blob: 85d18619d01f2ffe7ba55b582c067ba1ffef122a [file] [log] [blame]
Geoff Langc287ea62016-09-16 14:46:51 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8
9#include "test_utils/ANGLETest.h"
10
Geoff Lang677bb6f2017-04-05 12:40:40 -040011#include "common/mathutil.h"
Geoff Langc287ea62016-09-16 14:46:51 -040012#include "test_utils/gl_raii.h"
13
Frank Henigman146e8a12017-03-02 23:22:37 -050014namespace
15{
16
17bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
18{
19 return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
20 (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
21}
22
23void CheckBlendFunctions(GLenum src, GLenum dst)
24{
25 if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
26 ConstantColorAndAlphaBlendFunctions(dst, src))
27 {
28 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
29 }
30 else
31 {
32 ASSERT_GL_NO_ERROR();
33 }
34}
35
Geoff Lang677bb6f2017-04-05 12:40:40 -040036// Extensions that affect the ability to use floating point textures
37constexpr const char *FloatingPointTextureExtensions[] = {
38 "",
39 "GL_EXT_texture_storage",
Geoff Lang677bb6f2017-04-05 12:40:40 -040040 "GL_OES_texture_half_float",
41 "GL_OES_texture_half_float_linear",
42 "GL_EXT_color_buffer_half_float",
Geoff Lang7d4602f2017-09-13 10:45:09 -040043 "GL_OES_texture_float",
44 "GL_OES_texture_float_linear",
Geoff Lang677bb6f2017-04-05 12:40:40 -040045 "GL_EXT_color_buffer_float",
46 "GL_CHROMIUM_color_buffer_float_rgba",
47 "GL_CHROMIUM_color_buffer_float_rgb",
48};
49
Frank Henigman146e8a12017-03-02 23:22:37 -050050} // namespace
51
Geoff Langc287ea62016-09-16 14:46:51 -040052namespace angle
53{
54
55class WebGLCompatibilityTest : public ANGLETest
56{
57 protected:
58 WebGLCompatibilityTest()
59 {
60 setWindowWidth(128);
61 setWindowHeight(128);
62 setConfigRedBits(8);
63 setConfigGreenBits(8);
64 setConfigBlueBits(8);
65 setConfigAlphaBits(8);
66 setWebGLCompatibilityEnabled(true);
67 }
68
69 void SetUp() override
70 {
71 ANGLETest::SetUp();
Geoff Langc339c4e2016-11-29 10:37:36 -050072 glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
73 eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -040074 }
75
Geoff Lang677bb6f2017-04-05 12:40:40 -040076 template <typename T>
77 void TestFloatTextureFormat(GLenum internalFormat,
78 GLenum format,
79 GLenum type,
80 bool texturingEnabled,
81 bool linearSamplingEnabled,
82 bool renderingEnabled,
83 const T textureData[4],
84 const float floatData[4])
85 {
86 ASSERT_GL_NO_ERROR();
87
88 const std::string samplingVs =
89 "attribute vec4 position;\n"
90 "varying vec2 texcoord;\n"
91 "void main()\n"
92 "{\n"
93 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
94 " texcoord = (position.xy * 0.5) + 0.5;\n"
95 "}\n";
96
97 const std::string samplingFs =
98 "precision mediump float;\n"
99 "uniform sampler2D tex;\n"
100 "uniform vec4 subtractor;\n"
101 "varying vec2 texcoord;\n"
102 "void main()\n"
103 "{\n"
104 " vec4 color = texture2D(tex, texcoord);\n"
105 " if (abs(color.r - subtractor.r) +\n"
106 " abs(color.g - subtractor.g) +\n"
107 " abs(color.b - subtractor.b) +\n"
108 " abs(color.a - subtractor.a) < 8.0)\n"
109 " {\n"
110 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
111 " }\n"
112 " else\n"
113 " {\n"
114 " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
115 " }\n"
116 "}\n";
117
118 ANGLE_GL_PROGRAM(samplingProgram, samplingVs, samplingFs);
119 glUseProgram(samplingProgram.get());
120
121 GLRenderbuffer rbo;
122 glBindRenderbuffer(GL_RENDERBUFFER, rbo.get());
123 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
124
125 GLFramebuffer fbo;
126 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
127 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo.get());
128
129 GLTexture texture;
130 glBindTexture(GL_TEXTURE_2D, texture.get());
131
132 if (internalFormat == format)
133 {
134 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
135 }
136 else
137 {
138 if (getClientMajorVersion() >= 3)
139 {
140 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
141 }
142 else
143 {
144 ASSERT_TRUE(extensionEnabled("GL_EXT_texture_storage"));
145 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
146 }
147 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
148 }
149
150 if (!texturingEnabled)
151 {
152 // Depending on the entry point and client version, different errors may be generated
153 ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
154
155 // Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
156 // second error
157 glGetError();
158
159 return;
160 }
161 ASSERT_GL_NO_ERROR();
162
163 glUniform1i(glGetUniformLocation(samplingProgram.get(), "tex"), 0);
164 glUniform4fv(glGetUniformLocation(samplingProgram.get(), "subtractor"), 1, floatData);
165
166 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
167 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
168 drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
169 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
170
171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
172 drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
173
174 if (linearSamplingEnabled)
175 {
176 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
177 }
178 else
179 {
180 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
181 }
182
183 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(),
184 0);
185 glBindTexture(GL_TEXTURE_2D, 0);
186 if (!renderingEnabled)
187 {
188 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
189 glCheckFramebufferStatus(GL_FRAMEBUFFER));
190 return;
191 }
192 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
193
194 const std::string renderingVs =
195 "attribute vec4 position;\n"
196 "void main()\n"
197 "{\n"
198 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
199 "}\n";
200
201 const std::string renderingFs =
202 "precision mediump float;\n"
203 "uniform vec4 writeValue;\n"
204 "void main()\n"
205 "{\n"
206 " gl_FragColor = writeValue;\n"
207 "}\n";
208
209 ANGLE_GL_PROGRAM(renderingProgram, renderingVs, renderingFs);
210 glUseProgram(renderingProgram.get());
211
212 glUniform4fv(glGetUniformLocation(renderingProgram.get(), "writeValue"), 1, floatData);
213
214 drawQuad(renderingProgram.get(), "position", 0.5f, 1.0f, true);
215
216 EXPECT_PIXEL_COLOR32F_NEAR(
217 0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
218 }
219
Jamie Madillcad97ee2017-02-02 18:52:44 -0500220 // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
221 void drawBuffersEXTFeedbackLoop(GLuint program,
222 const std::array<GLenum, 2> &drawBuffers,
223 GLenum expectedError);
224
Jamie Madill07be8bf2017-02-02 19:59:57 -0500225 // Called from RenderingFeedbackLoopWithDrawBuffers.
226 void drawBuffersFeedbackLoop(GLuint program,
227 const std::array<GLenum, 2> &drawBuffers,
228 GLenum expectedError);
229
Geoff Langc339c4e2016-11-29 10:37:36 -0500230 PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
Geoff Langc287ea62016-09-16 14:46:51 -0400231};
232
Corentin Wallezfd456442016-12-21 17:57:00 -0500233class WebGL2CompatibilityTest : public WebGLCompatibilityTest
234{
235};
236
Geoff Langc287ea62016-09-16 14:46:51 -0400237// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
238// the GL extension should always be present
239TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
240{
241 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
242}
243
244// Verify that all extension entry points are available
245TEST_P(WebGLCompatibilityTest, EntryPoints)
246{
Geoff Langc339c4e2016-11-29 10:37:36 -0500247 if (extensionEnabled("GL_ANGLE_request_extension"))
Geoff Langc287ea62016-09-16 14:46:51 -0400248 {
Geoff Langc339c4e2016-11-29 10:37:36 -0500249 EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -0400250 }
251}
252
253// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
254// even in ES2 contexts.
255TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
256{
257 GLRenderbuffer renderbuffer;
258 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
259 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
260
261 GLFramebuffer framebuffer;
262 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
263 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
264 renderbuffer.get());
265
266 EXPECT_GL_NO_ERROR();
267}
268
269// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
270TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
271{
Geoff Langc339c4e2016-11-29 10:37:36 -0500272 glRequestExtensionANGLE("invalid_extension_string");
Geoff Langc287ea62016-09-16 14:46:51 -0400273 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
274}
275
276// Test enabling the GL_OES_element_index_uint extension
277TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
278{
279 if (getClientMajorVersion() != 2)
280 {
281 // This test only works on ES2 where uint indices are not available by default
282 return;
283 }
284
285 EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
286
287 GLBuffer indexBuffer;
288 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
289
290 GLuint data[] = {0, 1, 2, 1, 3, 2};
291 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
292
293 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
294 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
295 glUseProgram(program.get());
296
Jamie Madille7b96342017-06-23 15:06:08 -0400297 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
Geoff Langc287ea62016-09-16 14:46:51 -0400298 EXPECT_GL_ERROR(GL_INVALID_ENUM);
299
Geoff Langc339c4e2016-11-29 10:37:36 -0500300 if (extensionRequestable("GL_OES_element_index_uint"))
Geoff Langc287ea62016-09-16 14:46:51 -0400301 {
Geoff Langc339c4e2016-11-29 10:37:36 -0500302 glRequestExtensionANGLE("GL_OES_element_index_uint");
Geoff Langc287ea62016-09-16 14:46:51 -0400303 EXPECT_GL_NO_ERROR();
304 EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
305
Jamie Madille7b96342017-06-23 15:06:08 -0400306 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
Geoff Langc287ea62016-09-16 14:46:51 -0400307 EXPECT_GL_NO_ERROR();
308 }
309}
310
Geoff Langff5c63e2017-04-12 15:26:54 -0400311// Test enabling the GL_OES_standard_derivatives extension
312TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
313{
314 EXPECT_FALSE(extensionEnabled("GL_OES_standard_derivatives"));
315
316 const std::string source =
317 "#extension GL_OES_standard_derivatives : require\n"
318 "void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); }\n";
319 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
320
321 if (extensionRequestable("GL_OES_standard_derivatives"))
322 {
323 glRequestExtensionANGLE("GL_OES_standard_derivatives");
324 EXPECT_GL_NO_ERROR();
325 EXPECT_TRUE(extensionEnabled("GL_OES_standard_derivatives"));
326
327 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
328 ASSERT_NE(0u, shader);
329 glDeleteShader(shader);
330 }
331}
332
333// Test enabling the GL_EXT_shader_texture_lod extension
334TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
335{
336 EXPECT_FALSE(extensionEnabled("GL_EXT_shader_texture_lod"));
337
338 const std::string source =
339 "#extension GL_EXT_shader_texture_lod : require\n"
340 "uniform sampler2D u_texture;\n"
341 "void main() {\n"
342 " gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, "
343 "0.0));\n"
344 "}\n";
345 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
346
347 if (extensionRequestable("GL_EXT_shader_texture_lod"))
348 {
349 glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
350 EXPECT_GL_NO_ERROR();
351 EXPECT_TRUE(extensionEnabled("GL_EXT_shader_texture_lod"));
352
353 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
354 ASSERT_NE(0u, shader);
355 glDeleteShader(shader);
356 }
357}
358
359// Test enabling the GL_EXT_frag_depth extension
360TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
361{
362 EXPECT_FALSE(extensionEnabled("GL_EXT_frag_depth"));
363
364 const std::string source =
365 "#extension GL_EXT_frag_depth : require\n"
366 "void main() {\n"
367 " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
368 " gl_FragDepthEXT = 1.0;\n"
369 "}\n";
370 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, source));
371
372 if (extensionRequestable("GL_EXT_frag_depth"))
373 {
374 glRequestExtensionANGLE("GL_EXT_frag_depth");
375 EXPECT_GL_NO_ERROR();
376 EXPECT_TRUE(extensionEnabled("GL_EXT_frag_depth"));
377
378 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
379 ASSERT_NE(0u, shader);
380 glDeleteShader(shader);
381 }
382}
383
Geoff Langd7d526a2017-02-21 16:48:43 -0500384// Test enabling the GL_EXT_texture_filter_anisotropic extension
385TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
386{
387 EXPECT_FALSE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
388
389 GLfloat maxAnisotropy = 0.0f;
390 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
391 EXPECT_GL_ERROR(GL_INVALID_ENUM);
392
393 GLTexture texture;
394 glBindTexture(GL_TEXTURE_2D, texture.get());
395 ASSERT_GL_NO_ERROR();
396
397 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
398 EXPECT_GL_ERROR(GL_INVALID_ENUM);
399
400 GLfloat currentAnisotropy = 0.0f;
401 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
402 EXPECT_GL_ERROR(GL_INVALID_ENUM);
403
404 if (extensionRequestable("GL_EXT_texture_filter_anisotropic"))
405 {
406 glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
407 EXPECT_GL_NO_ERROR();
408 EXPECT_TRUE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
409
410 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
411 ASSERT_GL_NO_ERROR();
412 EXPECT_GE(maxAnisotropy, 2.0f);
413
414 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
415 ASSERT_GL_NO_ERROR();
416 EXPECT_EQ(1.0f, currentAnisotropy);
417
418 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
419 ASSERT_GL_NO_ERROR();
420 }
421}
422
Bryan Bernhart87c182e2016-11-02 11:23:22 -0700423// Verify that shaders are of a compatible spec when the extension is enabled.
424TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
425{
426 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
427
428 // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
429 const std::string &vert =
430 "struct Foo {\n"
431 " int _webgl_bar;\n"
432 "};\n"
433 "void main()\n"
434 "{\n"
435 " Foo foo = Foo(1);\n"
436 "}";
437
438 // Default fragement shader.
439 const std::string &frag =
440 "void main()\n"
441 "{\n"
442 " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
443 "}";
444
445 GLuint program = CompileProgram(vert, frag);
446 EXPECT_EQ(0u, program);
447 glDeleteProgram(program);
448}
449
Geoff Langa0e0aeb2017-04-12 15:06:29 -0400450// Verify that the context generates the correct error when the framebuffer attachments are
451// different sizes
452TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMissmatch)
453{
454 GLFramebuffer fbo;
455 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
456
457 GLTexture textures[2];
458 glBindTexture(GL_TEXTURE_2D, textures[0]);
459 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
460 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
461
462 ASSERT_GL_NO_ERROR();
463 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
464
465 GLRenderbuffer renderbuffer;
466 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
467 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
468 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
469
470 ASSERT_GL_NO_ERROR();
471 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
472 glCheckFramebufferStatus(GL_FRAMEBUFFER));
473
474 if (extensionRequestable("GL_EXT_draw_buffers"))
475 {
476 glRequestExtensionANGLE("GL_EXT_draw_buffers");
477 EXPECT_GL_NO_ERROR();
478 EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
479
480 glBindTexture(GL_TEXTURE_2D, textures[1]);
481 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
482 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
483 ASSERT_GL_NO_ERROR();
484
485 ASSERT_GL_NO_ERROR();
486 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
487 glCheckFramebufferStatus(GL_FRAMEBUFFER));
488
489 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
490
491 ASSERT_GL_NO_ERROR();
492 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
493
494 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
495
496 ASSERT_GL_NO_ERROR();
497 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
498 glCheckFramebufferStatus(GL_FRAMEBUFFER));
499 }
500}
501
Corentin Wallez327411e2016-12-09 11:09:17 -0500502// Test that client-side array buffers are forbidden in WebGL mode
503TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
504{
505 const std::string &vert =
506 "attribute vec3 a_pos;\n"
507 "void main()\n"
508 "{\n"
509 " gl_Position = vec4(a_pos, 1.0);\n"
510 "}\n";
511
512 const std::string &frag =
513 "precision highp float;\n"
514 "void main()\n"
515 "{\n"
516 " gl_FragColor = vec4(1.0);\n"
517 "}\n";
518
519 ANGLE_GL_PROGRAM(program, vert, frag);
520
521 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
522 ASSERT_NE(-1, posLocation);
523 glUseProgram(program.get());
524
525 const auto &vertices = GetQuadVertices();
Corentin Wallezfd456442016-12-21 17:57:00 -0500526 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
Corentin Wallez327411e2016-12-09 11:09:17 -0500527 glEnableVertexAttribArray(posLocation);
528
529 ASSERT_GL_NO_ERROR();
530 glDrawArrays(GL_TRIANGLES, 0, 6);
531 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
532}
533
534// Test that client-side element array buffers are forbidden in WebGL mode
535TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
536{
537 const std::string &vert =
538 "attribute vec3 a_pos;\n"
539 "void main()\n"
540 "{\n"
541 " gl_Position = vec4(a_pos, 1.0);\n"
542 "}\n";
543
544 const std::string &frag =
545 "precision highp float;\n"
546 "void main()\n"
547 "{\n"
548 " gl_FragColor = vec4(1.0);\n"
549 "}\n";
550
551 ANGLE_GL_PROGRAM(program, vert, frag);
552
553 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
554 ASSERT_NE(-1, posLocation);
555 glUseProgram(program.get());
556
557 const auto &vertices = GetQuadVertices();
558
559 GLBuffer vertexBuffer;
560 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
561 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
562 GL_STATIC_DRAW);
563
564 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
565 glEnableVertexAttribArray(posLocation);
566
Corentin Wallez327411e2016-12-09 11:09:17 -0500567 ASSERT_GL_NO_ERROR();
Corentin Wallezded1b5a2017-03-09 18:58:48 -0500568
569 // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
570 // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
571 // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
572 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void*>(intptr_t(1)));
Corentin Wallez327411e2016-12-09 11:09:17 -0500573 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
574}
575
Corentin Wallez672f7f32017-06-15 17:42:17 -0400576// Test that client-side array buffers are forbidden even if the program doesn't use the attribute
577TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
578{
579 const std::string &vert =
580 "void main()\n"
581 "{\n"
582 " gl_Position = vec4(1.0);\n"
583 "}\n";
584
585 const std::string &frag =
586 "precision highp float;\n"
587 "void main()\n"
588 "{\n"
589 " gl_FragColor = vec4(1.0);\n"
590 "}\n";
591
592 ANGLE_GL_PROGRAM(program, vert, frag);
593
594 glUseProgram(program.get());
595
596 const auto &vertices = GetQuadVertices();
597 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
598 glEnableVertexAttribArray(0);
599
600 ASSERT_GL_NO_ERROR();
601 glDrawArrays(GL_TRIANGLES, 0, 6);
602 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
603}
604
Corentin Wallezb1d0a2552016-12-19 16:15:54 -0500605// Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
606TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
607{
608 // Run the test in an FBO to make sure we have some stencil bits.
609 GLRenderbuffer renderbuffer;
610 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
611 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
612
613 GLFramebuffer framebuffer;
614 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
615 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
616 renderbuffer.get());
617
618 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
619 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
620 glUseProgram(program.get());
621 ASSERT_GL_NO_ERROR();
622
623 // Having ref and mask the same for front and back is valid.
624 glStencilMask(255);
625 glStencilFunc(GL_ALWAYS, 0, 255);
626 glDrawArrays(GL_TRIANGLES, 0, 6);
627 ASSERT_GL_NO_ERROR();
628
629 // Having a different front - back write mask generates an error.
630 glStencilMaskSeparate(GL_FRONT, 1);
631 glDrawArrays(GL_TRIANGLES, 0, 6);
632 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
633
634 // Setting both write masks separately to the same value is valid.
635 glStencilMaskSeparate(GL_BACK, 1);
636 glDrawArrays(GL_TRIANGLES, 0, 6);
637 ASSERT_GL_NO_ERROR();
638
639 // Having a different stencil front - back mask generates an error
640 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
641 glDrawArrays(GL_TRIANGLES, 0, 6);
642 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
643
644 // Setting both masks separately to the same value is valid.
645 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
646 glDrawArrays(GL_TRIANGLES, 0, 6);
647 ASSERT_GL_NO_ERROR();
648
649 // Having a different stencil front - back reference generates an error
650 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
651 glDrawArrays(GL_TRIANGLES, 0, 6);
652 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
653
654 // Setting both references separately to the same value is valid.
655 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
656 glDrawArrays(GL_TRIANGLES, 0, 6);
657 ASSERT_GL_NO_ERROR();
658
659 // Using different stencil funcs, everything being equal is valid.
660 glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
661 glDrawArrays(GL_TRIANGLES, 0, 6);
662 ASSERT_GL_NO_ERROR();
663}
664
Corentin Wallez506fc9c2016-12-21 16:53:33 -0500665// Test that GL_FIXED is forbidden
666TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
667{
668 GLBuffer buffer;
669 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
670 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
671
672 glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
673 ASSERT_GL_NO_ERROR();
674
675 glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
676 EXPECT_GL_ERROR(GL_INVALID_ENUM);
677}
678
679// Test the WebGL limit of 255 for the attribute stride
680TEST_P(WebGLCompatibilityTest, MaxStride)
681{
682 GLBuffer buffer;
683 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
684 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
685
686 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
687 ASSERT_GL_NO_ERROR();
688
689 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
690 EXPECT_GL_ERROR(GL_INVALID_VALUE);
691}
692
Corentin Wallezfd456442016-12-21 17:57:00 -0500693// Test the checks for OOB reads in the vertex buffers, non-instanced version
694TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
695{
696 const std::string &vert =
697 "attribute float a_pos;\n"
698 "void main()\n"
699 "{\n"
700 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
701 "}\n";
702
703 const std::string &frag =
704 "precision highp float;\n"
705 "void main()\n"
706 "{\n"
707 " gl_FragColor = vec4(1.0);\n"
708 "}\n";
709
710 ANGLE_GL_PROGRAM(program, vert, frag);
711
712 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
713 ASSERT_NE(-1, posLocation);
714 glUseProgram(program.get());
715
716 GLBuffer buffer;
717 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
718 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
719
720 glEnableVertexAttribArray(posLocation);
721
722 const uint8_t* zeroOffset = nullptr;
723
724 // Test touching the last element is valid.
725 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
726 glDrawArrays(GL_POINTS, 0, 4);
727 ASSERT_GL_NO_ERROR();
728
729 // Test touching the last element + 1 is invalid.
730 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
731 glDrawArrays(GL_POINTS, 0, 4);
732 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
733
734 // Test touching the last element is valid, using a stride.
735 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
736 glDrawArrays(GL_POINTS, 0, 4);
737 ASSERT_GL_NO_ERROR();
738
739 // Test touching the last element + 1 is invalid, using a stride.
740 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
741 glDrawArrays(GL_POINTS, 0, 4);
742 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
743
744 // Test any offset is valid if no vertices are drawn.
745 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
746 glDrawArrays(GL_POINTS, 0, 0);
747 ASSERT_GL_NO_ERROR();
748}
749
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500750// Test the checks for OOB reads in the index buffer
751TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
Geoff Lang5f319a42017-01-09 16:49:19 -0500752{
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500753 const std::string &vert =
754 "attribute float a_pos;\n"
755 "void main()\n"
756 "{\n"
757 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
758 "}\n";
Geoff Lang5f319a42017-01-09 16:49:19 -0500759
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500760 const std::string &frag =
761 "precision highp float;\n"
762 "void main()\n"
763 "{\n"
764 " gl_FragColor = vec4(1.0);\n"
765 "}\n";
766
767 ANGLE_GL_PROGRAM(program, vert, frag);
768
769 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
770 ASSERT_NE(-1, posLocation);
771 glUseProgram(program.get());
772
773 GLBuffer vertexBuffer;
774 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
775 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
776
777 glEnableVertexAttribArray(posLocation);
778
779 const uint8_t *zeroOffset = nullptr;
780 const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
781
782 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset);
783
784 GLBuffer indexBuffer;
785 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
786 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
Geoff Lang5f319a42017-01-09 16:49:19 -0500787 ASSERT_GL_NO_ERROR();
788
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500789 // Test touching the last index is valid
790 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
791 ASSERT_GL_NO_ERROR();
Geoff Lang5f319a42017-01-09 16:49:19 -0500792
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500793 // Test touching the last + 1 element is invalid
794 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
795 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
Geoff Lang5f319a42017-01-09 16:49:19 -0500796
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500797 // Test any offset if valid if count is zero
798 glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
799 ASSERT_GL_NO_ERROR();
Corentin Wallezfe9306a2017-02-01 17:41:05 -0500800
801 // Test touching the first index is valid
802 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
803 ASSERT_GL_NO_ERROR();
804
805 // Test touching the first - 1 index is invalid
806 // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
807 // the historic behavior of WebGL implementations
808 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
809 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Lang5f319a42017-01-09 16:49:19 -0500810}
811
Frank Henigman6137ddc2017-02-10 18:55:07 -0500812// Test depth range with 'near' more or less than 'far.'
813TEST_P(WebGLCompatibilityTest, DepthRange)
814{
815 glDepthRangef(0, 1);
816 ASSERT_GL_NO_ERROR();
817
818 glDepthRangef(.5, .5);
819 ASSERT_GL_NO_ERROR();
820
821 glDepthRangef(1, 0);
822 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
823}
824
Frank Henigman146e8a12017-03-02 23:22:37 -0500825// Test all blend function combinations.
826// In WebGL it is invalid to combine constant color with constant alpha.
827TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
828{
829 constexpr GLenum srcFunc[] = {
830 GL_ZERO,
831 GL_ONE,
832 GL_SRC_COLOR,
833 GL_ONE_MINUS_SRC_COLOR,
834 GL_DST_COLOR,
835 GL_ONE_MINUS_DST_COLOR,
836 GL_SRC_ALPHA,
837 GL_ONE_MINUS_SRC_ALPHA,
838 GL_DST_ALPHA,
839 GL_ONE_MINUS_DST_ALPHA,
840 GL_CONSTANT_COLOR,
841 GL_ONE_MINUS_CONSTANT_COLOR,
842 GL_CONSTANT_ALPHA,
843 GL_ONE_MINUS_CONSTANT_ALPHA,
844 GL_SRC_ALPHA_SATURATE,
845 };
846
847 constexpr GLenum dstFunc[] = {
848 GL_ZERO, GL_ONE,
849 GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
850 GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
851 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
852 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
853 GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
854 GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
855 };
856
857 for (GLenum src : srcFunc)
858 {
859 for (GLenum dst : dstFunc)
860 {
861 glBlendFunc(src, dst);
862 CheckBlendFunctions(src, dst);
863 glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
864 CheckBlendFunctions(src, dst);
865 }
866 }
867}
868
Geoff Langfc32e8b2017-05-31 14:16:59 -0400869// Test that binding/querying uniforms and attributes with invalid names generates errors
870TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
871{
872 const std::string validAttribName =
873 "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
874 const std::string validUniformName =
875 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
Geoff Langa71a98e2017-06-19 15:15:00 -0400876 std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
877 if (getClientMajorVersion() < 3)
878 {
879 invalidSet.push_back('\\');
880 }
Geoff Langfc32e8b2017-05-31 14:16:59 -0400881
882 std::string vert = "attribute float ";
883 vert += validAttribName;
884 vert +=
885 ";\n"
886 "void main()\n"
887 "{\n"
888 " gl_Position = vec4(1.0);\n"
889 "}\n";
890
891 std::string frag =
892 "precision highp float;\n"
893 "uniform vec4 ";
894 frag += validUniformName;
Geoff Langcab92ee2017-07-19 17:32:07 -0400895 // Insert illegal characters into comments
Geoff Langfc32e8b2017-05-31 14:16:59 -0400896 frag +=
897 ";\n"
Geoff Langcab92ee2017-07-19 17:32:07 -0400898 " // $ \" @ /*\n"
Geoff Langfc32e8b2017-05-31 14:16:59 -0400899 "void main()\n"
Geoff Langcab92ee2017-07-19 17:32:07 -0400900 "{/*\n"
901 " ` @ $\n"
902 " */gl_FragColor = vec4(1.0);\n"
Geoff Langfc32e8b2017-05-31 14:16:59 -0400903 "}\n";
904
905 ANGLE_GL_PROGRAM(program, vert, frag);
906 EXPECT_GL_NO_ERROR();
907
908 for (char invalidChar : invalidSet)
909 {
910 std::string invalidName = validAttribName + invalidChar;
911 glGetAttribLocation(program, invalidName.c_str());
912 EXPECT_GL_ERROR(GL_INVALID_VALUE)
913 << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
914
915 glBindAttribLocation(program, 0, invalidName.c_str());
916 EXPECT_GL_ERROR(GL_INVALID_VALUE)
917 << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
918 }
919
920 for (char invalidChar : invalidSet)
921 {
922 std::string invalidName = validUniformName + invalidChar;
923 glGetUniformLocation(program, invalidName.c_str());
924 EXPECT_GL_ERROR(GL_INVALID_VALUE)
925 << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
926 }
927
928 for (char invalidChar : invalidSet)
929 {
930 std::string invalidAttribName = validAttribName + invalidChar;
931 const char *invalidVert[] = {
932 "attribute float ",
933 invalidAttribName.c_str(),
934 ";\n",
935 "void main()\n",
936 "{\n",
937 " gl_Position = vec4(1.0);\n",
938 "}\n",
939 };
940
941 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
942 glShaderSource(shader, static_cast<GLsizei>(ArraySize(invalidVert)), invalidVert, nullptr);
943 EXPECT_GL_ERROR(GL_INVALID_VALUE);
944 glDeleteShader(shader);
945 }
946}
947
Geoff Langcab92ee2017-07-19 17:32:07 -0400948// Test that line continuation is handled correctly when valdiating shader source
949TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
950{
951 const char *validVert =
952 "#version 300 es\n"
953 "precision mediump float;\n"
954 "\n"
955 "void main ()\n"
956 "{\n"
957 " float f\\\n"
958 "oo = 1.0;\n"
959 " gl_Position = vec4(foo);\n"
960 "}\n";
961
962 const char *invalidVert =
963 "#version 300 es\n"
964 "precision mediump float;\n"
965 "\n"
966 "void main ()\n"
967 "{\n"
968 " float f\\$\n"
969 "oo = 1.0;\n"
970 " gl_Position = vec4(foo);\n"
971 "}\n";
972
973 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
974 glShaderSource(shader, 1, &validVert, nullptr);
975 EXPECT_GL_NO_ERROR();
976 glShaderSource(shader, 1, &invalidVert, nullptr);
977 EXPECT_GL_ERROR(GL_INVALID_VALUE);
978 glDeleteShader(shader);
979}
980
Brandon Jonesed5b46f2017-07-21 08:39:17 -0700981// Tests bindAttribLocations for reserved prefixes and length limits
982TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
983{
984 constexpr int maxLocStringLength = 256;
985 const std::string tooLongString(maxLocStringLength + 1, '_');
986
987 glBindAttribLocation(0, 0, "_webgl_var");
988
989 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
990
991 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
992
993 EXPECT_GL_ERROR(GL_INVALID_VALUE);
994}
995
Corentin Wallezfd456442016-12-21 17:57:00 -0500996// Test the checks for OOB reads in the vertex buffers, instanced version
997TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
998{
999 const std::string &vert =
1000 "attribute float a_pos;\n"
Geoff Lang407d4e72017-04-12 14:54:11 -04001001 "attribute float a_w;\n"
Corentin Wallezfd456442016-12-21 17:57:00 -05001002 "void main()\n"
1003 "{\n"
Geoff Lang407d4e72017-04-12 14:54:11 -04001004 " gl_Position = vec4(a_pos, a_pos, a_pos, a_w);\n"
Corentin Wallezfd456442016-12-21 17:57:00 -05001005 "}\n";
1006
1007 const std::string &frag =
1008 "precision highp float;\n"
1009 "void main()\n"
1010 "{\n"
1011 " gl_FragColor = vec4(1.0);\n"
1012 "}\n";
1013
1014 ANGLE_GL_PROGRAM(program, vert, frag);
1015
1016 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1017 ASSERT_NE(-1, posLocation);
Geoff Lang407d4e72017-04-12 14:54:11 -04001018
1019 GLint wLocation = glGetAttribLocation(program.get(), "a_w");
1020 ASSERT_NE(-1, wLocation);
1021
Corentin Wallezfd456442016-12-21 17:57:00 -05001022 glUseProgram(program.get());
1023
1024 GLBuffer buffer;
1025 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
1026 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1027
1028 glEnableVertexAttribArray(posLocation);
1029 glVertexAttribDivisor(posLocation, 1);
1030
Geoff Lang407d4e72017-04-12 14:54:11 -04001031 glEnableVertexAttribArray(wLocation);
1032 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1033 glVertexAttribDivisor(wLocation, 0);
1034
Corentin Wallezfd456442016-12-21 17:57:00 -05001035 const uint8_t* zeroOffset = nullptr;
1036
1037 // Test touching the last element is valid.
1038 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1039 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1040 ASSERT_GL_NO_ERROR();
1041
1042 // Test touching the last element + 1 is invalid.
1043 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1044 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1045 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1046
1047 // Test touching the last element is valid, using a stride.
1048 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1049 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1050 ASSERT_GL_NO_ERROR();
1051
1052 // Test touching the last element + 1 is invalid, using a stride.
1053 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1054 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1055 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1056
1057 // Test any offset is valid if no vertices are drawn.
1058 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1059 glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
1060 ASSERT_GL_NO_ERROR();
1061}
1062
Corentin Wallez0dc97812017-06-22 14:38:44 -04001063// Test that having no attributes with a zero divisor is valid in WebGL2
Geoff Lang407d4e72017-04-12 14:54:11 -04001064TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
1065{
1066 const std::string &vert =
1067 "attribute float a_pos;\n"
1068 "void main()\n"
1069 "{\n"
1070 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
1071 "}\n";
1072
1073 const std::string &frag =
1074 "precision highp float;\n"
1075 "void main()\n"
1076 "{\n"
1077 " gl_FragColor = vec4(1.0);\n"
1078 "}\n";
1079
1080 ANGLE_GL_PROGRAM(program, vert, frag);
1081
1082 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1083 ASSERT_NE(-1, posLocation);
1084
1085 glUseProgram(program.get());
1086
1087 GLBuffer buffer;
1088 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
1089 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1090
1091 glEnableVertexAttribArray(posLocation);
1092 glVertexAttribDivisor(posLocation, 1);
1093
Geoff Lang407d4e72017-04-12 14:54:11 -04001094 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1095 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
Geoff Lang407d4e72017-04-12 14:54:11 -04001096 ASSERT_GL_NO_ERROR();
1097}
1098
Corentin Wallez0844f2d2017-01-31 17:02:59 -05001099// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
1100TEST_P(WebGLCompatibilityTest, NPOT)
1101{
1102 EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
1103
1104 // Create a texture and set an NPOT mip 0, should always be acceptable.
1105 GLTexture texture;
1106 glBindTexture(GL_TEXTURE_2D, texture.get());
1107 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1108 ASSERT_GL_NO_ERROR();
1109
1110 // Try setting an NPOT mip 1 and verify the error if WebGL 1
1111 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1112 if (getClientMajorVersion() < 3)
1113 {
1114 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1115 }
1116 else
1117 {
1118 ASSERT_GL_NO_ERROR();
1119 }
1120
1121 if (extensionRequestable("GL_OES_texture_npot"))
1122 {
1123 glRequestExtensionANGLE("GL_OES_texture_npot");
1124 ASSERT_GL_NO_ERROR();
1125
1126 // Try again to set NPOT mip 1
1127 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1128 ASSERT_GL_NO_ERROR();
1129 }
1130}
1131
Jamie Madillcad97ee2017-02-02 18:52:44 -05001132template <typename T>
1133void FillTexture2D(GLuint texture,
1134 GLsizei width,
1135 GLsizei height,
1136 const T &onePixelData,
1137 GLint level,
1138 GLint internalFormat,
1139 GLenum format,
1140 GLenum type)
1141{
1142 std::vector<T> allPixelsData(width * height, onePixelData);
1143
1144 glBindTexture(GL_TEXTURE_2D, texture);
1145 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1146 allPixelsData.data());
1147 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1148 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1149 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1150 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1151}
1152
Frank Henigman875bbba2017-02-08 16:38:17 -05001153// Test that unset gl_Position defaults to (0,0,0,0).
1154TEST_P(WebGLCompatibilityTest, DefaultPosition)
1155{
1156 // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
1157 // and green otherwise. The center of each quadrant will be red if and only if all
1158 // four corners are red.
1159 const std::string vertexShader =
1160 "attribute vec3 pos;\n"
1161 "varying vec4 color;\n"
1162 "void main() {\n"
1163 " if (gl_Position == vec4(0,0,0,0)) {\n"
1164 " color = vec4(1,0,0,1);\n"
1165 " } else {\n"
1166 " color = vec4(0,1,0,1);\n"
1167 " }\n"
1168 " gl_Position = vec4(pos,1);\n"
1169 "}\n";
1170
1171 const std::string fragmentShader =
1172 "precision mediump float;\n"
1173 "varying vec4 color;\n"
1174 "void main() {\n"
1175 " gl_FragColor = color;\n"
1176 "}\n";
1177
1178 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1179 drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
1180 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
1181 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
1182 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
1183 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
1184}
1185
Jamie Madilla4595b82017-01-11 17:36:34 -05001186// Tests that a rendering feedback loop triggers a GL error under WebGL.
1187// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
1188TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
1189{
1190 const std::string vertexShader =
1191 "attribute vec4 a_position;\n"
1192 "varying vec2 v_texCoord;\n"
1193 "void main() {\n"
1194 " gl_Position = a_position;\n"
1195 " v_texCoord = (a_position.xy * 0.5) + 0.5;\n"
1196 "}\n";
1197
1198 const std::string fragmentShader =
1199 "precision mediump float;\n"
1200 "varying vec2 v_texCoord;\n"
1201 "uniform sampler2D u_texture;\n"
1202 "void main() {\n"
1203 " // Shader swizzles color channels so we can tell if the draw succeeded.\n"
1204 " gl_FragColor = texture2D(u_texture, v_texCoord).gbra;\n"
1205 "}\n";
1206
1207 GLTexture texture;
Jamie Madillcad97ee2017-02-02 18:52:44 -05001208 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -05001209
1210 ASSERT_GL_NO_ERROR();
1211
1212 GLFramebuffer framebuffer;
1213 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1214 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1215
1216 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1217
1218 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1219
1220 GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
1221 ASSERT_NE(-1, uniformLoc);
1222
1223 glUseProgram(program.get());
1224 glUniform1i(uniformLoc, 0);
1225 glDisable(GL_BLEND);
1226 glDisable(GL_DEPTH_TEST);
1227 ASSERT_GL_NO_ERROR();
1228
1229 // Drawing with a texture that is also bound to the current framebuffer should fail
1230 glBindTexture(GL_TEXTURE_2D, texture.get());
1231 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1232 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1233
1234 // Ensure that the texture contents did not change after the previous render
1235 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1236 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1237 ASSERT_GL_NO_ERROR();
1238 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
1239
1240 // Drawing when texture is bound to an inactive uniform should succeed
1241 GLTexture texture2;
Jamie Madillcad97ee2017-02-02 18:52:44 -05001242 FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -05001243
1244 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1245 glActiveTexture(GL_TEXTURE1);
1246 glBindTexture(GL_TEXTURE_2D, texture.get());
1247 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1248 ASSERT_GL_NO_ERROR();
1249 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1250}
1251
Bryan Bernhart58806562017-01-05 13:09:31 -08001252// Test for the max draw buffers and color attachments.
1253TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
1254{
1255 // This test only applies to ES2.
1256 if (getClientMajorVersion() != 2)
1257 {
1258 return;
1259 }
1260
1261 GLFramebuffer fbo[2];
1262 glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
1263
1264 // Test that is valid when we bind with a single attachment point.
1265 GLTexture texture;
1266 glBindTexture(GL_TEXTURE_2D, texture.get());
1267 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1268 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1269 ASSERT_GL_NO_ERROR();
1270
1271 // Test that enabling the draw buffers extension will allow us to bind with a non-zero
1272 // attachment point.
1273 if (extensionRequestable("GL_EXT_draw_buffers"))
1274 {
1275 glRequestExtensionANGLE("GL_EXT_draw_buffers");
1276 EXPECT_GL_NO_ERROR();
1277 EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
1278
1279 glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
1280
1281 GLTexture texture2;
1282 glBindTexture(GL_TEXTURE_2D, texture2.get());
1283 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1284 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
1285 0);
1286 ASSERT_GL_NO_ERROR();
1287 }
1288}
1289
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001290// Test that the offset in the index buffer is forced to be a multiple of the element size
1291TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
1292{
1293 const std::string &vert =
1294 "attribute vec3 a_pos;\n"
1295 "void main()\n"
1296 "{\n"
1297 " gl_Position = vec4(a_pos, 1.0);\n"
1298 "}\n";
1299
1300 const std::string &frag =
1301 "precision highp float;\n"
1302 "void main()\n"
1303 "{\n"
1304 " gl_FragColor = vec4(1.0);\n"
1305 "}\n";
1306
1307 ANGLE_GL_PROGRAM(program, vert, frag);
1308
1309 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
1310 ASSERT_NE(-1, posLocation);
1311 glUseProgram(program.get());
1312
1313 const auto &vertices = GetQuadVertices();
1314
1315 GLBuffer vertexBuffer;
1316 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
1317 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
1318 GL_STATIC_DRAW);
1319
1320 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
1321 glEnableVertexAttribArray(posLocation);
1322
1323 GLBuffer indexBuffer;
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001324 const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001325 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
1326 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
1327
1328 ASSERT_GL_NO_ERROR();
1329
1330 const char *zeroIndices = nullptr;
1331
1332 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
1333 ASSERT_GL_NO_ERROR();
1334
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001335 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001336 ASSERT_GL_NO_ERROR();
1337
Brandon Jonesed5b46f2017-07-21 08:39:17 -07001338 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
Corentin Wallez3f6d4df2017-01-30 18:04:36 -05001339 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1340}
1341
1342// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
1343// size
1344TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
1345{
1346 const char *zeroOffset = nullptr;
1347
1348 // Base case, vector of two floats
1349 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
1350 ASSERT_GL_NO_ERROR();
1351
1352 // Test setting a non-multiple offset
1353 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
1354 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1355 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
1356 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1357 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
1358 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1359
1360 // Test setting a non-multiple stride
1361 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
1362 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1363 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
1364 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1365 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
1366 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1367}
1368
Jamie Madillcad97ee2017-02-02 18:52:44 -05001369void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
1370 const std::array<GLenum, 2> &drawBuffers,
1371 GLenum expectedError)
1372{
1373 glDrawBuffersEXT(2, drawBuffers.data());
1374
1375 // Make sure framebuffer is complete before feedback loop detection
1376 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1377
1378 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
1379
1380 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
1381 // it should be NO_ERROR"
1382 EXPECT_GL_ERROR(expectedError);
1383}
1384
1385// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
1386// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
1387TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
1388{
1389 const std::string vertexShader =
1390 "attribute vec4 aPosition;\n"
1391 "varying vec2 texCoord;\n"
1392 "void main() {\n"
1393 " gl_Position = aPosition;\n"
1394 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
1395 "}\n";
1396
1397 const std::string fragmentShader =
1398 "#extension GL_EXT_draw_buffers : require\n"
1399 "precision mediump float;\n"
1400 "uniform sampler2D tex;\n"
1401 "varying vec2 texCoord;\n"
1402 "void main() {\n"
1403 " gl_FragData[0] = texture2D(tex, texCoord);\n"
1404 " gl_FragData[1] = texture2D(tex, texCoord);\n"
1405 "}\n";
1406
1407 GLsizei width = 8;
1408 GLsizei height = 8;
1409
1410 // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
1411 // extension and gl_FragData semantics are changed to enforce indexing by zero always.
1412 // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
1413 if (/*!extensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
1414 {
1415 // No WEBGL_draw_buffers support -- this is legal.
1416 return;
1417 }
1418
1419 GLint maxDrawBuffers = 0;
1420 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
1421
1422 if (maxDrawBuffers < 2)
1423 {
1424 std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
1425 return;
1426 }
1427
1428 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1429 glUseProgram(program.get());
1430 glViewport(0, 0, width, height);
1431
1432 GLTexture tex0;
1433 GLTexture tex1;
1434 GLFramebuffer fbo;
1435 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1436 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1437 ASSERT_GL_NO_ERROR();
1438
1439 glBindTexture(GL_TEXTURE_2D, tex1.get());
1440 GLint texLoc = glGetUniformLocation(program.get(), "tex");
1441 ASSERT_NE(-1, texLoc);
1442 glUniform1i(texLoc, 0);
1443 ASSERT_GL_NO_ERROR();
1444
1445 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
1446 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
1447 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
1448 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
1449
1450 drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
1451 GL_INVALID_OPERATION);
1452 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
1453 GL_INVALID_OPERATION);
1454 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
1455}
1456
Jamie Madill07be8bf2017-02-02 19:59:57 -05001457// Test tests that texture copying feedback loops are properly rejected in WebGL.
1458// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
1459TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
1460{
1461 GLTexture texture;
1462 glBindTexture(GL_TEXTURE_2D, texture.get());
1463 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1464 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1465 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1468
1469 GLTexture texture2;
1470 glBindTexture(GL_TEXTURE_2D, texture2.get());
1471 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1475 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1476
1477 GLFramebuffer framebuffer;
1478 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1479 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1480
1481 // framebuffer should be FRAMEBUFFER_COMPLETE.
1482 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1483 ASSERT_GL_NO_ERROR();
1484
1485 // testing copyTexImage2D
1486
1487 // copyTexImage2D to same texture but different level
1488 glBindTexture(GL_TEXTURE_2D, texture.get());
1489 glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
1490 EXPECT_GL_NO_ERROR();
1491
1492 // copyTexImage2D to same texture same level, invalid feedback loop
1493 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
1494 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1495
1496 // copyTexImage2D to different texture
1497 glBindTexture(GL_TEXTURE_2D, texture2.get());
1498 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
1499 EXPECT_GL_NO_ERROR();
1500
1501 // testing copyTexSubImage2D
1502
1503 // copyTexSubImage2D to same texture but different level
1504 glBindTexture(GL_TEXTURE_2D, texture.get());
1505 glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
1506 EXPECT_GL_NO_ERROR();
1507
1508 // copyTexSubImage2D to same texture same level, invalid feedback loop
1509 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
1510 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1511
1512 // copyTexSubImage2D to different texture
1513 glBindTexture(GL_TEXTURE_2D, texture2.get());
1514 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
1515 EXPECT_GL_NO_ERROR();
1516}
1517
1518void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
1519 const std::array<GLenum, 2> &drawBuffers,
1520 GLenum expectedError)
1521{
1522 glDrawBuffers(2, drawBuffers.data());
1523
1524 // Make sure framebuffer is complete before feedback loop detection
1525 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1526
1527 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
1528
1529 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
1530 // it should be NO_ERROR"
1531 EXPECT_GL_ERROR(expectedError);
1532}
1533
Yuly Novikov817232e2017-02-22 18:36:10 -05001534// Tests invariance matching rules between built in varyings.
1535// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
1536TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
1537{
1538 const std::string vertexShaderVariant =
1539 "varying vec4 v_varying;\n"
1540 "void main()\n"
1541 "{\n"
1542 " gl_PointSize = 1.0;\n"
1543 " gl_Position = v_varying;\n"
1544 "}";
1545 const std::string fragmentShaderInvariantGlFragCoord =
1546 "invariant gl_FragCoord;\n"
1547 "void main()\n"
1548 "{\n"
1549 " gl_FragColor = gl_FragCoord;\n"
1550 "}";
1551 const std::string fragmentShaderInvariantGlPointCoord =
1552 "invariant gl_PointCoord;\n"
1553 "void main()\n"
1554 "{\n"
1555 " gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);\n"
1556 "}";
1557
1558 GLuint program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlFragCoord);
1559 EXPECT_EQ(0u, program);
1560
1561 program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlPointCoord);
1562 EXPECT_EQ(0u, program);
1563}
1564
Yuly Novikovcaa5cda2017-06-15 21:14:03 -04001565// Tests global namespace conflicts between uniforms and attributes.
1566// Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
1567TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
1568{
1569 const std::string vertexShader =
1570 "attribute vec4 foo;\n"
1571 "void main()\n"
1572 "{\n"
1573 " gl_Position = foo;\n"
1574 "}";
1575 const std::string fragmentShader =
1576 "precision mediump float;\n"
1577 "uniform vec4 foo;\n"
1578 "void main()\n"
1579 "{\n"
1580 " gl_FragColor = foo;\n"
1581 "}";
1582
1583 GLuint program = CompileProgram(vertexShader, fragmentShader);
1584 EXPECT_EQ(0u, program);
1585}
1586
Geoff Lang966c9402017-04-18 12:38:27 -04001587// Test dimension and image size validation of compressed textures
1588TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
1589{
1590 if (extensionRequestable("GL_EXT_texture_compression_dxt1"))
1591 {
1592 glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
1593 }
1594
1595 if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
1596 {
1597 std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available."
1598 << std::endl;
1599 return;
1600 }
1601
1602 constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
1603
1604 GLTexture texture;
1605 glBindTexture(GL_TEXTURE_2D, texture);
1606
1607 // Regular case, verify that it works
1608 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1609 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1610 ASSERT_GL_NO_ERROR();
1611
1612 // Test various dimensions that are not valid
1613 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
1614 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1615 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1616
1617 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
1618 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1619 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1620
1621 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
1622 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1623 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1624
1625 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
1626 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1627 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1628
1629 // Test various image sizes that are not valid
1630 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1631 sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
1632 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1633
1634 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1635 sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
1636 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1637
1638 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
1639 CompressedImageDXT1);
1640 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1641
1642 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
1643 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1644 ASSERT_GL_ERROR(GL_INVALID_VALUE);
1645
1646 // Fill a full mip chain and verify that it works
1647 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
1648 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1649 glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
1650 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1651 glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
1652 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1653 ASSERT_GL_NO_ERROR();
1654
1655 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1656 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1657 ASSERT_GL_NO_ERROR();
1658
1659 // Test that non-block size sub-uploads are not valid for the 0 mip
1660 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1661 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1662 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1663
1664 // Test that non-block size sub-uploads are valid for if they fill the whole mip
1665 glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1666 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1667 glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
1668 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1669 ASSERT_GL_NO_ERROR();
1670
1671 // Test that if the format miss-matches the texture, an error is generated
1672 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
1673 sizeof(CompressedImageDXT1), CompressedImageDXT1);
1674 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
1675}
1676
Geoff Lang677bb6f2017-04-05 12:40:40 -04001677TEST_P(WebGLCompatibilityTest, L32FTextures)
1678{
1679 constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
1680 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
1681
1682 for (auto extension : FloatingPointTextureExtensions)
1683 {
1684 if (strlen(extension) > 0 && extensionRequestable(extension))
1685 {
1686 glRequestExtensionANGLE(extension);
1687 ASSERT_GL_NO_ERROR();
1688 }
1689
1690 // Unsized L 32F
1691 {
1692 bool texture = extensionEnabled("GL_OES_texture_float");
1693 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1694 bool render = false;
1695 TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
1696 textureData, readPixelData);
1697 }
1698
1699 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1700 {
1701 // Sized L 32F
1702 bool texture = extensionEnabled("GL_OES_texture_float") &&
1703 extensionEnabled("GL_EXT_texture_storage");
1704 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1705 bool render = false;
1706 TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
1707 render, textureData, readPixelData);
1708 }
1709 }
1710}
1711
1712TEST_P(WebGLCompatibilityTest, A32FTextures)
1713{
1714 constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
1715 constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
1716
1717 for (auto extension : FloatingPointTextureExtensions)
1718 {
1719 if (strlen(extension) > 0 && extensionRequestable(extension))
1720 {
1721 glRequestExtensionANGLE(extension);
1722 ASSERT_GL_NO_ERROR();
1723 }
1724
1725 // Unsized A 32F
1726 {
1727 bool texture = extensionEnabled("GL_OES_texture_float");
1728 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1729 bool render = false;
1730 TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
1731 textureData, readPixelData);
1732 }
1733
1734 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1735 {
1736 // Sized A 32F
1737 bool texture = extensionEnabled("GL_OES_texture_float") &&
1738 extensionEnabled("GL_EXT_texture_storage");
1739 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1740 bool render = false;
1741 TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
1742 textureData, readPixelData);
1743 }
1744 }
1745}
1746
1747TEST_P(WebGLCompatibilityTest, LA32FTextures)
1748{
1749 constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
1750 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
1751 textureData[1]};
1752
1753 for (auto extension : FloatingPointTextureExtensions)
1754 {
1755 if (strlen(extension) > 0 && extensionRequestable(extension))
1756 {
1757 glRequestExtensionANGLE(extension);
1758 ASSERT_GL_NO_ERROR();
1759 }
1760
1761 // Unsized LA 32F
1762 {
1763 bool texture = extensionEnabled("GL_OES_texture_float");
1764 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1765 bool render = false;
1766 TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
1767 filter, render, textureData, readPixelData);
1768 }
1769
1770 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1771 {
1772 // Sized LA 32F
1773 bool texture = extensionEnabled("GL_OES_texture_float") &&
1774 extensionEnabled("GL_EXT_texture_storage");
1775 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1776 bool render = false;
1777 TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
1778 filter, render, textureData, readPixelData);
1779 }
1780 }
1781}
1782
1783TEST_P(WebGLCompatibilityTest, R32FTextures)
1784{
1785 constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
1786
1787 for (auto extension : FloatingPointTextureExtensions)
1788 {
1789 if (strlen(extension) > 0 && extensionRequestable(extension))
1790 {
1791 glRequestExtensionANGLE(extension);
1792 ASSERT_GL_NO_ERROR();
1793 }
1794
1795 // Unsized R 32F
1796 {
1797 bool texture =
1798 extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg");
1799 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1800 bool render = extensionEnabled("GL_EXT_color_buffer_float");
1801 TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
1802 }
1803
1804 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1805 {
1806 // Sized R 32F
1807 bool texture =
1808 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
1809 extensionEnabled("GL_EXT_texture_rg") &&
1810 extensionEnabled("GL_EXT_texture_storage"));
1811 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1812 bool render = extensionEnabled("GL_EXT_color_buffer_float");
1813 TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
1814 }
1815 }
1816}
1817
1818TEST_P(WebGLCompatibilityTest, RG32FTextures)
1819{
1820 constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
1821
1822 for (auto extension : FloatingPointTextureExtensions)
1823 {
1824 if (strlen(extension) > 0 && extensionRequestable(extension))
1825 {
1826 glRequestExtensionANGLE(extension);
1827 ASSERT_GL_NO_ERROR();
1828 }
1829
1830 // Unsized RG 32F
1831 {
1832 bool texture =
1833 (extensionEnabled("GL_OES_texture_float") && extensionEnabled("GL_EXT_texture_rg"));
1834 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1835 bool render = extensionEnabled("GL_EXT_color_buffer_float");
1836 TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
1837 }
1838
1839 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1840 {
1841 // Sized RG 32F
1842 bool texture =
1843 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
1844 extensionEnabled("GL_EXT_texture_rg") &&
1845 extensionEnabled("GL_EXT_texture_storage"));
1846 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1847 bool render = extensionEnabled("GL_EXT_color_buffer_float");
1848 TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
1849 }
1850 }
1851}
1852
1853TEST_P(WebGLCompatibilityTest, RGB32FTextures)
1854{
Geoff Lang40762ef2017-05-08 13:47:03 -04001855 if (IsLinux() && IsIntel())
1856 {
1857 std::cout << "Test skipped on Linux Intel." << std::endl;
1858 return;
1859 }
1860
Geoff Lang677bb6f2017-04-05 12:40:40 -04001861 constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
1862
1863 for (auto extension : FloatingPointTextureExtensions)
1864 {
1865 if (strlen(extension) > 0 && extensionRequestable(extension))
1866 {
1867 glRequestExtensionANGLE(extension);
1868 ASSERT_GL_NO_ERROR();
1869 }
1870
1871 // Unsized RGB 32F
1872 {
1873 bool texture = extensionEnabled("GL_OES_texture_float");
1874 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1875 bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
1876 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
1877 }
1878
1879 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1880 {
1881 // Sized RGBA 32F
1882 bool texture =
1883 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
1884 extensionEnabled("GL_EXT_texture_storage"));
1885 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1886 bool render = extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
1887 TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
1888 data);
1889 }
1890 }
1891}
1892
1893TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
1894{
1895 constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
1896
1897 for (auto extension : FloatingPointTextureExtensions)
1898 {
1899 if (strlen(extension) > 0 && extensionRequestable(extension))
1900 {
1901 glRequestExtensionANGLE(extension);
1902 ASSERT_GL_NO_ERROR();
1903 }
1904
1905 // Unsized RGBA 32F
1906 {
1907 bool texture = extensionEnabled("GL_OES_texture_float");
1908 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1909 bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
1910 extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
1911 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
1912 }
1913
1914 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1915 {
1916 // Sized RGBA 32F
1917 bool texture =
1918 (getClientMajorVersion() >= 3) || (extensionEnabled("GL_OES_texture_float") &&
1919 extensionEnabled("GL_EXT_texture_storage"));
1920 bool filter = extensionEnabled("GL_OES_texture_float_linear");
1921 bool render = extensionEnabled("GL_EXT_color_buffer_float") ||
1922 extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
1923 TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
1924 data);
1925 }
1926 }
1927}
1928
1929TEST_P(WebGLCompatibilityTest, R16FTextures)
1930{
1931 constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
1932 const GLushort textureData[] = {
1933 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
1934 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
1935
1936 for (auto extension : FloatingPointTextureExtensions)
1937 {
1938 if (strlen(extension) > 0 && extensionRequestable(extension))
1939 {
1940 glRequestExtensionANGLE(extension);
1941 ASSERT_GL_NO_ERROR();
1942 }
1943
1944 // Unsized R 16F (OES)
1945 {
1946 bool texture = extensionEnabled("GL_OES_texture_half_float") &&
1947 extensionEnabled("GL_EXT_texture_rg");
1948 bool filter = getClientMajorVersion() >= 3 ||
1949 extensionEnabled("GL_OES_texture_half_float_linear");
1950 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
1951 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
1952 textureData, readPixelsData);
1953 }
1954
1955 // Unsized R 16F
1956 {
1957 bool texture = false;
1958 bool filter = false;
1959 bool render = false;
1960 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
1961 textureData, readPixelsData);
1962 }
1963
1964 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
1965 {
1966 // Sized R 16F
1967 bool texture = getClientMajorVersion() >= 3;
1968 bool filter = getClientMajorVersion() >= 3 ||
1969 extensionEnabled("GL_OES_texture_half_float_linear");
1970 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
1971 extensionEnabled("GL_EXT_color_buffer_float");
1972 TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
1973 textureData, readPixelsData);
1974 }
1975 }
1976}
1977
1978TEST_P(WebGLCompatibilityTest, RG16FTextures)
1979{
1980 constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
1981 const GLushort textureData[] = {
1982 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
1983 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
1984
1985 for (auto extension : FloatingPointTextureExtensions)
1986 {
1987 if (strlen(extension) > 0 && extensionRequestable(extension))
1988 {
1989 glRequestExtensionANGLE(extension);
1990 ASSERT_GL_NO_ERROR();
1991 }
1992
1993 // Unsized RG 16F (OES)
1994 {
1995 bool texture = extensionEnabled("GL_OES_texture_half_float") &&
1996 extensionEnabled("GL_EXT_texture_rg");
1997 bool filter = getClientMajorVersion() >= 3 ||
1998 extensionEnabled("GL_OES_texture_half_float_linear");
1999 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") &&
2000 extensionEnabled("GL_EXT_texture_rg");
2001 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
2002 textureData, readPixelsData);
2003 }
2004
2005 // Unsized RG 16F
2006 {
2007 bool texture = false;
2008 bool filter = false;
2009 bool render = false;
2010 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
2011 textureData, readPixelsData);
2012 }
2013
2014 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2015 {
2016 // Sized RG 16F
2017 bool texture = getClientMajorVersion() >= 3;
2018 bool filter = getClientMajorVersion() >= 3 ||
2019 extensionEnabled("GL_OES_texture_half_float_linear");
2020 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2021 extensionEnabled("GL_EXT_color_buffer_float");
2022 TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
2023 textureData, readPixelsData);
2024 }
2025 }
2026}
2027
2028TEST_P(WebGLCompatibilityTest, RGB16FTextures)
2029{
Geoff Lang40762ef2017-05-08 13:47:03 -04002030 if (IsOzone() && IsIntel())
2031 {
2032 std::cout << "Test skipped on Intel Ozone." << std::endl;
2033 return;
2034 }
2035
Geoff Lang677bb6f2017-04-05 12:40:40 -04002036 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
2037 const GLushort textureData[] = {
2038 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2039 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2040
2041 for (auto extension : FloatingPointTextureExtensions)
2042 {
2043 if (strlen(extension) > 0 && extensionRequestable(extension))
2044 {
2045 glRequestExtensionANGLE(extension);
2046 ASSERT_GL_NO_ERROR();
2047 }
2048
2049 // Unsized RGB 16F (OES)
2050 {
2051 bool texture = extensionEnabled("GL_OES_texture_half_float");
2052 bool filter = getClientMajorVersion() >= 3 ||
2053 extensionEnabled("GL_OES_texture_half_float_linear");
2054 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
2055 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
2056 textureData, readPixelsData);
2057 }
2058
2059 // Unsized RGB 16F
2060 {
2061 bool texture = false;
2062 bool filter = false;
2063 bool render = false;
2064 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
2065 textureData, readPixelsData);
2066 }
2067
2068 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2069 {
2070 // Sized RGB 16F
2071 bool texture = getClientMajorVersion() >= 3;
2072 bool filter = getClientMajorVersion() >= 3 ||
2073 extensionEnabled("GL_OES_texture_half_float_linear");
2074 bool render = extensionEnabled("GL_EXT_color_buffer_half_float");
2075 TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
2076 textureData, readPixelsData);
2077 }
2078 }
2079}
2080
2081TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
2082{
Geoff Lang40762ef2017-05-08 13:47:03 -04002083 if (IsOzone() && IsIntel())
2084 {
2085 std::cout << "Test skipped on Intel Ozone." << std::endl;
2086 return;
2087 }
2088
Geoff Lang677bb6f2017-04-05 12:40:40 -04002089 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
2090 const GLushort textureData[] = {
2091 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
2092 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
2093
2094 for (auto extension : FloatingPointTextureExtensions)
2095 {
2096 if (strlen(extension) > 0 && extensionRequestable(extension))
2097 {
2098 glRequestExtensionANGLE(extension);
2099 ASSERT_GL_NO_ERROR();
2100 }
2101
2102 // Unsized RGBA 16F (OES)
2103 {
2104 bool texture = extensionEnabled("GL_OES_texture_half_float");
2105 bool filter = getClientMajorVersion() >= 3 ||
2106 extensionEnabled("GL_OES_texture_half_float_linear");
2107 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2108 extensionEnabled("GL_EXT_color_buffer_float");
2109 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
2110 textureData, readPixelsData);
2111 }
2112
2113 // Unsized RGBA 16F
2114 {
2115 bool texture = false;
2116 bool filter = false;
2117 bool render = false;
2118 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
2119 textureData, readPixelsData);
2120 }
2121
2122 if (getClientMajorVersion() >= 3 || extensionEnabled("GL_EXT_texture_storage"))
2123 {
2124 // Sized RGBA 16F
2125 bool texture = getClientMajorVersion() >= 3;
2126 bool filter = getClientMajorVersion() >= 3 ||
2127 extensionEnabled("GL_OES_texture_half_float_linear");
2128 bool render = extensionEnabled("GL_EXT_color_buffer_half_float") ||
2129 extensionEnabled("GL_EXT_color_buffer_float");
2130 TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
2131 textureData, readPixelsData);
2132 }
2133 }
2134}
2135
Geoff Lang6e898aa2017-06-02 11:17:26 -04002136// Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
2137// accepted by glTexImage2D
2138TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
2139{
2140 if (getClientMajorVersion() != 2)
2141 {
2142 std::cout << "Test skipped because it is only valid for WebGL1 contexts." << std::endl;
2143 return;
2144 }
2145
2146 if (!extensionRequestable("GL_OES_texture_float"))
2147 {
2148 std::cout << "Test skipped because GL_OES_texture_float is not requestable." << std::endl;
2149 return;
2150 }
2151 glRequestExtensionANGLE("GL_OES_texture_float");
2152 ASSERT_GL_NO_ERROR();
2153
2154 GLTexture texture;
2155 glBindTexture(GL_TEXTURE_2D, texture);
2156
2157 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2158 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2159
2160 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
2161 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2162
2163 if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
2164 {
2165 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
2166 ASSERT_GL_NO_ERROR();
2167
2168 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2169 EXPECT_GL_NO_ERROR();
2170 }
2171
2172 if (extensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
2173 {
2174 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
2175 ASSERT_GL_NO_ERROR();
2176
2177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
2178 EXPECT_GL_NO_ERROR();
2179 }
2180}
2181
Jamie Madill07be8bf2017-02-02 19:59:57 -05002182// This tests that rendering feedback loops works as expected with WebGL 2.
2183// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
2184TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
2185{
2186 const std::string vertexShader =
2187 "#version 300 es\n"
2188 "in vec4 aPosition;\n"
2189 "out vec2 texCoord;\n"
2190 "void main() {\n"
2191 " gl_Position = aPosition;\n"
2192 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
2193 "}\n";
2194
2195 const std::string fragmentShader =
2196 "#version 300 es\n"
2197 "precision mediump float;\n"
2198 "uniform sampler2D tex;\n"
2199 "in vec2 texCoord;\n"
2200 "out vec4 oColor;\n"
2201 "void main() {\n"
2202 " oColor = texture(tex, texCoord);\n"
2203 "}\n";
2204
2205 GLsizei width = 8;
2206 GLsizei height = 8;
2207
2208 GLint maxDrawBuffers = 0;
2209 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2210 // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
2211 ASSERT_GE(maxDrawBuffers, 2);
2212
2213 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2214 glUseProgram(program.get());
2215 glViewport(0, 0, width, height);
2216
2217 GLTexture tex0;
2218 GLTexture tex1;
2219 GLFramebuffer fbo;
2220 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2221 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2222 ASSERT_GL_NO_ERROR();
2223
2224 glBindTexture(GL_TEXTURE_2D, tex1.get());
2225 GLint texLoc = glGetUniformLocation(program.get(), "tex");
2226 ASSERT_NE(-1, texLoc);
2227 glUniform1i(texLoc, 0);
2228
2229 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
2230 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
2231 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
2232 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
2233 ASSERT_GL_NO_ERROR();
2234
2235 drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
2236 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
2237 GL_INVALID_OPERATION);
2238 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
2239}
2240
Jamie Madill1d37bc52017-02-02 19:59:58 -05002241// This test covers detection of rendering feedback loops between the FBO and a depth Texture.
2242// Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
2243TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
2244{
2245 const std::string vertexShader =
2246 "#version 300 es\n"
2247 "in vec4 aPosition;\n"
2248 "out vec2 texCoord;\n"
2249 "void main() {\n"
2250 " gl_Position = aPosition;\n"
2251 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
2252 "}\n";
2253
2254 const std::string fragmentShader =
2255 "#version 300 es\n"
2256 "precision mediump float;\n"
2257 "uniform sampler2D tex;\n"
2258 "in vec2 texCoord;\n"
2259 "out vec4 oColor;\n"
2260 "void main() {\n"
2261 " oColor = texture(tex, texCoord);\n"
2262 "}\n";
2263
2264 GLsizei width = 8;
2265 GLsizei height = 8;
2266
2267 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2268 glUseProgram(program.get());
2269
2270 glViewport(0, 0, width, height);
2271
2272 GLint texLoc = glGetUniformLocation(program.get(), "tex");
2273 glUniform1i(texLoc, 0);
2274
2275 // Create textures and allocate storage
2276 GLTexture tex0;
2277 GLTexture tex1;
2278 GLRenderbuffer rb;
2279 FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2280 FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
2281 GL_UNSIGNED_INT);
2282 glBindRenderbuffer(GL_RENDERBUFFER, rb.get());
2283 glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
2284 ASSERT_GL_NO_ERROR();
2285
2286 GLFramebuffer fbo;
2287 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
2288 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
2289
2290 // Test rendering and sampling feedback loop for depth buffer
2291 glBindTexture(GL_TEXTURE_2D, tex1.get());
2292 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
2293 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2294
2295 // The same image is used as depth buffer during rendering.
2296 glEnable(GL_DEPTH_TEST);
2297 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2298 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2299
2300 // The same image is used as depth buffer. But depth mask is false.
2301 glDepthMask(GL_FALSE);
2302 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2303 EXPECT_GL_NO_ERROR();
2304
2305 // The same image is used as depth buffer. But depth test is not enabled during rendering.
2306 glDepthMask(GL_TRUE);
2307 glDisable(GL_DEPTH_TEST);
2308 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2309 EXPECT_GL_NO_ERROR();
2310
2311 // Test rendering and sampling feedback loop for stencil buffer
2312 glBindTexture(GL_RENDERBUFFER, rb.get());
2313 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
2314 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb.get());
2315 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2316 constexpr GLint stencilClearValue = 0x40;
2317 glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
2318
2319 // The same image is used as stencil buffer during rendering.
2320 glEnable(GL_STENCIL_TEST);
2321 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2322 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2323
2324 // The same image is used as stencil buffer. But stencil mask is zero.
2325 glStencilMask(0x0);
2326 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2327 EXPECT_GL_NO_ERROR();
2328
2329 // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
2330 glStencilMask(0xffff);
2331 glDisable(GL_STENCIL_TEST);
2332 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
2333 EXPECT_GL_NO_ERROR();
2334}
2335
Jamie Madillfd3dd432017-02-02 19:59:59 -05002336// The source and the target for CopyTexSubImage3D are the same 3D texture.
2337// But the level of the 3D texture != the level of the read attachment.
2338TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
2339{
2340 GLTexture texture;
2341 GLFramebuffer framebuffer;
2342
2343 glBindTexture(GL_TEXTURE_3D, texture.get());
2344 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2345
2346 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2347 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2348 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
2349 ASSERT_GL_NO_ERROR();
2350
2351 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
2352 EXPECT_GL_NO_ERROR();
2353}
2354
2355// The source and the target for CopyTexSubImage3D are the same 3D texture.
2356// But the zoffset of the 3D texture != the layer of the read attachment.
2357TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
2358{
2359 GLTexture texture;
2360 GLFramebuffer framebuffer;
2361
2362 glBindTexture(GL_TEXTURE_3D, texture.get());
2363 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2364
2365 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2366 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
2367 ASSERT_GL_NO_ERROR();
2368
2369 glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
2370 EXPECT_GL_NO_ERROR();
2371}
2372
2373// The source and the target for CopyTexSubImage3D are the same 3D texture.
2374// And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
2375TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
2376{
2377 GLTexture texture;
2378 GLFramebuffer framebuffer;
2379
2380 glBindTexture(GL_TEXTURE_3D, texture.get());
2381 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2382
2383 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2384 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2385 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2386 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
2387 ASSERT_GL_NO_ERROR();
2388
2389 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
2390 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2391}
2392
Corentin Wallez59c41592017-07-11 13:19:54 -04002393// Verify that errors are generated when there isn't a defined conversion between the clear type and
2394// the buffer type.
Geoff Lang76e65652017-03-27 14:58:02 -04002395TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
2396{
2397 if (IsD3D11())
2398 {
2399 std::cout << "Test skipped because it generates D3D11 runtime warnings." << std::endl;
2400 return;
2401 }
2402
2403 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
2404 constexpr int clearInt[] = {0, 0, 0, 0};
2405 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
2406
2407 GLTexture texture;
2408 GLFramebuffer framebuffer;
2409
2410 glBindTexture(GL_TEXTURE_2D, texture.get());
2411 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2412
2413 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
2414 ASSERT_GL_NO_ERROR();
2415
2416 // Unsigned integer buffer
2417 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
2418 ASSERT_GL_NO_ERROR();
2419
2420 glClearBufferfv(GL_COLOR, 0, clearFloat);
2421 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2422
2423 glClearBufferiv(GL_COLOR, 0, clearInt);
2424 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2425
2426 glClearBufferuiv(GL_COLOR, 0, clearUint);
2427 EXPECT_GL_NO_ERROR();
2428
2429 glClear(GL_COLOR_BUFFER_BIT);
2430 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2431
2432 // Integer buffer
2433 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
2434 ASSERT_GL_NO_ERROR();
2435
2436 glClearBufferfv(GL_COLOR, 0, clearFloat);
2437 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2438
2439 glClearBufferiv(GL_COLOR, 0, clearInt);
2440 EXPECT_GL_NO_ERROR();
2441
2442 glClearBufferuiv(GL_COLOR, 0, clearUint);
2443 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2444
2445 glClear(GL_COLOR_BUFFER_BIT);
2446 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2447
2448 // Float buffer
Geoff Lang677bb6f2017-04-05 12:40:40 -04002449 if (extensionRequestable("GL_EXT_color_buffer_float"))
2450 {
2451 glRequestExtensionANGLE("GL_EXT_color_buffer_float");
2452 }
Geoff Lang76e65652017-03-27 14:58:02 -04002453
Geoff Lang677bb6f2017-04-05 12:40:40 -04002454 if (extensionEnabled("GL_EXT_color_buffer_float"))
2455 {
2456 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
2457 ASSERT_GL_NO_ERROR();
Geoff Lang76e65652017-03-27 14:58:02 -04002458
Geoff Lang677bb6f2017-04-05 12:40:40 -04002459 glClearBufferfv(GL_COLOR, 0, clearFloat);
2460 EXPECT_GL_NO_ERROR();
Geoff Lang76e65652017-03-27 14:58:02 -04002461
Geoff Lang677bb6f2017-04-05 12:40:40 -04002462 glClearBufferiv(GL_COLOR, 0, clearInt);
2463 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
Geoff Lang76e65652017-03-27 14:58:02 -04002464
Geoff Lang677bb6f2017-04-05 12:40:40 -04002465 glClearBufferuiv(GL_COLOR, 0, clearUint);
2466 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2467
2468 glClear(GL_COLOR_BUFFER_BIT);
2469 EXPECT_GL_NO_ERROR();
2470 }
Geoff Lang76e65652017-03-27 14:58:02 -04002471
2472 // Normalized uint buffer
2473 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2474 ASSERT_GL_NO_ERROR();
2475
2476 glClearBufferfv(GL_COLOR, 0, clearFloat);
2477 EXPECT_GL_NO_ERROR();
2478
2479 glClearBufferiv(GL_COLOR, 0, clearInt);
2480 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2481
2482 glClearBufferuiv(GL_COLOR, 0, clearUint);
2483 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2484
2485 glClear(GL_COLOR_BUFFER_BIT);
2486 EXPECT_GL_NO_ERROR();
2487}
2488
Corentin Wallez59c41592017-07-11 13:19:54 -04002489// Test the interaction of WebGL compatibility clears with default framebuffers
2490TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
2491{
2492 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
2493 constexpr int clearInt[] = {0, 0, 0, 0};
2494 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
2495
2496 // glClear works as usual, this is also a regression test for a bug where we
2497 // iterated on maxDrawBuffers for default framebuffers, triggering an assert
2498 glClear(GL_COLOR_BUFFER_BIT);
2499 EXPECT_GL_NO_ERROR();
2500
2501 // Default framebuffers are normalized uints, so only glClearBufferfv works.
2502 glClearBufferfv(GL_COLOR, 0, clearFloat);
2503 EXPECT_GL_NO_ERROR();
2504
2505 glClearBufferiv(GL_COLOR, 0, clearInt);
2506 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2507
2508 glClearBufferuiv(GL_COLOR, 0, clearUint);
2509 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2510}
2511
Geoff Lange4915782017-04-12 15:19:07 -04002512// Verify that errors are generate when trying to blit from an image to itself
2513TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
2514{
2515 GLTexture textures[2];
2516 glBindTexture(GL_TEXTURE_2D, textures[0]);
2517 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
2518 glBindTexture(GL_TEXTURE_2D, textures[1]);
2519 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
2520
2521 GLRenderbuffer renderbuffers[2];
2522 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
2523 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
2524 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
2525 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
2526
2527 GLFramebuffer framebuffers[2];
2528 glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
2529 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
2530
2531 ASSERT_GL_NO_ERROR();
2532
2533 // Same texture
2534 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2535 0);
2536 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2537 0);
2538 ASSERT_GL_NO_ERROR();
2539 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
2540 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2541
2542 // Same textures but different renderbuffers
2543 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2544 renderbuffers[0]);
2545 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2546 renderbuffers[1]);
2547 ASSERT_GL_NO_ERROR();
2548 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
2549 ASSERT_GL_NO_ERROR();
2550 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2551 GL_NEAREST);
2552 ASSERT_GL_NO_ERROR();
2553 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
2554 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2555 GL_NEAREST);
2556 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2557
2558 // Same renderbuffers but different textures
2559 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
2560 0);
2561 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
2562 0);
2563 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2564 renderbuffers[0]);
2565 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
2566 renderbuffers[0]);
2567 ASSERT_GL_NO_ERROR();
2568 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
2569 ASSERT_GL_NO_ERROR();
2570 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2571 GL_NEAREST);
2572 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2573 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
2574 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
2575 GL_NEAREST);
2576 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
2577}
2578
Geoff Lange0cff192017-05-30 13:04:56 -04002579// Verify that errors are generated when the fragment shader output doesn't match the bound color
2580// buffer types
2581TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
2582{
2583 const std::string vertexShader =
2584 "#version 300 es\n"
2585 "void main() {\n"
2586 " gl_Position = vec4(0, 0, 0, 1);\n"
2587 "}\n";
2588
2589 const std::string fragmentShader =
2590 "#version 300 es\n"
2591 "precision mediump float;\n"
2592 "layout(location = 0) out vec4 floatOutput;\n"
2593 "layout(location = 1) out uvec4 uintOutput;\n"
2594 "layout(location = 2) out ivec4 intOutput;\n"
2595 "void main() {\n"
2596 " floatOutput = vec4(0, 0, 0, 1);\n"
2597 " uintOutput = uvec4(0, 0, 0, 1);\n"
2598 " intOutput = ivec4(0, 0, 0, 1);\n"
2599 "}\n";
2600
2601 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2602 glUseProgram(program.get());
2603
2604 GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
2605 GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
2606 GLuint intLocation = glGetFragDataLocation(program, "intOutput");
2607
2608 GLFramebuffer fbo;
2609 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2610
2611 GLRenderbuffer floatRenderbuffer;
2612 glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
2613 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
2614 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
2615 floatRenderbuffer);
2616
2617 GLRenderbuffer uintRenderbuffer;
2618 glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
2619 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
2620 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2621 uintRenderbuffer);
2622
2623 GLRenderbuffer intRenderbuffer;
2624 glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
2625 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
2626 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2627 intRenderbuffer);
2628
2629 ASSERT_GL_NO_ERROR();
2630
2631 GLint maxDrawBuffers = 0;
2632 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2633 std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
2634 drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
2635 drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
2636 drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
2637
2638 glDrawBuffers(maxDrawBuffers, drawBuffers.data());
2639
2640 // Check that the correct case generates no errors
2641 glDrawArrays(GL_TRIANGLES, 0, 6);
2642 EXPECT_GL_NO_ERROR();
2643
2644 // Unbind some buffers and verify that there are still no errors
2645 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2646 0);
2647 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2648 0);
2649 glDrawArrays(GL_TRIANGLES, 0, 6);
2650 EXPECT_GL_NO_ERROR();
2651
2652 // Swap the int and uint buffers to and verify that an error is generated
2653 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2654 intRenderbuffer);
2655 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2656 uintRenderbuffer);
2657 glDrawArrays(GL_TRIANGLES, 0, 6);
2658 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2659
2660 // Swap the float and uint buffers to and verify that an error is generated
2661 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
2662 floatRenderbuffer);
2663 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
2664 uintRenderbuffer);
2665 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
2666 intRenderbuffer);
2667 glDrawArrays(GL_TRIANGLES, 0, 6);
2668 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2669}
2670
Geoff Lang9ab5b822017-05-30 16:19:23 -04002671// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
2672// types
2673TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMissmatch)
2674{
2675 const std::string vertexShader =
2676 "#version 300 es\n"
2677 "in vec4 floatInput;\n"
2678 "in uvec4 uintInput;\n"
2679 "in ivec4 intInput;\n"
2680 "void main() {\n"
2681 " gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);\n"
2682 "}\n";
2683
2684 const std::string fragmentShader =
2685 "#version 300 es\n"
2686 "precision mediump float;\n"
2687 "out vec4 outputColor;\n"
2688 "void main() {\n"
2689 " outputColor = vec4(0, 0, 0, 1);"
2690 "}\n";
2691
2692 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
2693 glUseProgram(program.get());
2694
2695 GLint floatLocation = glGetAttribLocation(program, "floatInput");
2696 GLint uintLocation = glGetAttribLocation(program, "uintInput");
2697 GLint intLocation = glGetAttribLocation(program, "intInput");
2698
2699 // Default attributes are of float types
2700 glDrawArrays(GL_TRIANGLES, 0, 6);
2701 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2702
2703 // Set the default attributes to the correct types, should succeed
2704 glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
2705 glVertexAttribI4i(intLocation, 0, 0, 0, 1);
2706 glDrawArrays(GL_TRIANGLES, 0, 6);
2707 EXPECT_GL_NO_ERROR();
2708
2709 // Change the default float attribute to an integer, should fail
2710 glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
2711 glDrawArrays(GL_TRIANGLES, 0, 6);
2712 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2713
2714 // Use a buffer for some attributes
2715 GLBuffer buffer;
2716 glBindBuffer(GL_ARRAY_BUFFER, buffer);
2717 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
2718 glEnableVertexAttribArray(floatLocation);
2719 glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
2720 glDrawArrays(GL_TRIANGLES, 0, 6);
2721 EXPECT_GL_NO_ERROR();
2722
2723 // Use a float pointer attrib for a uint input
2724 glEnableVertexAttribArray(uintLocation);
2725 glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
2726 glDrawArrays(GL_TRIANGLES, 0, 6);
2727 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2728
2729 // Use a uint pointer for the uint input
2730 glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
2731 glDrawArrays(GL_TRIANGLES, 0, 6);
2732 EXPECT_GL_NO_ERROR();
2733}
2734
Corentin Walleze7557742017-06-01 13:09:57 -04002735// Tests the WebGL removal of undefined behavior when attachments aren't written to.
2736TEST_P(WebGLCompatibilityTest, DrawBuffers)
2737{
Corentin Walleze7557742017-06-01 13:09:57 -04002738 // Make sure we can use at least 4 attachments for the tests.
2739 bool useEXT = false;
2740 if (getClientMajorVersion() < 3)
2741 {
2742 if (!extensionRequestable("GL_EXT_draw_buffers"))
2743 {
2744 std::cout << "Test skipped because draw buffers are not available" << std::endl;
2745 return;
2746 }
2747
2748 glRequestExtensionANGLE("GL_EXT_draw_buffers");
2749 useEXT = true;
2750 EXPECT_GL_NO_ERROR();
2751 }
2752
2753 GLint maxDrawBuffers = 0;
2754 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2755 if (maxDrawBuffers < 4)
2756 {
2757 std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
2758 return;
2759 }
2760
2761 // Clears all the renderbuffers to red.
2762 auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
2763 GLFramebuffer clearFBO;
2764 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, clearFBO);
2765
2766 glClearColor(1, 0, 0, 1);
2767 for (int i = 0; i < 4; ++i)
2768 {
2769 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
2770 renderbuffers[i]);
2771 glClear(GL_COLOR_BUFFER_BIT);
2772 }
2773 ASSERT_GL_NO_ERROR();
2774 };
2775
2776 // Checks that the renderbuffers specified by mask have the correct color
2777 auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
2778 GLFramebuffer readFBO;
2779 glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
2780
2781 for (int i = 0; i < 4; ++i)
2782 {
2783 if (mask & (1 << i))
2784 {
2785 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2786 GL_RENDERBUFFER, renderbuffers[i]);
2787 EXPECT_PIXEL_COLOR_EQ(0, 0, color);
2788 }
2789 }
2790 ASSERT_GL_NO_ERROR();
2791 };
2792
2793 // Depending on whether we are using the extension or ES3, a different entrypoint must be called
2794 auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
2795 if (useEXT)
2796 {
2797 glDrawBuffersEXT(numBuffers, buffers);
2798 }
2799 else
2800 {
2801 glDrawBuffers(numBuffers, buffers);
2802 }
2803 };
2804
2805 // Initialized the test framebuffer
2806 GLFramebuffer drawFBO;
2807 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
2808
2809 GLRenderbuffer renderbuffers[4];
2810 for (int i = 0; i < 4; ++i)
2811 {
2812 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
2813 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
2814 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
2815 renderbuffers[i]);
2816 }
2817
2818 ASSERT_GL_NO_ERROR();
2819
2820 const char *vertESSL1 =
2821 "attribute vec4 a_pos;\n"
2822 "void main()\n"
2823 "{\n"
2824 " gl_Position = a_pos;\n"
2825 "}\n";
2826 const char *vertESSL3 =
2827 "#version 300 es\n"
2828 "in vec4 a_pos;\n"
2829 "void main()\n"
2830 "{\n"
2831 " gl_Position = a_pos;\n"
2832 "}\n";
2833
2834 GLenum allDrawBuffers[] = {
2835 GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
2836 };
2837
2838 GLenum halfDrawBuffers[] = {
2839 GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
2840 };
2841
2842 // Test that when using gl_FragColor, only the first attachment is written to.
2843 const char *fragESSL1 =
2844 "precision highp float;\n"
2845 "void main()\n"
2846 "{\n"
2847 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
2848 "}\n";
2849 ANGLE_GL_PROGRAM(programESSL1, vertESSL1, fragESSL1);
2850
2851 {
2852 ClearEverythingToRed(renderbuffers);
2853
2854 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
2855 DrawBuffers(useEXT, 4, allDrawBuffers);
2856 drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
2857 ASSERT_GL_NO_ERROR();
2858
2859 CheckColors(renderbuffers, 0b0001, GLColor::green);
2860 CheckColors(renderbuffers, 0b1110, GLColor::red);
2861 }
2862
2863 // Test that when using gl_FragColor, but the first draw buffer is 0, then no attachment is
2864 // written to.
2865 {
2866 ClearEverythingToRed(renderbuffers);
2867
2868 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
2869 DrawBuffers(useEXT, 4, halfDrawBuffers);
2870 drawQuad(programESSL1, "a_pos", 0.5, 1.0, true);
2871 ASSERT_GL_NO_ERROR();
2872
2873 CheckColors(renderbuffers, 0b1111, GLColor::red);
2874 }
2875
2876 // Test what happens when rendering to a subset of the outputs. There is a behavior difference
2877 // between the extension and ES3. In the extension gl_FragData is implicitly declared as an
2878 // array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
2879 // should default to 0. On the contrary, in ES3 outputs are specified one by one, so
2880 // attachments not declared in the shader should not be written to.
2881 const char *writeOddOutputsVert;
2882 const char *writeOddOutputsFrag;
2883 GLColor unwrittenColor;
2884 if (useEXT)
2885 {
2886 // In the extension, when an attachment isn't written to, it should get 0's
2887 unwrittenColor = GLColor(0, 0, 0, 0);
2888 writeOddOutputsVert = vertESSL1;
2889 writeOddOutputsFrag =
2890 "#extension GL_EXT_draw_buffers : require\n"
2891 "precision highp float;\n"
2892 "void main()\n"
2893 "{\n"
2894 " gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
2895 " gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);\n"
2896 "}\n";
2897 }
2898 else
2899 {
2900 // In ES3 if an attachment isn't declared, it shouldn't get written and should be red
2901 // because of the preceding clears.
2902 unwrittenColor = GLColor::red;
2903 writeOddOutputsVert = vertESSL3;
2904 writeOddOutputsFrag =
2905 "#version 300 es\n"
2906 "precision highp float;\n"
2907 "layout(location = 1) out vec4 output1;"
2908 "layout(location = 3) out vec4 output2;"
2909 "void main()\n"
2910 "{\n"
2911 " output1 = vec4(0.0, 1.0, 0.0, 1.0);\n"
2912 " output2 = vec4(0.0, 1.0, 0.0, 1.0);\n"
2913 "}\n";
2914 }
2915 ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
2916
2917 // Test that attachments not written to get the "unwritten" color
2918 {
2919 ClearEverythingToRed(renderbuffers);
2920
2921 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
2922 DrawBuffers(useEXT, 4, allDrawBuffers);
2923 drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
2924 ASSERT_GL_NO_ERROR();
2925
2926 CheckColors(renderbuffers, 0b1010, GLColor::green);
2927 CheckColors(renderbuffers, 0b0101, unwrittenColor);
2928 }
2929
2930 // Test that attachments not written to get the "unwritten" color but that even when the
2931 // extension is used, disabled attachments are not written at all and stay red.
2932 {
2933 ClearEverythingToRed(renderbuffers);
2934
2935 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
2936 DrawBuffers(useEXT, 4, halfDrawBuffers);
2937 drawQuad(writeOddOutputsProgram, "a_pos", 0.5, 1.0, true);
2938 ASSERT_GL_NO_ERROR();
2939
2940 CheckColors(renderbuffers, 0b1000, GLColor::green);
2941 CheckColors(renderbuffers, 0b0100, unwrittenColor);
2942 CheckColors(renderbuffers, 0b0011, GLColor::red);
2943 }
2944}
2945
Frank Henigmanfccbac22017-05-28 17:29:26 -04002946// Linking should fail when corresponding vertex/fragment uniform blocks have different precision
2947// qualifiers.
2948TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
2949{
2950 const std::string vertexShader =
2951 "#version 300 es\n"
2952 "uniform Block { mediump vec4 val; };\n"
2953 "void main() { gl_Position = val; }\n";
2954 const std::string fragmentShader =
2955 "#version 300 es\n"
2956 "uniform Block { highp vec4 val; };\n"
2957 "out highp vec4 out_FragColor;\n"
2958 "void main() { out_FragColor = val; }\n";
2959
2960 GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
2961 ASSERT_NE(0u, vs);
2962 GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
2963 ASSERT_NE(0u, fs);
2964
2965 GLuint program = glCreateProgram();
2966
2967 glAttachShader(program, vs);
2968 glDeleteShader(vs);
2969 glAttachShader(program, fs);
2970 glDeleteShader(fs);
2971
2972 glLinkProgram(program);
2973 GLint linkStatus;
2974 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
2975 ASSERT_EQ(0, linkStatus);
2976
2977 glDeleteProgram(program);
2978}
2979
Geoff Lang69df2422017-07-05 12:42:31 -04002980// Test no attribute vertex shaders
2981TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
2982{
2983 const std::string vertexShader =
2984 "#version 300 es\n"
2985 "void main()\n"
2986 "{\n"
2987 "\n"
2988 " ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);\n"
2989 " gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);\n"
2990 "}";
2991 const std::string fragmentShader =
2992 "#version 300 es\n"
2993 "precision mediump float;\n"
2994 "out vec4 result;\n"
2995 "void main()\n"
2996 "{\n"
2997 " result = vec4(0, 1, 0, 1);\n"
2998 "}";
2999
3000 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
3001 glUseProgram(program);
3002
3003 glDrawArrays(GL_TRIANGLES, 0, 6);
3004 ASSERT_GL_NO_ERROR();
3005 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3006}
3007
Brandon Jonesed5b46f2017-07-21 08:39:17 -07003008// Tests bindAttribLocations for length limit
3009TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
3010{
3011 constexpr int maxLocStringLength = 1024;
3012 const std::string tooLongString(maxLocStringLength + 1, '_');
3013
3014 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
3015
3016 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3017}
3018
Geoff Langc287ea62016-09-16 14:46:51 -04003019// Use this to select which configurations (e.g. which renderer, which GLES major version) these
3020// tests should be run against.
3021ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
3022 ES2_D3D9(),
3023 ES2_D3D11(),
3024 ES3_D3D11(),
Geoff Langc287ea62016-09-16 14:46:51 -04003025 ES2_OPENGL(),
3026 ES3_OPENGL(),
3027 ES2_OPENGLES(),
3028 ES3_OPENGLES());
3029
Jamie Madill07be8bf2017-02-02 19:59:57 -05003030ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Geoff Langc287ea62016-09-16 14:46:51 -04003031} // namespace