blob: d5cabce9c065151fd5ce755012412d09cffa2632 [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
Jamie Madill1fbc59f2016-02-24 15:25:51 -05006// Framebuffer tests:
7// Various tests related for Frambuffers.
8//
Jamie Madillfa05f602015-05-07 13:47:11 -04009
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -040010#include "platform/FeaturesD3D.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -040011#include "test_utils/ANGLETest.h"
JiangYizhou461d9a32017-01-04 16:37:26 +080012#include "test_utils/gl_raii.h"
Geoff Langb6a673a2014-06-05 14:19:16 -040013
Jamie Madillfa05f602015-05-07 13:47:11 -040014using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070015
Geoff Lang857c09d2017-05-16 15:55:04 -040016namespace
17{
18
19void ExpectFramebufferCompleteOrUnsupported(GLenum binding)
20{
21 GLenum status = glCheckFramebufferStatus(binding);
22 EXPECT_TRUE(status == GL_FRAMEBUFFER_COMPLETE || status == GL_FRAMEBUFFER_UNSUPPORTED);
23}
24
25} // anonymous namespace
26
Geoff Langb6a673a2014-06-05 14:19:16 -040027class FramebufferFormatsTest : public ANGLETest
28{
Jamie Madillfa05f602015-05-07 13:47:11 -040029 protected:
Jamie Madill3215b202015-12-15 16:41:39 -050030 FramebufferFormatsTest() : mFramebuffer(0), mTexture(0), mRenderbuffer(0), mProgram(0)
Geoff Langb6a673a2014-06-05 14:19:16 -040031 {
32 setWindowWidth(128);
33 setWindowHeight(128);
34 setConfigRedBits(8);
35 setConfigGreenBits(8);
36 setConfigBlueBits(8);
37 setConfigAlphaBits(8);
38 }
39
40 void checkBitCount(GLuint fbo, GLenum channel, GLint minBits)
41 {
42 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
43
44 GLint bits = 0;
45 glGetIntegerv(channel, &bits);
46
47 if (minBits == 0)
48 {
49 EXPECT_EQ(minBits, bits);
50 }
51 else
52 {
53 EXPECT_GE(bits, minBits);
54 }
55 }
56
Jamie Madill1fbc59f2016-02-24 15:25:51 -050057 void testBitCounts(GLuint fbo,
58 GLint minRedBits,
59 GLint minGreenBits,
60 GLint minBlueBits,
61 GLint minAlphaBits,
62 GLint minDepthBits,
63 GLint minStencilBits)
Geoff Langb6a673a2014-06-05 14:19:16 -040064 {
65 checkBitCount(fbo, GL_RED_BITS, minRedBits);
66 checkBitCount(fbo, GL_GREEN_BITS, minGreenBits);
67 checkBitCount(fbo, GL_BLUE_BITS, minBlueBits);
68 checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits);
69 checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits);
70 checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits);
71 }
72
Jamie Madill1fbc59f2016-02-24 15:25:51 -050073 void testTextureFormat(GLenum internalFormat,
74 GLint minRedBits,
75 GLint minGreenBits,
76 GLint minBlueBits,
Geoff Langb6a673a2014-06-05 14:19:16 -040077 GLint minAlphaBits)
78 {
Jamie Madill3215b202015-12-15 16:41:39 -050079 glGenTextures(1, &mTexture);
80 glBindTexture(GL_TEXTURE_2D, mTexture);
Geoff Langc4e93662017-05-01 10:45:59 -040081
82 if (getClientMajorVersion() >= 3)
83 {
84 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
85 }
86 else
87 {
88 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
89 }
Geoff Langb6a673a2014-06-05 14:19:16 -040090
Jamie Madill3215b202015-12-15 16:41:39 -050091 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040092
Jamie Madill3215b202015-12-15 16:41:39 -050093 testBitCounts(mFramebuffer, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040094 }
95
Jamie Madill1fbc59f2016-02-24 15:25:51 -050096 void testRenderbufferMultisampleFormat(int minESVersion,
97 GLenum attachmentType,
98 GLenum internalFormat)
Corentin Walleze0902642014-11-04 12:32:15 -080099 {
Martin Radev1be913c2016-07-11 17:59:16 +0300100 int clientVersion = getClientMajorVersion();
Jamie Madillfa05f602015-05-07 13:47:11 -0400101 if (clientVersion < minESVersion)
Corentin Walleze0902642014-11-04 12:32:15 -0800102 {
103 return;
104 }
105
106 // Check that multisample is supported with at least two samples (minimum required is 1)
107 bool supports2Samples = false;
108
Jamie Madillfa05f602015-05-07 13:47:11 -0400109 if (clientVersion == 2)
Corentin Walleze0902642014-11-04 12:32:15 -0800110 {
Jamie Madillb8149072019-04-30 16:14:44 -0400111 if (IsGLExtensionEnabled("ANGLE_framebuffer_multisample"))
Corentin Walleze0902642014-11-04 12:32:15 -0800112 {
113 int maxSamples;
114 glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples);
115 supports2Samples = maxSamples >= 2;
116 }
117 }
118 else
119 {
Jamie Madillfa05f602015-05-07 13:47:11 -0400120 assert(clientVersion >= 3);
Corentin Walleze0902642014-11-04 12:32:15 -0800121 int maxSamples;
122 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
123 supports2Samples = maxSamples >= 2;
124 }
125
126 if (!supports2Samples)
127 {
128 return;
129 }
130
Jamie Madill3215b202015-12-15 16:41:39 -0500131 glGenRenderbuffers(1, &mRenderbuffer);
132 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800133
134 EXPECT_GL_NO_ERROR();
135 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128);
136 EXPECT_GL_NO_ERROR();
Jamie Madill3215b202015-12-15 16:41:39 -0500137 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800138 EXPECT_GL_NO_ERROR();
Corentin Walleze0902642014-11-04 12:32:15 -0800139 }
140
Olli Etuahobc21e182016-02-23 16:04:57 +0200141 void testZeroHeightRenderbuffer()
142 {
143 glGenRenderbuffers(1, &mRenderbuffer);
144 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
145 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 0);
146 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
147 mRenderbuffer);
148 EXPECT_GL_NO_ERROR();
149 }
150
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400151 void testSetUp() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400152 {
Jamie Madill3215b202015-12-15 16:41:39 -0500153 glGenFramebuffers(1, &mFramebuffer);
154 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
Geoff Langb6a673a2014-06-05 14:19:16 -0400155 }
156
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400157 void testTearDown() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400158 {
Jamie Madill3215b202015-12-15 16:41:39 -0500159 if (mTexture != 0)
160 {
161 glDeleteTextures(1, &mTexture);
162 mTexture = 0;
163 }
164
165 if (mRenderbuffer != 0)
166 {
167 glDeleteRenderbuffers(1, &mRenderbuffer);
168 mRenderbuffer = 0;
169 }
170
171 if (mFramebuffer != 0)
172 {
173 glDeleteFramebuffers(1, &mFramebuffer);
174 mFramebuffer = 0;
175 }
176
177 if (mProgram != 0)
178 {
179 glDeleteProgram(mProgram);
180 mProgram = 0;
181 }
Geoff Langb6a673a2014-06-05 14:19:16 -0400182 }
Jamie Madill3215b202015-12-15 16:41:39 -0500183
184 GLuint mFramebuffer;
185 GLuint mTexture;
186 GLuint mRenderbuffer;
187 GLuint mProgram;
Geoff Langb6a673a2014-06-05 14:19:16 -0400188};
189
Jamie Madillfa05f602015-05-07 13:47:11 -0400190TEST_P(FramebufferFormatsTest, RGBA4)
Geoff Langb6a673a2014-06-05 14:19:16 -0400191{
Jamie Madillb8149072019-04-30 16:14:44 -0400192 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
193 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400194
Geoff Langb6a673a2014-06-05 14:19:16 -0400195 testTextureFormat(GL_RGBA4, 4, 4, 4, 4);
196}
197
Jamie Madillfa05f602015-05-07 13:47:11 -0400198TEST_P(FramebufferFormatsTest, RGB565)
Geoff Langb6a673a2014-06-05 14:19:16 -0400199{
Jamie Madillb8149072019-04-30 16:14:44 -0400200 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
201 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400202
Geoff Langb6a673a2014-06-05 14:19:16 -0400203 testTextureFormat(GL_RGB565, 5, 6, 5, 0);
204}
205
Jamie Madillfa05f602015-05-07 13:47:11 -0400206TEST_P(FramebufferFormatsTest, RGB8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400207{
Jamie Madillb8149072019-04-30 16:14:44 -0400208 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
209 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
210 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400211
Geoff Langb6a673a2014-06-05 14:19:16 -0400212 testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0);
213}
214
Jamie Madillfa05f602015-05-07 13:47:11 -0400215TEST_P(FramebufferFormatsTest, BGRA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400216{
Yunchao He9550c602018-02-13 14:47:05 +0800217 ANGLE_SKIP_TEST_IF(
Jamie Madillb8149072019-04-30 16:14:44 -0400218 !IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888") ||
219 (getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400220
Geoff Langb6a673a2014-06-05 14:19:16 -0400221 testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8);
222}
223
Jamie Madillfa05f602015-05-07 13:47:11 -0400224TEST_P(FramebufferFormatsTest, RGBA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400225{
Jamie Madillb8149072019-04-30 16:14:44 -0400226 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
227 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
228 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400229
Geoff Langb6a673a2014-06-05 14:19:16 -0400230 testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8);
231}
232
Jamie Madillfa05f602015-05-07 13:47:11 -0400233TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16)
Corentin Walleze0902642014-11-04 12:32:15 -0800234{
235 testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
236}
237
Jamie Madillfa05f602015-05-07 13:47:11 -0400238TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24)
Corentin Walleze0902642014-11-04 12:32:15 -0800239{
240 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
241}
242
Jamie Madillfa05f602015-05-07 13:47:11 -0400243TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F)
Corentin Walleze0902642014-11-04 12:32:15 -0800244{
Yunchao He9550c602018-02-13 14:47:05 +0800245 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400246
Corentin Walleze0902642014-11-04 12:32:15 -0800247 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F);
248}
249
Jamie Madillfa05f602015-05-07 13:47:11 -0400250TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800251{
252 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
253}
254
Jamie Madillfa05f602015-05-07 13:47:11 -0400255TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800256{
Yunchao He9550c602018-02-13 14:47:05 +0800257 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400258
Corentin Walleze0902642014-11-04 12:32:15 -0800259 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8);
260}
261
Jamie Madillfa05f602015-05-07 13:47:11 -0400262TEST_P(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8)
Corentin Walleze0902642014-11-04 12:32:15 -0800263{
Geoff Langf34d1db2015-05-20 14:10:46 -0400264 // TODO(geofflang): Figure out how to support GLSTENCIL_INDEX8 on desktop GL
Yunchao He9550c602018-02-13 14:47:05 +0800265 ANGLE_SKIP_TEST_IF(IsDesktopOpenGL());
Geoff Langf34d1db2015-05-20 14:10:46 -0400266
Corentin Walleze0902642014-11-04 12:32:15 -0800267 testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
268}
Jamie Madillfa05f602015-05-07 13:47:11 -0400269
Jamie Madill3215b202015-12-15 16:41:39 -0500270// Test that binding an incomplete cube map is rejected by ANGLE.
271TEST_P(FramebufferFormatsTest, IncompleteCubeMap)
272{
Michael Spangd8506c72019-01-29 15:35:09 -0500273 // http://anglebug.com/3145
274 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
275
Jamie Madill3215b202015-12-15 16:41:39 -0500276 // First make a complete CubeMap.
277 glGenTextures(1, &mTexture);
278 glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
279 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
280 nullptr);
281 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
282 nullptr);
283 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
284 nullptr);
285 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
286 nullptr);
287 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
288 nullptr);
289 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
290 nullptr);
291 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
292 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
293
294 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
295 mTexture, 0);
296
297 // Verify the framebuffer is complete.
Tim Van Pattene8789a52020-07-29 12:01:49 -0600298 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madill3215b202015-12-15 16:41:39 -0500299
300 // Make the CubeMap cube-incomplete.
301 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
302 nullptr);
303
304 // Verify the framebuffer is incomplete.
305 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
306 glCheckFramebufferStatus(GL_FRAMEBUFFER));
307
Jamie Madilld84b6732018-09-06 15:54:35 -0400308 ASSERT_GL_NO_ERROR();
309
Jamie Madill3215b202015-12-15 16:41:39 -0500310 // Verify drawing with the incomplete framebuffer produces a GL error
Olli Etuaho5804dc82018-04-13 14:11:46 +0300311 mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
Jamie Madill3215b202015-12-15 16:41:39 -0500312 ASSERT_NE(0u, mProgram);
Olli Etuaho5804dc82018-04-13 14:11:46 +0300313 drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
Jamie Madill3215b202015-12-15 16:41:39 -0500314 ASSERT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
315}
316
Olli Etuahobc21e182016-02-23 16:04:57 +0200317// Test that a renderbuffer with zero height but nonzero width is handled without crashes/asserts.
318TEST_P(FramebufferFormatsTest, ZeroHeightRenderbuffer)
319{
Yunchao He9550c602018-02-13 14:47:05 +0800320 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Olli Etuahobc21e182016-02-23 16:04:57 +0200321
322 testZeroHeightRenderbuffer();
323}
324
Geoff Lang9bf86f02018-07-26 11:46:34 -0400325// Test to cover a bug where the read framebuffer affects the completeness of the draw framebuffer.
326TEST_P(FramebufferFormatsTest, ReadDrawCompleteness)
327{
328 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
329
330 GLTexture incompleteTexture;
331 glBindTexture(GL_TEXTURE_2D, incompleteTexture);
332
333 GLFramebuffer incompleteFBO;
334 glBindFramebuffer(GL_FRAMEBUFFER, incompleteFBO);
335 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, incompleteTexture,
336 0);
337 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
338 glCheckFramebufferStatus(GL_FRAMEBUFFER));
339
340 GLTexture completeTexture;
341 glBindTexture(GL_TEXTURE_2D, completeTexture);
342 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
343
344 GLFramebuffer completeFBO;
345 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, completeFBO);
346 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
347 completeTexture, 0);
348
349 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
350 glCheckFramebufferStatus(GL_READ_FRAMEBUFFER));
351 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER));
352
353 ASSERT_GL_NO_ERROR();
354
355 // Simple draw program.
356 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
357
358 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
359 EXPECT_GL_NO_ERROR();
360
361 glBindFramebuffer(GL_READ_FRAMEBUFFER, completeFBO);
362 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
363}
364
Le Hoang Quyen349b6612020-07-08 12:50:00 +0800365// Test that a renderbuffer with RGB565 format works as expected. This test is intended for some
366// back-end having no support for native RGB565 renderbuffer and thus having to emulate using RGBA
367// format.
368TEST_P(FramebufferFormatsTest, RGB565Renderbuffer)
369{
370 GLRenderbuffer rbo;
371 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
372 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 1, 1);
373
374 GLFramebuffer completeFBO;
375 glBindFramebuffer(GL_FRAMEBUFFER, completeFBO);
376 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
377
378 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
379
380 ASSERT_GL_NO_ERROR();
381
382 glClearColor(1, 0, 0, 0.5f);
383 glClear(GL_COLOR_BUFFER_BIT);
384 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
385}
386
Corentin Wallez57e6d502016-12-09 14:46:39 -0500387class FramebufferTest_ES3 : public ANGLETest
Jamie Madillb980c562018-11-27 11:34:27 -0500388{};
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500389
390// Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error.
Corentin Wallez57e6d502016-12-09 14:46:39 -0500391TEST_P(FramebufferTest_ES3, InvalidateIncomplete)
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500392{
Geoff Lang857c09d2017-05-16 15:55:04 -0400393 GLFramebuffer framebuffer;
394 GLRenderbuffer renderbuffer;
395
396 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
397 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
398 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500399 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
400 glCheckFramebufferStatus(GL_FRAMEBUFFER));
401
402 std::vector<GLenum> attachments;
403 attachments.push_back(GL_COLOR_ATTACHMENT0);
404
405 glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
406 EXPECT_GL_NO_ERROR();
407}
408
Shahbaz Youssefi33f8e4d2020-08-25 12:06:35 -0400409// Covers sub-invalidating an incomplete framebuffer. This should be a no-op, but should not error.
410TEST_P(FramebufferTest_ES3, SubInvalidateIncomplete)
411{
412 GLFramebuffer framebuffer;
413 GLRenderbuffer renderbuffer;
414
415 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
416 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
417 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
418 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
419 glCheckFramebufferStatus(GL_FRAMEBUFFER));
420
421 std::vector<GLenum> attachments;
422 attachments.push_back(GL_COLOR_ATTACHMENT0);
423
424 glInvalidateSubFramebuffer(GL_FRAMEBUFFER, 1, attachments.data(), 5, 5, 10, 10);
425 EXPECT_GL_NO_ERROR();
426}
427
Corentin Wallez57e6d502016-12-09 14:46:39 -0500428// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
429// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
430TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
431{
Geoff Lang857c09d2017-05-16 15:55:04 -0400432 GLFramebuffer framebuffer;
433 GLRenderbuffer renderbuffer;
434
435 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
436 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500437 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
438
439 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
Geoff Lang857c09d2017-05-16 15:55:04 -0400440 renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500441 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
442}
443
Geoff Lang857c09d2017-05-16 15:55:04 -0400444// Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels
445// are bound
446TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels)
447{
448 GLFramebuffer framebuffer;
449 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
450
451 GLTexture texture;
452 glBindTexture(GL_TEXTURE_2D, texture);
453
454 // Create a complete mip chain in mips 1 to 3
455 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
456 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
457 glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
458
459 // Create another complete mip chain in mips 4 to 5
460 glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
461 glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
462
463 // Create a non-complete mip chain in mip 6
464 glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
465
466 // Incomplete, mipLevel != baseLevel and texture is not mip complete
467 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
468 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
469 glCheckFramebufferStatus(GL_FRAMEBUFFER));
470
471 // Complete, mipLevel == baseLevel
472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
473 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
474
475 // Complete, mipLevel != baseLevel but texture is now mip complete
476 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
477 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
478 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
479 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
480
481 // Incomplete, attached level below the base level
482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
483 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
484 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
485 glCheckFramebufferStatus(GL_FRAMEBUFFER));
486
487 // Incomplete, attached level is beyond effective max level
488 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4);
489 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
490 glCheckFramebufferStatus(GL_FRAMEBUFFER));
491
492 // Complete, mipLevel == baseLevel
493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
494 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
495
496 // Complete, mipLevel != baseLevel but texture is now mip complete
497 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5);
498 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
499
500 // Complete, mipLevel == baseLevel
501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
502 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6);
503 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
504}
505
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400506TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBack)
507{
Kenneth Russell0bd0a912020-06-12 15:24:55 -0700508#if defined(ADDRESS_SANITIZER)
509 // http://anglebug.com/4737
510 ANGLE_SKIP_TEST_IF(IsOSX());
511#endif
512
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400513 GLFramebuffer framebuffer;
514 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
515
516 GLTexture texture;
517 glBindTexture(GL_TEXTURE_2D, texture);
518
519 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
520 GLColor::red};
521 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
522
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
524 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
525
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
527 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
528 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
529
530 glClearColor(0, 0, 1.0f, 1.0f);
531 glClear(GL_COLOR_BUFFER_BIT);
532 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
533}
534
Courtney Goeltzenleuchter9a9ef0a2020-07-15 16:50:32 -0600535// TextureAttachmentMipLevelsReadBackWithDraw is a copy of TextureAttachmentMipLevelsReadBack except
536// for adding a draw after the last clear. The draw forces ANGLE's Vulkan backend to use the
537// framebuffer that is level 1 of the texture which will trigger the mismatch use of the GL level
538// and Vulkan level in referring to that rendertarget.
539TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBackWithDraw)
540{
541#if defined(ADDRESS_SANITIZER)
542 // http://anglebug.com/4737
543 ANGLE_SKIP_TEST_IF(IsOSX());
544#endif
545
546 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
547
548 GLFramebuffer framebuffer;
549 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
550
551 GLTexture texture;
552 glBindTexture(GL_TEXTURE_2D, texture);
553
554 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
555 GLColor::red};
556 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
557
558 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
559 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
560
561 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
562 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
563 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
564
565 glClearColor(0, 0, 1.0f, 1.0f);
566 glClear(GL_COLOR_BUFFER_BIT);
567
568 // This draw triggers the use of the framebuffer
569 glUseProgram(greenProgram);
570 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
571 ASSERT_GL_NO_ERROR();
572 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
573}
574
Martin Radevd178aa42017-07-13 14:03:22 +0300575// Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS
576// generates an INVALID_OPERATION.
577// OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p.
578// 208
579TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds)
580{
581 GLFramebuffer framebuffer;
582 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
583
584 GLint maxColorAttachments = 0;
585 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
586 GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0);
587
588 GLTexture texture;
589 glBindTexture(GL_TEXTURE_2D, texture.get());
590 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1);
591 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0);
592 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
593}
594
Jamie Madilla0016b72017-07-14 14:30:46 -0400595// Check that depth-only attachments report the correct number of samples.
596TEST_P(FramebufferTest_ES3, MultisampleDepthOnly)
597{
598 GLRenderbuffer renderbuffer;
599 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
600 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32);
601
602 GLFramebuffer framebuffer;
603 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
604 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600605 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madilla0016b72017-07-14 14:30:46 -0400606 EXPECT_GL_NO_ERROR();
607
608 GLint samples = 0;
609 glGetIntegerv(GL_SAMPLES, &samples);
610 EXPECT_GL_NO_ERROR();
611 EXPECT_GE(samples, 2);
612}
613
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700614// Check that we only compare width and height of attachments, not depth.
615TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers)
616{
617 GLTexture texA;
618 glBindTexture(GL_TEXTURE_2D, texA);
619 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
620
621 GLTexture texB;
622 glBindTexture(GL_TEXTURE_3D, texB);
623 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
624
625 GLFramebuffer framebuffer;
626 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
627 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
628 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600629 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700630 EXPECT_GL_NO_ERROR();
631}
632
Olli Etuahodbce1f82018-09-19 15:32:17 +0300633// Test that clearing the stencil buffer when the framebuffer only has a color attachment does not
634// crash.
635TEST_P(FramebufferTest_ES3, ClearNonexistentStencil)
636{
637 GLRenderbuffer rbo;
638 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
639 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
640
641 GLFramebuffer fbo;
642 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
643 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
644
645 GLint clearValue = 0;
646 glClearBufferiv(GL_STENCIL, 0, &clearValue);
647
648 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
649 EXPECT_GL_NO_ERROR();
650}
651
652// Test that clearing the depth buffer when the framebuffer only has a color attachment does not
653// crash.
654TEST_P(FramebufferTest_ES3, ClearNonexistentDepth)
655{
656 GLRenderbuffer rbo;
657 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
658 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
659
660 GLFramebuffer fbo;
661 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
662 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
663
664 GLfloat clearValue = 0.0f;
665 glClearBufferfv(GL_DEPTH, 0, &clearValue);
666
667 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
668 EXPECT_GL_NO_ERROR();
669}
670
671// Test that clearing a nonexistent color attachment does not crash.
672TEST_P(FramebufferTest_ES3, ClearNonexistentColor)
673{
674 GLRenderbuffer rbo;
675 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
676 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
677
678 GLFramebuffer fbo;
679 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
680 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
681
682 std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}};
683 glClearBufferfv(GL_COLOR, 1, clearValue.data());
684
685 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
686 EXPECT_GL_NO_ERROR();
687}
688
689// Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment
690// does not crash.
691TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil)
692{
693 GLRenderbuffer rbo;
694 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
695 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
696
697 GLFramebuffer fbo;
698 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
700
701 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0);
702
703 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
704 EXPECT_GL_NO_ERROR();
705}
706
Olli Etuaho4ebd8f32018-09-20 11:12:46 +0300707// Test that clearing a color attachment that has been deleted doesn't crash.
708TEST_P(FramebufferTest_ES3, ClearDeletedAttachment)
709{
710 // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might
711 // be originating from. http://anglebug.com/2834
712 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
713
714 GLFramebuffer fbo;
715 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
716
717 // There used to be a bug where some draw buffer state used to remain set even after the
718 // attachment was detached via deletion. That's why we create, attach and delete this RBO here.
719 GLuint rbo = 0u;
720 glGenRenderbuffers(1, &rbo);
721 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
722 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
723 glDeleteRenderbuffers(1, &rbo);
724
725 // There needs to be at least one color attachment to prevent early out from the clear calls.
726 GLRenderbuffer rbo2;
727 glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
728 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
729 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2);
730
731 ASSERT_GL_NO_ERROR();
732
733 // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we
734 // expect no GL errors below.
735 std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f};
736 glClearBufferfv(GL_COLOR, 0, floatClearValue.data());
737 EXPECT_GL_NO_ERROR();
738 std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u};
739 glClearBufferuiv(GL_COLOR, 0, uintClearValue.data());
740 EXPECT_GL_NO_ERROR();
741 std::array<GLint, 4> intClearValue = {0, 0, 0, 0};
742 glClearBufferiv(GL_COLOR, 0, intClearValue.data());
743 EXPECT_GL_NO_ERROR();
744}
745
Tim Van Pattene600ac22019-10-04 14:31:57 -0600746// Test that resizing the color attachment is handled correctly.
747TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge)
748{
749 GLFramebuffer fbo;
750 GLTexture smallTexture;
751 GLTexture largeTexture;
752
753 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
754 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
755
756 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
757
758 // Bind the small texture
759 glBindTexture(GL_TEXTURE_2D, smallTexture);
760 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
761 GL_UNSIGNED_BYTE, nullptr);
762 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
763 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
764 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600765 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600766
767 // Draw to FBO backed by the small texture
768 glUseProgram(greenProgram);
769 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
770 ASSERT_GL_NO_ERROR();
771 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
772 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
773
774 // Change the attachment to the larger texture that fills the window
775 glBindTexture(GL_TEXTURE_2D, largeTexture);
776 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
777 GL_UNSIGNED_BYTE, nullptr);
778 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
780 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600781 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600782
783 // Draw to FBO backed by the large texture
784 glUseProgram(blueProgram);
785 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
786 ASSERT_GL_NO_ERROR();
787 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
788 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
789}
790
791// Test that resizing the color attachment is handled correctly.
792TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall)
793{
794 GLFramebuffer fbo;
795 GLTexture smallTexture;
796 GLTexture largeTexture;
797
798 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
799 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
800
801 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
802
803 // Bind the large texture
804 glBindTexture(GL_TEXTURE_2D, largeTexture);
805 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
806 GL_UNSIGNED_BYTE, nullptr);
807 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
808 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
809 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600810 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600811
812 // Draw to FBO backed by the large texture
813 glUseProgram(blueProgram);
814 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
815 ASSERT_GL_NO_ERROR();
816 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
817 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
818
819 // Change the attachment to the smaller texture
820 glBindTexture(GL_TEXTURE_2D, smallTexture);
821 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
822 GL_UNSIGNED_BYTE, nullptr);
823 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
824 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
825 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600826 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600827
828 // Draw to FBO backed by the small texture
829 glUseProgram(greenProgram);
830 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
831 ASSERT_GL_NO_ERROR();
832 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
833 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
834}
835
836// Test that resizing the texture is handled correctly.
837TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall)
838{
839 GLFramebuffer fbo;
840 GLTexture texture;
841
842 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
843 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
844
845 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
846
847 // Allocate a large texture
848 glBindTexture(GL_TEXTURE_2D, texture);
849 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
850 GL_UNSIGNED_BYTE, nullptr);
851 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
852 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
853 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600854 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600855
856 // Draw to FBO backed by the large texture
857 glUseProgram(blueProgram);
858 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
859 ASSERT_GL_NO_ERROR();
860 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
861 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
862
863 // Shrink the texture
864 glBindTexture(GL_TEXTURE_2D, texture);
865 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
866 GL_UNSIGNED_BYTE, nullptr);
867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
868 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
869 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600870 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600871
872 // Draw to FBO backed by the small texture
873 glUseProgram(greenProgram);
874 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
875 ASSERT_GL_NO_ERROR();
876 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
877 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
878}
879
880// Test that resizing the texture is handled correctly.
881TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge)
882{
883 GLFramebuffer fbo;
884 GLTexture texture;
885
886 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
887 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
888
889 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
890
891 // Allocate a small texture
892 glBindTexture(GL_TEXTURE_2D, texture);
893 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
894 GL_UNSIGNED_BYTE, nullptr);
895 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
896 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
897 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600898 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600899
900 // Draw to FBO backed by the large texture
901 glUseProgram(blueProgram);
902 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
903 ASSERT_GL_NO_ERROR();
904 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
905 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue);
906
907 // Grow the texture
908 glBindTexture(GL_TEXTURE_2D, texture);
909 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
910 GL_UNSIGNED_BYTE, nullptr);
911 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
912 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
913 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600914 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600915
916 // Draw to FBO backed by the small texture
917 glUseProgram(greenProgram);
918 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
919 ASSERT_GL_NO_ERROR();
920 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
921 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
922}
923
Shahbaz Youssefie28883d2020-01-25 23:25:43 -0500924// Test that fewer outputs than framebuffer attachments doesn't crash. This causes a Vulkan
925// validation warning, but should not be fatal.
926TEST_P(FramebufferTest_ES3, FewerShaderOutputsThanAttachments)
927{
928 constexpr char kFS[] = R"(#version 300 es
929precision highp float;
930
931layout(location = 0) out vec4 color0;
932layout(location = 1) out vec4 color1;
933layout(location = 2) out vec4 color2;
934
935void main()
936{
937 color0 = vec4(1.0, 0.0, 0.0, 1.0);
938 color1 = vec4(0.0, 1.0, 0.0, 1.0);
939 color2 = vec4(0.0, 0.0, 1.0, 1.0);
940}
941)";
942
943 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
944
945 constexpr GLint kDrawBufferCount = 4;
946
947 GLint maxDrawBuffers;
948 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
949 ASSERT_GE(maxDrawBuffers, kDrawBufferCount);
950
951 GLTexture textures[kDrawBufferCount];
952
953 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
954 {
955 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
956 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
957 GL_UNSIGNED_BYTE, nullptr);
958 }
959
960 GLenum allBufs[kDrawBufferCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
961 GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
962
963 GLFramebuffer fbo;
964 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
965
966 // Enable all draw buffers.
967 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
968 {
969 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
970 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
971 textures[texIndex], 0);
972 }
973 glDrawBuffers(kDrawBufferCount, allBufs);
974
975 // Draw with simple program.
976 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
977 ASSERT_GL_NO_ERROR();
978}
JiangYizhou461d9a32017-01-04 16:37:26 +0800979
980class FramebufferTest_ES31 : public ANGLETest
981{
JiangYizhou511937d2017-08-03 15:41:29 +0800982 protected:
983 void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height)
984 {
985 glUniform2i(0, width - 1, height - 1);
986 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
987 glDrawArrays(GL_TRIANGLES, 0, 6);
988 glEndQuery(GL_ANY_SAMPLES_PASSED);
989 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
990 EXPECT_GT(static_cast<GLint>(passedCount), 0);
991
992 glUniform2i(0, width - 1, height);
993 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
994 glDrawArrays(GL_TRIANGLES, 0, 6);
995 glEndQuery(GL_ANY_SAMPLES_PASSED);
996 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
997 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
998
999 glUniform2i(0, width, height - 1);
1000 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
1001 glDrawArrays(GL_TRIANGLES, 0, 6);
1002 glEndQuery(GL_ANY_SAMPLES_PASSED);
1003 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
1004 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
1005 }
JiangYizhou461d9a32017-01-04 16:37:26 +08001006};
1007
1008// Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or
1009// FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete.
1010TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam)
1011{
1012 GLFramebuffer mFramebuffer;
1013 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1014
1015 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
1016 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
1017 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1018
1019 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
1020 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
1021 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1022 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1023
1024 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
1025 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
1026 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1027 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1028
1029 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
1030 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
1031 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1032 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1033
1034 ASSERT_GL_NO_ERROR();
1035}
1036
1037// Test that the sample count of a mix of texture and renderbuffer should be same.
1038TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix)
1039{
1040 GLFramebuffer mFramebuffer;
1041 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1042
Ian Elliott5f857832019-12-04 15:30:50 -07001043 // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of
1044 // sample counts for textures and renderbuffers)
1045 GLint numSampleCounts = 0;
1046 std::vector<GLint> sampleCounts;
1047 GLsizei queryBufferSize = 1;
1048 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1049 queryBufferSize, &numSampleCounts);
1050 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1051 sampleCounts.resize(numSampleCounts);
1052 queryBufferSize = numSampleCounts;
1053 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1054 sampleCounts.data());
1055
JiangYizhou461d9a32017-01-04 16:37:26 +08001056 GLTexture mTexture;
1057 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
Ian Elliott5f857832019-12-04 15:30:50 -07001058 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001059
1060 GLRenderbuffer mRenderbuffer;
1061 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
Ian Elliott5f857832019-12-04 15:30:50 -07001062 glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1);
JiangYizhou461d9a32017-01-04 16:37:26 +08001063 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1064 mTexture.get(), 0);
1065 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1066 mRenderbuffer.get());
1067 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1068 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1069
1070 ASSERT_GL_NO_ERROR();
1071}
1072
1073// Test that the sample count of texture attachments should be same.
1074TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex)
1075{
1076 GLFramebuffer mFramebuffer;
1077 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1078
Ian Elliott5f857832019-12-04 15:30:50 -07001079 // Lookup the supported number of sample counts
1080 GLint numSampleCounts = 0;
1081 std::vector<GLint> sampleCounts;
1082 GLsizei queryBufferSize = 1;
1083 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1084 queryBufferSize, &numSampleCounts);
1085 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1086 sampleCounts.resize(numSampleCounts);
1087 queryBufferSize = numSampleCounts;
1088 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1089 sampleCounts.data());
1090
JiangYizhou461d9a32017-01-04 16:37:26 +08001091 GLTexture mTextures[2];
1092 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001093 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001094 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001095 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001096 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1097 mTextures[0].get(), 0);
1098 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1099 mTextures[1].get(), 0);
1100 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1101 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1102
1103 ASSERT_GL_NO_ERROR();
1104}
1105
1106// Test that if the attached images are a mix of renderbuffers and textures, the value of
1107// TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures.
1108TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix)
1109{
1110 GLFramebuffer mFramebuffer;
1111 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1112
1113 GLTexture mTexture;
1114 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
1115 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1116
1117 GLRenderbuffer mRenderbuffer;
1118 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
1119 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1);
1120 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1121 mTexture.get(), 0);
1122 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1123 mRenderbuffer.get());
1124 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1125 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1126
1127 ASSERT_GL_NO_ERROR();
1128}
1129
1130// Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures.
1131TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex)
1132{
1133 GLFramebuffer mFramebuffer;
1134 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1135
1136 GLTexture mTextures[2];
1137 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
1138 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1139 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1140 mTextures[0].get(), 0);
1141 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
1142 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true);
1143 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1144 mTextures[1].get(), 0);
1145 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1146 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1147
1148 ASSERT_GL_NO_ERROR();
1149}
1150
Tim Van Pattendff47d52020-07-14 19:10:12 -06001151// Test resolving a multisampled texture with blit
1152TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlit)
1153{
1154 constexpr int kSize = 16;
1155 glViewport(0, 0, kSize, kSize);
1156
1157 GLFramebuffer msaaFBO;
1158 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1159
1160 GLTexture texture;
1161 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture.get());
1162 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1163 ASSERT_GL_NO_ERROR();
1164 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1165 texture.get(), 0);
1166 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1167
1168 ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
1169 essl31_shaders::fs::RedGreenGradient());
1170 drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1171 ASSERT_GL_NO_ERROR();
1172
1173 // Create another FBO to resolve the multisample buffer into.
1174 GLTexture resolveTexture;
1175 GLFramebuffer resolveFBO;
1176 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1178 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1179 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1180 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1182 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1183 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
1184 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1185
1186 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1187 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1188 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1189 ASSERT_GL_NO_ERROR();
1190
1191 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1192 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
1193 EXPECT_PIXEL_NEAR(kSize - 1, 1, 239, 0, 0, 255, 1.0); // Red
1194 EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 239, 0, 255, 1.0); // Green
1195 EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 239, 239, 0, 255, 1.0); // Yellow
1196}
1197
1198// Test resolving a multisampled texture with blit after drawing to mulitiple FBOs.
1199TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlitMultipleFBOs)
1200{
1201 // FBO 1 -> multisample draw (red)
1202 // FBO 2 -> multisample draw (green)
1203 // Bind FBO 1 as read
1204 // Bind FBO 3 as draw
1205 // Resolve
1206
1207 constexpr int kSize = 16;
1208 glViewport(0, 0, kSize, kSize);
1209
1210 GLFramebuffer msaaFBORed;
1211 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBORed.get());
1212
1213 GLTexture textureRed;
1214 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureRed.get());
1215 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1216 ASSERT_GL_NO_ERROR();
1217 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1218 textureRed.get(), 0);
1219 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1220
1221 ANGLE_GL_PROGRAM(redProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
1222 drawQuad(redProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1223 ASSERT_GL_NO_ERROR();
1224
1225 GLFramebuffer msaaFBOGreen;
1226 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBOGreen.get());
1227
1228 GLTexture textureGreen;
1229 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureGreen.get());
1230 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1231 ASSERT_GL_NO_ERROR();
1232 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1233 textureGreen.get(), 0);
1234 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1235
1236 ANGLE_GL_PROGRAM(greenProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Green());
1237 drawQuad(greenProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1238 ASSERT_GL_NO_ERROR();
1239
1240 // Create another FBO to resolve the multisample buffer into.
1241 GLTexture resolveTexture;
1242 GLFramebuffer resolveFBO;
1243 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1244 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1245 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1247 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1248 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1249 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1250 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
1251 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1252
1253 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1254 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1255 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1256 ASSERT_GL_NO_ERROR();
1257
1258 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1259 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1260}
1261
1262// Test resolving a multisampled texture with blit after drawing to mulitiple FBOs.
1263TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlitMultipleResolves)
1264{
1265 // Draw multisampled in FBO 1
1266 // Bind FBO 1 as read
1267 // Bind FBO 2 as draw
1268 // Resolve
1269 // Bind FBO 3 as draw
1270 // Resolve
1271
1272 constexpr int kSize = 16;
1273 glViewport(0, 0, kSize, kSize);
1274
1275 GLFramebuffer msaaFBORed;
1276 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBORed.get());
1277
1278 GLTexture textureRed;
1279 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureRed.get());
1280 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1281 ASSERT_GL_NO_ERROR();
1282 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1283 textureRed.get(), 0);
1284 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1285
1286 ANGLE_GL_PROGRAM(redProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
1287 drawQuad(redProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1288 ASSERT_GL_NO_ERROR();
1289
1290 // Create another FBO to resolve the multisample buffer into.
1291 GLTexture resolveTexture1;
1292 GLFramebuffer resolveFBO1;
1293 glBindTexture(GL_TEXTURE_2D, resolveTexture1);
1294 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1297 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1299 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO1);
1300 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture1, 0);
1301 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1302
1303 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1304 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO1);
1305 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1306 ASSERT_GL_NO_ERROR();
1307
1308 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO1);
1309 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1310
1311 // Create another FBO to resolve the multisample buffer into.
1312 GLTexture resolveTexture2;
1313 GLFramebuffer resolveFBO2;
1314 glBindTexture(GL_TEXTURE_2D, resolveTexture2);
1315 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1320 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO2);
1321 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture2, 0);
1322 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1323
1324 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1325 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO2);
1326 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1327 ASSERT_GL_NO_ERROR();
1328
1329 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO2);
1330 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1331}
1332
Tim Van Patten55593512020-08-11 14:23:32 -06001333// Test resolving a multisampled texture into a mipmaped texture with blit
1334TEST_P(FramebufferTest_ES31, MultisampleResolveIntoMipMapWithBlit)
1335{
1336 // FBO 1 is attached to a 64x64 texture
1337 // FBO 2 attached to level 1 of a 128x128 texture
1338
1339 constexpr int kSize = 64;
1340 glViewport(0, 0, kSize, kSize);
1341
1342 // Create the textures early and call glGenerateMipmap() so it doesn't break the render pass
1343 // between the drawQuad() and glBlitFramebuffer(), so we can test the resolve with subpass path
1344 // in the Vulkan back end.
1345 GLTexture texture;
1346 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture.get());
1347 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1348 ASSERT_GL_NO_ERROR();
1349
1350 GLTexture resolveTexture;
1351 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1352 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1354 ASSERT_GL_NO_ERROR();
1355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
1356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1359
1360 GLFramebuffer msaaFBO;
1361 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1362 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1363 texture.get(), 0);
1364 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1365
1366 ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
1367 essl31_shaders::fs::RedGreenGradient());
1368 drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1369 ASSERT_GL_NO_ERROR();
1370
1371 // Create another FBO to resolve the multisample buffer into.
1372 GLFramebuffer resolveFBO;
1373 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1374 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 1);
1375 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1376
1377 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1378 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1379 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1380 ASSERT_GL_NO_ERROR();
1381
1382 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1383 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
1384 EXPECT_PIXEL_NEAR(kSize - 1, 1, 251, 0, 0, 255, 1.0); // Red
1385 EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 251, 0, 255, 1.0); // Green
1386 EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 251, 251, 0, 255, 1.0); // Yellow
1387}
1388
Tim Van Pattendff47d52020-07-14 19:10:12 -06001389// Test resolving a multisampled texture with blit after drawing to mulitiple FBOs.
1390TEST_P(FramebufferTest_ES31, MultipleTextureMultisampleResolveWithBlitMultipleResolves)
1391{
1392 // Attach two MSAA textures to FBO1
1393 // Set read buffer 0
1394 // Resolve into FBO2
1395 // Set read buffer 1
1396 // Resolve into FBO3
1397
1398 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
1399
1400 constexpr int kSize = 16;
1401 glViewport(0, 0, kSize, kSize);
1402
1403 GLFramebuffer msaaFBO;
1404 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1405
1406 GLTexture msaaTextureRed;
1407 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureRed.get());
1408 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1409 ASSERT_GL_NO_ERROR();
1410 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1411 msaaTextureRed.get(), 0);
1412 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1413
1414 GLTexture msaaTextureGreen;
1415 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureGreen.get());
1416 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1417 ASSERT_GL_NO_ERROR();
1418 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1419 msaaTextureGreen.get(), 0);
1420 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1421
1422 // Setup program to render red into attachment 0 and green into attachment 1.
1423 const char *fs = R"(#extension GL_EXT_draw_buffers : enable
1424precision highp float;
1425void main()
1426{
1427 gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0); // attachment 0: red
1428 gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0); // attachment 1: green
1429})";
1430 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), fs);
1431 glUseProgram(program);
1432 constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
1433 glDrawBuffers(2, kDrawBuffers);
1434
1435 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1436 ASSERT_GL_NO_ERROR();
1437
1438 // Create another FBO to resolve the multisample buffer into.
1439 GLTexture resolveTexture1;
1440 GLFramebuffer resolveFBO1;
1441 glBindTexture(GL_TEXTURE_2D, resolveTexture1);
1442 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1447 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO1);
1448 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture1, 0);
1449 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1450
1451 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1452 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO1);
1453 glReadBuffer(GL_COLOR_ATTACHMENT0); // Red
1454 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1455 ASSERT_GL_NO_ERROR();
1456
1457 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO1);
1458 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1459
1460 // Create another FBO to resolve the multisample buffer into.
1461 GLTexture resolveTexture2;
1462 GLFramebuffer resolveFBO2;
1463 glBindTexture(GL_TEXTURE_2D, resolveTexture2);
1464 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1469 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO2);
1470 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture2, 0);
1471 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1472
1473 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1474 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO2);
1475 glReadBuffer(GL_COLOR_ATTACHMENT1); // Green
1476 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1477 ASSERT_GL_NO_ERROR();
1478
1479 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO2);
1480 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1481}
1482
JiangYizhou511937d2017-08-03 15:41:29 +08001483// If there are no attachments, rendering will be limited to a rectangle having a lower left of
1484// (0, 0) and an upper right of(width, height), where width and height are the framebuffer
1485// object's default width and height.
JiangYizhou3db40722017-08-28 17:59:13 +08001486TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments)
JiangYizhou511937d2017-08-03 15:41:29 +08001487{
Yuly Novikov98f9f532017-11-15 19:16:19 -05001488 // anglebug.com/2253
1489 ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
Tim Van Patten626a7282019-07-08 15:11:59 -06001490 // Occlusion query reports fragments outside the render area are still rendered
1491 ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD())));
Yuly Novikov98f9f532017-11-15 19:16:19 -05001492
Jamie Madill35cd7332018-12-02 12:03:33 -05001493 constexpr char kVS1[] = R"(#version 310 es
1494in layout(location = 0) highp vec2 a_position;
1495void main()
1496{
1497 gl_Position = vec4(a_position, 0.0, 1.0);
1498})";
JiangYizhou511937d2017-08-03 15:41:29 +08001499
Jamie Madill35cd7332018-12-02 12:03:33 -05001500 constexpr char kFS1[] = R"(#version 310 es
1501uniform layout(location = 0) highp ivec2 u_expectedSize;
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001502out layout(location = 3) mediump vec4 f_color;
Jamie Madill35cd7332018-12-02 12:03:33 -05001503void main()
1504{
1505 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1506 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1507})";
JiangYizhou511937d2017-08-03 15:41:29 +08001508
Jamie Madill35cd7332018-12-02 12:03:33 -05001509 constexpr char kVS2[] = R"(#version 310 es
1510in layout(location = 0) highp vec2 a_position;
1511void main()
1512{
1513 gl_Position = vec4(a_position, 0.0, 1.0);
1514})";
JiangYizhou10d41392017-12-18 18:13:36 +08001515
Jamie Madill35cd7332018-12-02 12:03:33 -05001516 constexpr char kFS2[] = R"(#version 310 es
1517uniform layout(location = 0) highp ivec2 u_expectedSize;
1518out layout(location = 2) mediump vec4 f_color;
1519void main()
1520{
1521 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1522 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1523})";
JiangYizhou10d41392017-12-18 18:13:36 +08001524
Tim Van Pattendff47d52020-07-14 19:10:12 -06001525 ANGLE_GL_PROGRAM(program1, kVS1, kFS1);
1526 ANGLE_GL_PROGRAM(program2, kVS2, kFS2);
JiangYizhou10d41392017-12-18 18:13:36 +08001527
1528 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001529
1530 GLFramebuffer mFramebuffer;
1531 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
1532 GLuint defaultWidth = 1;
1533 GLuint defaultHeight = 1;
1534
1535 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth);
1536 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight);
1537 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1538
1539 const float data[] = {
1540 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1541 };
1542
1543 GLuint vertexArray = 0;
1544 GLuint vertexBuffer = 0;
1545 GLuint query = 0;
1546 GLuint passedCount = 0;
1547
1548 glGenQueries(1, &query);
1549 glGenVertexArrays(1, &vertexArray);
1550 glBindVertexArray(vertexArray);
1551
1552 glGenBuffers(1, &vertexBuffer);
1553 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1554 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
1555
1556 glEnableVertexAttribArray(0);
1557 glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
JiangYizhou38d92b52017-09-13 13:47:52 +08001558 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
JiangYizhou511937d2017-08-03 15:41:29 +08001559
1560 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1561
JiangYizhou10d41392017-12-18 18:13:36 +08001562 glUseProgram(program2);
1563 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1564
1565 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001566 // If fbo has attachments, the rendering size should be the same as its attachment.
1567 GLTexture mTexture;
1568 GLuint width = 2;
1569 GLuint height = 2;
1570 glBindTexture(GL_TEXTURE_2D, mTexture.get());
1571 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
JiangYizhou38d92b52017-09-13 13:47:52 +08001572
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001573 const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
JiangYizhou38d92b52017-09-13 13:47:52 +08001574
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001575 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(),
JiangYizhou511937d2017-08-03 15:41:29 +08001576 0);
1577 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001578 glDrawBuffers(4, bufs);
JiangYizhou511937d2017-08-03 15:41:29 +08001579
1580 validateSamplePass(query, passedCount, width, height);
1581
1582 // If fbo's attachment has been removed, the rendering size should be the same as framebuffer
1583 // default size.
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001584 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0);
JiangYizhou511937d2017-08-03 15:41:29 +08001585 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1586
1587 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1588
1589 glDisableVertexAttribArray(0);
1590 glBindBuffer(GL_ARRAY_BUFFER, 0);
1591 glBindVertexArray(0);
1592 glDeleteBuffers(1, &vertexBuffer);
1593 glDeleteVertexArrays(1, &vertexArray);
1594
1595 ASSERT_GL_NO_ERROR();
1596}
1597
Brandon Jones9fc87332017-12-13 15:46:52 -08001598class AddDummyTextureNoRenderTargetTest : public ANGLETest
1599{
1600 public:
1601 AddDummyTextureNoRenderTargetTest()
1602 {
1603 setWindowWidth(512);
1604 setWindowHeight(512);
1605 setConfigRedBits(8);
1606 setConfigGreenBits(8);
1607 setConfigBlueBits(8);
1608 setConfigAlphaBits(8);
1609 }
1610
Jonah Ryan-Daviseee67c62019-06-18 13:00:43 -04001611 void overrideWorkaroundsD3D(FeaturesD3D *features) override
Brandon Jones9fc87332017-12-13 15:46:52 -08001612 {
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -04001613 features->overrideFeatures({"add_dummy_texture_no_render_target"}, true);
Brandon Jones9fc87332017-12-13 15:46:52 -08001614 }
1615};
1616
1617// Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
1618TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
1619{
Jamie Madill35cd7332018-12-02 12:03:33 -05001620 constexpr char kVS[] = "void main() {}";
1621 constexpr char kFS[] = "void main() {}";
Brandon Jones9fc87332017-12-13 15:46:52 -08001622
Jamie Madill35cd7332018-12-02 12:03:33 -05001623 ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
Brandon Jones9fc87332017-12-13 15:46:52 -08001624
1625 glUseProgram(drawProgram);
1626
1627 glDrawArrays(GL_TRIANGLES, 0, 6);
1628
1629 ASSERT_GL_NO_ERROR();
1630}
1631
Jamie Madill4fb3c282020-03-19 19:10:45 -04001632// Covers a bug in ANGLE's Vulkan back-end framebuffer cache which ignored depth/stencil after
1633// calls to DrawBuffers.
1634TEST_P(FramebufferTest_ES3, AttachmentStateChange)
1635{
1636 constexpr GLuint kSize = 2;
1637
1638 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1639
1640 GLTexture colorTexture;
1641 glBindTexture(GL_TEXTURE_2D, colorTexture);
1642 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1643
1644 GLFramebuffer fbo;
1645 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1646 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1647
1648 ASSERT_GL_NO_ERROR();
1649 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1650
1651 // First draw without a depth buffer.
1652 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1653
1654 GLRenderbuffer depthBuffer;
1655 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
1656 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
1657
1658 // Bind just a renderbuffer and draw.
1659 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
1660
1661 ASSERT_GL_NO_ERROR();
1662 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1663
1664 glDrawBuffers(0, nullptr);
1665 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1666
1667 // Re-enable color buffer and draw one final time. This previously triggered a crash.
1668 GLenum drawBuffs = {GL_COLOR_ATTACHMENT0};
1669 glDrawBuffers(1, &drawBuffs);
1670
1671 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1672 ASSERT_GL_NO_ERROR();
1673 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1674}
1675
Jamie Madilld03b15b2020-03-26 17:22:18 -04001676// Tests that we can support a feedback loop between a depth textures and the depth buffer.
Jamie Madille689d312020-08-14 22:51:03 -04001677// The test emulates the read-only feedback loop in Manhattan.
1678TEST_P(FramebufferTest_ES3, ReadOnlyDepthFeedbackLoopSupported)
Jamie Madilld03b15b2020-03-26 17:22:18 -04001679{
Jamie Madill682f9142020-08-18 10:57:40 -04001680 // Feedback loops are only supported on Vulkan.
1681 // TODO(jmadill): Make GL extension. http://anglebug.com/4969
1682 ANGLE_SKIP_TEST_IF(!IsVulkan());
Jamie Madilld03b15b2020-03-26 17:22:18 -04001683
1684 constexpr GLuint kSize = 2;
1685 glViewport(0, 0, kSize, kSize);
1686
1687 constexpr char kFS[] = R"(precision mediump float;
1688varying vec2 v_texCoord;
1689uniform sampler2D depth;
1690void main()
1691{
1692 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1693 {
1694 gl_FragColor = vec4(0, 1, 0, 1);
1695 }
1696 else
1697 {
1698 gl_FragColor = vec4(1, 0, 0, 1);
1699 }
1700})";
1701
1702 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1703
1704 GLFramebuffer framebuffer;
1705 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1706
1707 GLTexture colorTexture;
1708 glBindTexture(GL_TEXTURE_2D, colorTexture);
1709 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1710
1711 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1712 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1713 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1714
1715 GLTexture depthTexture;
1716 glBindTexture(GL_TEXTURE_2D, depthTexture);
1717 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1718 GL_UNSIGNED_INT, nullptr);
1719 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1720 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1721 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1722
1723 ASSERT_GL_NO_ERROR();
1724 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1725
1726 // Clear depth to 0.5.
1727 glClearDepthf(0.5f);
1728 glClear(GL_DEPTH_BUFFER_BIT);
1729
Jamie Madille689d312020-08-14 22:51:03 -04001730 // Disable depth. Although this does not remove the feedback loop as defined by the
Jamie Madilld03b15b2020-03-26 17:22:18 -04001731 // spec it mimics what gfxbench does in its rendering tests.
1732 glDepthMask(false);
Jamie Madille689d312020-08-14 22:51:03 -04001733 glDisable(GL_DEPTH_TEST);
Jamie Madilld03b15b2020-03-26 17:22:18 -04001734
1735 // Verify we can sample the depth texture and get 0.5.
1736 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1737
1738 ASSERT_GL_NO_ERROR();
1739 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1740}
1741
Jamie Madilld3e800e2020-08-15 17:26:04 -04001742// Tests corner cases with read-only depth-stencil feedback loops.
1743TEST_P(FramebufferTest_ES3, ReadOnlyDepthFeedbackLoopStateChanges)
1744{
Jamie Madill682f9142020-08-18 10:57:40 -04001745 // Feedback loops are only supported on Vulkan.
1746 // TODO(jmadill): Make GL extension. http://anglebug.com/4969
1747 ANGLE_SKIP_TEST_IF(!IsVulkan());
Jamie Madilld3e800e2020-08-15 17:26:04 -04001748
1749 constexpr GLuint kSize = 2;
1750 glViewport(0, 0, kSize, kSize);
1751
1752 constexpr char kFS[] = R"(precision mediump float;
1753varying vec2 v_texCoord;
1754uniform sampler2D depth;
1755void main()
1756{
1757 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1758 {
1759 gl_FragColor = vec4(0, 1, 0, 1);
1760 }
1761 else
1762 {
1763 gl_FragColor = vec4(1, 0, 0, 1);
1764 }
1765})";
1766
1767 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1768 glUseProgram(program);
1769
1770 setupQuadVertexBuffer(0.5f, 1.0f);
1771 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
1772 glEnableVertexAttribArray(0);
1773
1774 GLFramebuffer framebuffer1;
1775 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
1776
1777 GLTexture colorTexture;
1778 glBindTexture(GL_TEXTURE_2D, colorTexture);
1779 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1780
1781 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1782 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1783 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1784
1785 GLTexture depthTexture;
1786 glBindTexture(GL_TEXTURE_2D, depthTexture);
1787 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1788 GL_UNSIGNED_INT, nullptr);
1789 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1790 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1791 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1792 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1793
1794 GLFramebuffer framebuffer2;
1795 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
1796 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1797 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1798
1799 ASSERT_GL_NO_ERROR();
1800
1801 // Clear depth to 0.5.
1802 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
1803 glClearDepthf(0.5f);
1804 glClear(GL_DEPTH_BUFFER_BIT);
1805 glFlush();
1806
1807 // Disable depth. Although this does not remove the feedback loop as defined by the
1808 // spec it mimics what gfxbench does in its rendering tests.
1809 glDepthMask(false);
1810 glDisable(GL_DEPTH_TEST);
1811
1812 // Draw with loop.
1813 glDrawArrays(GL_TRIANGLES, 0, 6);
1814 ASSERT_GL_NO_ERROR();
1815
1816 // Draw with no loop and second FBO. Starts RP in writable mode.
1817 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
1818 glBindTexture(GL_TEXTURE_2D, 0);
1819 glDrawArrays(GL_TRIANGLES, 0, 6);
1820 ASSERT_GL_NO_ERROR();
1821
1822 // Draw with loop, restarts RP.
1823 glBindTexture(GL_TEXTURE_2D, depthTexture);
1824 glDrawArrays(GL_TRIANGLES, 0, 6);
1825 ASSERT_GL_NO_ERROR();
1826}
1827
Jamie Madilldd00f162020-04-02 14:04:44 -04001828// Covers a bug in ANGLE's Vulkan back-end. Our VkFramebuffer cache would in some cases forget to
1829// check the draw states when computing a cache key.
1830TEST_P(FramebufferTest_ES3, DisabledAttachmentRedefinition)
1831{
1832 constexpr GLuint kSize = 2;
1833
1834 // Make a Framebuffer with two attachments with one enabled and one disabled.
1835 GLTexture texA, texB;
1836 glBindTexture(GL_TEXTURE_2D, texA);
1837 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1838 glBindTexture(GL_TEXTURE_2D, texB);
1839 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1840
1841 GLFramebuffer fbo;
1842 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1843 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
1844 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
1845
1846 // Mask out the second texture.
1847 constexpr GLenum kOneDrawBuf = GL_COLOR_ATTACHMENT0;
1848 glDrawBuffers(1, &kOneDrawBuf);
1849
1850 ASSERT_GL_NO_ERROR();
1851 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1852
1853 // Set up a very simple shader.
1854 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1855 glViewport(0, 0, kSize, kSize);
1856
1857 // Draw
1858 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1859 ASSERT_GL_NO_ERROR();
1860 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1861
1862 // Update the masked out attachment and draw again.
1863 std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
1864 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
1865 redPixels.data());
1866
1867 // Draw
1868 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1869 ASSERT_GL_NO_ERROR();
1870 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1871
1872 glReadBuffer(GL_COLOR_ATTACHMENT1);
1873 ASSERT_GL_NO_ERROR();
1874 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1875}
1876
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001877class FramebufferTest : public ANGLETest
1878{};
1879
1880template <typename T>
1881void FillTexture2D(GLuint texture,
1882 GLsizei width,
1883 GLsizei height,
1884 const T &onePixelData,
1885 GLint level,
1886 GLint internalFormat,
1887 GLenum format,
1888 GLenum type)
1889{
1890 std::vector<T> allPixelsData(width * height, onePixelData);
1891
1892 glBindTexture(GL_TEXTURE_2D, texture);
1893 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1894 allPixelsData.data());
1895 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1896 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1897 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1898 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1899}
1900
1901// Multi-context uses of textures should not cause rendering feedback loops.
1902TEST_P(FramebufferTest, MultiContextNoRenderingFeedbackLoops)
1903{
1904 constexpr char kTextureVS[] =
1905 R"(attribute vec4 a_position;
1906varying vec2 v_texCoord;
1907void main() {
1908 gl_Position = a_position;
1909 v_texCoord = (a_position.xy * 0.5) + 0.5;
1910})";
1911
1912 constexpr char kTextureFS[] =
1913 R"(precision mediump float;
1914varying vec2 v_texCoord;
1915uniform sampler2D u_texture;
1916void main() {
1917 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
1918})";
1919
1920 ANGLE_GL_PROGRAM(textureProgram, kTextureVS, kTextureFS);
1921
1922 glUseProgram(textureProgram.get());
1923 GLint uniformLoc = glGetUniformLocation(textureProgram.get(), "u_texture");
1924 ASSERT_NE(-1, uniformLoc);
1925 glUniform1i(uniformLoc, 0);
1926
1927 GLTexture texture;
1928 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1929 glBindTexture(GL_TEXTURE_2D, texture.get());
1930 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
1931
1932 EGLWindow *window = getEGLWindow();
1933 EGLDisplay display = window->getDisplay();
1934 EGLConfig config = window->getConfig();
1935 EGLSurface surface = window->getSurface();
1936 EGLint contextAttributes[] = {
1937 EGL_CONTEXT_MAJOR_VERSION_KHR,
1938 GetParam().majorVersion,
1939 EGL_CONTEXT_MINOR_VERSION_KHR,
1940 GetParam().minorVersion,
1941 EGL_NONE,
1942 };
1943 EGLContext context1 = eglGetCurrentContext();
1944 // Create context2, sharing resources with context1.
1945 EGLContext context2 = eglCreateContext(display, config, context1, contextAttributes);
1946 ASSERT_NE(context2, EGL_NO_CONTEXT);
1947 eglMakeCurrent(display, surface, surface, context2);
1948
1949 constexpr char kVS[] =
1950 R"(attribute vec4 a_position;
1951void main() {
1952 gl_Position = a_position;
1953})";
1954
1955 constexpr char kFS[] =
1956 R"(precision mediump float;
1957void main() {
1958 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
1959})";
1960
1961 ANGLE_GL_PROGRAM(program, kVS, kFS);
1962 glUseProgram(program.get());
1963
1964 ASSERT_GL_NO_ERROR();
1965
1966 // Render to the texture in context2.
1967 GLFramebuffer framebuffer;
1968 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1969 // Texture is still a valid name in context2.
1970 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -06001971 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001972 // There is no rendering feedback loop at this point.
1973
1974 glDisable(GL_BLEND);
1975 glDisable(GL_DEPTH_TEST);
1976 ASSERT_GL_NO_ERROR();
1977
1978 // If draw is no-op'ed, texture will not be filled appropriately.
1979 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1980 ASSERT_GL_NO_ERROR();
1981 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1982
1983 // Make context1 current again.
1984 eglMakeCurrent(display, surface, surface, context1);
1985
1986 // Render texture to screen.
1987 drawQuad(textureProgram.get(), "a_position", 0.5f, 1.0f, true);
1988 ASSERT_GL_NO_ERROR();
1989 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1990
1991 eglDestroyContext(display, context2);
1992}
1993
Jamie Madill2a0c3592020-03-31 15:36:45 -04001994// Ensure cube-incomplete attachments cause incomplete Framebuffers.
1995TEST_P(FramebufferTest, IncompleteCubeMap)
1996{
1997 constexpr GLuint kSize = 2;
1998
1999 GLTexture srcTex;
2000 glBindTexture(GL_TEXTURE_CUBE_MAP, srcTex);
2001 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
2002 GL_UNSIGNED_BYTE, nullptr);
2003
2004 GLFramebuffer fbo;
2005 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2006 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
2007 srcTex, 0);
2008
2009 ASSERT_GL_NO_ERROR();
2010 ASSERT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
2011 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2012}
2013
Tim Van Pattene8789a52020-07-29 12:01:49 -06002014// Test FBOs with different sizes are drawn correctly
2015TEST_P(FramebufferTest, BindAndDrawDifferentSizedFBOs)
2016{
2017 // 1. Create FBO 1 with dimensions 16x16
2018 // 2. Draw red into FBO 1 (note, FramebufferVk::syncState is called)
2019 // 3. Create FBO 2 with dimensions 8x8
2020 // 4. Draw green into FBO 2 (note, FramebufferVk::syncState is called)
2021 // 5. Bind FBO 1 (note, it's not dirty)
2022 // 6. Draw blue into FBO 1
2023 // 7. Verify FBO 1 is entirely blue
2024
2025 GLFramebuffer smallFbo;
2026 GLFramebuffer largeFbo;
2027 GLTexture smallTexture;
2028 GLTexture largeTexture;
2029 constexpr GLsizei kLargeWidth = 16;
2030 constexpr GLsizei kLargeHeight = 16;
2031 constexpr GLsizei kSmallWidth = 8;
2032 constexpr GLsizei kSmallHeight = 8;
2033
2034 ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
2035 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
2036 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
2037
2038 // 1. Create FBO 1 with dimensions 16x16
2039 glBindFramebuffer(GL_FRAMEBUFFER, largeFbo);
2040 glBindTexture(GL_TEXTURE_2D, largeTexture);
2041 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kLargeWidth, kLargeHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2042 nullptr);
2043 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2044 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2045 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
2046 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2047
2048 // 2. Draw red into FBO 1 (note, FramebufferVk::syncState is called)
2049 glUseProgram(redProgram);
2050 drawQuad(redProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2051 ASSERT_GL_NO_ERROR();
2052
2053 // 3. Create FBO 2 with dimensions 8x8
2054 glBindFramebuffer(GL_FRAMEBUFFER, smallFbo);
2055 glBindTexture(GL_TEXTURE_2D, smallTexture);
2056 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSmallWidth, kSmallHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2057 nullptr);
2058 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2059 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2060 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
2061 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2062
2063 // 4. Draw green into FBO 2 (note, FramebufferVk::syncState is called)
2064 glUseProgram(greenProgram);
2065 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2066 ASSERT_GL_NO_ERROR();
2067
2068 // 5. Bind FBO 1 (note, it's not dirty)
2069 glBindFramebuffer(GL_FRAMEBUFFER, largeFbo);
2070
2071 // 6. Draw blue into FBO 1
2072 glUseProgram(blueProgram);
2073 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2074 ASSERT_GL_NO_ERROR();
2075
2076 // 7. Verify FBO 1 is entirely blue
2077 EXPECT_PIXEL_RECT_EQ(0, 0, kLargeWidth, kLargeHeight, GLColor::blue);
2078}
2079
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07002080ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04002081ANGLE_INSTANTIATE_TEST_ES2(FramebufferTest);
Shahbaz Youssefie28883d2020-01-25 23:25:43 -05002082ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferFormatsTest);
2083ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3);
2084ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31);