (extensionRequestable("GL_EXT_color_buffer_float"))
3223 {
3224 // Format is renderable but not filterable
3225 glRequestExtensionANGLE("GL_EXT_color_buffer_float");
3226 glGenerateMipmap(GL_TEXTURE_2D);
3227 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3228 }
3229
3230 if (extensionRequestable("GL_EXT_color_buffer_float_linear"))
3231 {
3232 // Format is renderable but not filterable
3233 glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
3234
3235 if (extensionEnabled("GL_EXT_color_buffer_float"))
3236 {
3237 // Format is filterable and renderable
3238 glGenerateMipmap(GL_TEXTURE_2D);
3239 EXPECT_GL_NO_ERROR();
3240 }
3241 else
3242 {
3243 // Format is filterable but not renderable
3244 glGenerateMipmap(GL_TEXTURE_2D);
3245 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3246 }
3247 }
3248}
3249
Frank Henigmanfccbac22017-05-28 17:29:26 -04003250// Linking should fail when corresponding vertex/fragment uniform blocks have different precision
3251// qualifiers.
3252TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
3253{
3254 const std::string vertexShader =
3255 "#version 300 es\n"
3256 "uniform Block { mediump vec4 val; };\n"
3257 "void main() { gl_Position = val; }\n";
3258 const std::string fragmentShader =
3259 "#version 300 es\n"
3260 "uniform Block { highp vec4 val; };\n"
3261 "out highp vec4 out_FragColor;\n"
3262 "void main() { out_FragColor = val; }\n";
3263
3264 GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
3265 ASSERT_NE(0u, vs);
3266 GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
3267 ASSERT_NE(0u, fs);
3268
3269 GLuint program = glCreateProgram();
3270
3271 glAttachShader(program, vs);
3272 glDeleteShader(vs);
3273 glAttachShader(program, fs);
3274 glDeleteShader(fs);
3275
3276 glLinkProgram(program);
3277 GLint linkStatus;
3278 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
3279 ASSERT_EQ(0, linkStatus);
3280
3281 glDeleteProgram(program);
3282}
3283
Geoff Lang69df2422017-07-05 12:42:31 -04003284// Test no attribute vertex shaders
3285TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
3286{
3287 const std::string vertexShader =
3288 "#version 300 es\n"
3289 "void main()\n"
3290 "{\n"
3291 "\n"
3292 " ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);\n"
3293 " gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);\n"
3294 "}";
3295 const std::string fragmentShader =
3296 "#version 300 es\n"
3297 "precision mediump float;\n"
3298 "out vec4 result;\n"
3299 "void main()\n"
3300 "{\n"
3301 " result = vec4(0, 1, 0, 1);\n"
3302 "}";
3303
3304 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
3305 glUseProgram(program);
3306
3307 glDrawArrays(GL_TRIANGLES, 0, 6);
3308 ASSERT_GL_NO_ERROR();
3309 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3310}
3311
Brandon Jonesed5b46f2017-07-21 08:39:17 -07003312// Tests bindAttribLocations for length limit
3313TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
3314{
3315 constexpr int maxLocStringLength = 1024;
3316 const std::string tooLongString(maxLocStringLength + 1, '_');
3317
3318 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
3319
3320 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3321}
3322
Geoff Langc287ea62016-09-16 14:46:51 -04003323// Use this to select which configurations (e.g. which renderer, which GLES major version) these
3324// tests should be run against.
3325ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
3326 ES2_D3D9(),
3327 ES2_D3D11(),
3328 ES3_D3D11(),
Geoff Langc287ea62016-09-16 14:46:51 -04003329 ES2_OPENGL(),
3330 ES3_OPENGL(),
3331 ES2_OPENGLES(),
3332 ES3_OPENGLES());
3333
Jamie Madill07be8bf2017-02-02 19:59:57 -05003334ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Geoff Langc287ea62016-09-16 14:46:51 -04003335} // namespace