blob: 81e178fca6131880140c50261aeace8bcbea2706 [file] [log] [blame]
Jamie Madill4e0e6f82017-02-17 11:06:03 -05001//
2// Copyright 2017 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// WebGLFramebufferTest.cpp : Framebuffer tests for GL_ANGLE_webgl_compatibility.
8// Based on WebGL 1 test renderbuffers/framebuffer-object-attachment.
9
10#include "test_utils/ANGLETest.h"
11
12#include "test_utils/gl_raii.h"
13
14namespace angle
15{
16
17class WebGLFramebufferTest : public ANGLETest
18{
19 protected:
20 WebGLFramebufferTest()
21 {
22 setWindowWidth(128);
23 setWindowHeight(128);
24 setConfigRedBits(8);
25 setConfigGreenBits(8);
26 setConfigBlueBits(8);
27 setConfigAlphaBits(8);
28 setWebGLCompatibilityEnabled(true);
29 }
30
Geoff Lange466c552017-03-17 15:24:12 -040031 void SetUp() override
32 {
33 ANGLETest::SetUp();
34 glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
35 eglGetProcAddress("glRequestExtensionANGLE"));
36 }
37
Jamie Madilla02315b2017-02-23 14:14:47 -050038 void drawUByteColorQuad(GLuint program, GLint uniformLoc, const GLColor &color);
39 void testDepthStencilDepthStencil(GLint width, GLint height);
40 void testDepthStencilRenderbuffer(GLint width,
41 GLint height,
42 GLRenderbuffer *colorBuffer,
43 GLbitfield allowedStatuses);
44 void testRenderingAndReading(GLuint program);
45 void testUsingIncompleteFramebuffer(GLenum depthFormat, GLenum depthAttachment);
Frank Henigman60f6eb22017-05-08 15:34:46 -040046 void testDrawingMissingAttachment();
Geoff Lange466c552017-03-17 15:24:12 -040047
48 PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
Jamie Madill4e0e6f82017-02-17 11:06:03 -050049};
50
51constexpr GLint ALLOW_COMPLETE = 0x1;
52constexpr GLint ALLOW_UNSUPPORTED = 0x2;
53constexpr GLint ALLOW_INCOMPLETE_ATTACHMENT = 0x4;
54
55void checkFramebufferForAllowedStatuses(GLbitfield allowedStatuses)
56{
57 // If the framebuffer is in an error state for multiple reasons,
58 // we can't guarantee which one will be reported.
59 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
60 bool statusAllowed =
61 ((allowedStatuses & ALLOW_COMPLETE) && (status == GL_FRAMEBUFFER_COMPLETE)) ||
62 ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == GL_FRAMEBUFFER_UNSUPPORTED)) ||
63 ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) &&
64 (status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
65 EXPECT_TRUE(statusAllowed);
66}
67
Jamie Madilla02315b2017-02-23 14:14:47 -050068void checkBufferBits(GLenum attachment0, GLenum attachment1)
Jamie Madill4e0e6f82017-02-17 11:06:03 -050069{
70 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
71 return;
72
73 bool haveDepthBuffer =
Jamie Madilla02315b2017-02-23 14:14:47 -050074 attachment0 == GL_DEPTH_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT ||
75 attachment1 == GL_DEPTH_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT;
Jamie Madill4e0e6f82017-02-17 11:06:03 -050076 bool haveStencilBuffer =
Jamie Madilla02315b2017-02-23 14:14:47 -050077 attachment0 == GL_STENCIL_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT ||
78 attachment1 == GL_STENCIL_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT;
Jamie Madill4e0e6f82017-02-17 11:06:03 -050079
80 GLint redBits = 0;
81 GLint greenBits = 0;
82 GLint blueBits = 0;
83 GLint alphaBits = 0;
84 GLint depthBits = 0;
85 GLint stencilBits = 0;
86 glGetIntegerv(GL_RED_BITS, &redBits);
87 glGetIntegerv(GL_GREEN_BITS, &greenBits);
88 glGetIntegerv(GL_BLUE_BITS, &blueBits);
89 glGetIntegerv(GL_ALPHA_BITS, &alphaBits);
90 glGetIntegerv(GL_DEPTH_BITS, &depthBits);
91 glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
92
93 EXPECT_GE(redBits + greenBits + blueBits + alphaBits, 16);
94
95 if (haveDepthBuffer)
96 EXPECT_GE(depthBits, 16);
97 else
98 EXPECT_EQ(0, depthBits);
99
100 if (haveStencilBuffer)
101 EXPECT_GE(stencilBits, 8);
102 else
103 EXPECT_EQ(0, stencilBits);
104}
105
106// Tests that certain required combinations work in WebGL compatiblity.
107TEST_P(WebGLFramebufferTest, TestFramebufferRequiredCombinations)
108{
109 // Per discussion with the OpenGL ES working group, the following framebuffer attachment
110 // combinations are required to work in all WebGL implementations:
111 // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
112 // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
113 // renderbuffer
114 // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
115 // renderbuffer
116
117 GLFramebuffer fbo;
118 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
119
120 constexpr int width = 64;
121 constexpr int height = 64;
122
123 // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
124 GLTexture texture;
125 glBindTexture(GL_TEXTURE_2D, texture);
126 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
127 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
129 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
130 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
131 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
132 EXPECT_GL_NO_ERROR();
133 checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
Jamie Madilla02315b2017-02-23 14:14:47 -0500134 checkBufferBits(GL_NONE, GL_NONE);
Jamie Madill4e0e6f82017-02-17 11:06:03 -0500135
136 // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
137 // renderbuffer
138 GLRenderbuffer renderbuffer;
139 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
140 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
141 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
142 EXPECT_GL_NO_ERROR();
143 checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
Jamie Madilla02315b2017-02-23 14:14:47 -0500144 checkBufferBits(GL_DEPTH_ATTACHMENT, GL_NONE);
Jamie Madill4e0e6f82017-02-17 11:06:03 -0500145 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
146
147 // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
148 // renderbuffer
149 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
150 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
151 renderbuffer);
152 EXPECT_GL_NO_ERROR();
153 checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
Jamie Madilla02315b2017-02-23 14:14:47 -0500154 checkBufferBits(GL_DEPTH_STENCIL_ATTACHMENT, GL_NONE);
155}
156
157void testAttachment(GLint width,
158 GLint height,
159 GLRenderbuffer *colorBuffer,
160 GLenum attachment,
161 GLRenderbuffer *buffer,
162 GLbitfield allowedStatuses)
163{
164 GLFramebuffer fbo;
165 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
166 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *colorBuffer);
167 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, *buffer);
168 EXPECT_GL_NO_ERROR();
169 checkFramebufferForAllowedStatuses(allowedStatuses);
170 if ((allowedStatuses & ALLOW_COMPLETE) == 0)
171 {
172 std::vector<uint8_t> tempBuffer(width * height * 4);
173
174 glClear(GL_COLOR_BUFFER_BIT);
175 EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
176 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, tempBuffer.data());
177 EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
178 }
179 checkBufferBits(attachment, GL_NONE);
180}
181
182void testAttachments(GLRenderbuffer &colorBuffer,
183 GLenum attachment0,
184 GLRenderbuffer &buffer0,
185 GLenum attachment1,
186 GLRenderbuffer &buffer1,
187 GLbitfield allowedStatuses)
188{
189 GLFramebuffer fbo;
190 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
191 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
192 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment0, GL_RENDERBUFFER, buffer0);
193 EXPECT_GL_NO_ERROR();
194 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment1, GL_RENDERBUFFER, buffer1);
195 EXPECT_GL_NO_ERROR();
196 checkFramebufferForAllowedStatuses(allowedStatuses);
197 checkBufferBits(attachment0, attachment1);
198}
199
200void testColorRenderbuffer(GLint width,
201 GLint height,
202 GLenum internalformat,
203 GLbitfield allowedStatuses)
204{
205 GLRenderbuffer colorBuffer;
206 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
207 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height);
208 EXPECT_GL_NO_ERROR();
209 testAttachment(width, height, &colorBuffer, GL_COLOR_ATTACHMENT0, &colorBuffer,
210 allowedStatuses);
211}
212
213GLint getRenderbufferParameter(GLenum paramName)
214{
215 GLint paramValue = 0;
216 glGetRenderbufferParameteriv(GL_RENDERBUFFER, paramName, &paramValue);
217 return paramValue;
218}
219
220void WebGLFramebufferTest::drawUByteColorQuad(GLuint program,
221 GLint uniformLoc,
222 const GLColor &color)
223{
224 Vector4 vecColor = color.toNormalizedVector();
225 glUseProgram(program);
226 glUniform4fv(uniformLoc, 1, vecColor.data());
227 drawQuad(program, "position", 0.5f, 1.0f, true);
228}
229
230void WebGLFramebufferTest::testDepthStencilDepthStencil(GLint width, GLint height)
231{
232 const std::string &vertexShader =
233 "attribute vec4 position;\n"
234 "void main() {\n"
235 " gl_Position = position;\n"
236 "}";
237 const std::string &fragmentShader =
238 "precision mediump float;\n"
239 "uniform vec4 color;\n"
240 "void main() {\n"
241 " gl_FragColor = color;\n"
242 "}";
243
244 if (width == 0 || height == 0)
245 {
246 return;
247 }
248
249 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
250 GLint uniformLoc = glGetUniformLocation(program.get(), "color");
251 ASSERT_NE(-1, uniformLoc);
252
253 struct TestInfo
254 {
255 GLenum firstFormat;
256 GLenum firstAttach;
257 GLenum secondFormat;
258 GLenum secondAttach;
259 };
260
261 TestInfo tests[2] = {
262 {GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT},
263 {GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT}};
264
265 for (const TestInfo &test : tests)
266 {
267 for (GLint opIndex = 0; opIndex < 2; ++opIndex)
268 {
269 GLFramebuffer fbo;
270 GLTexture tex;
271 GLRenderbuffer firstRb;
272
273 // test: firstFormat vs secondFormat with unbind or delete.
274
275 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
276 // attach texture as color
277 glBindTexture(GL_TEXTURE_2D, tex);
278 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
279 nullptr);
280 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
281
282 // attach first
283 glBindRenderbuffer(GL_RENDERBUFFER, firstRb);
284 glRenderbufferStorage(GL_RENDERBUFFER, test.firstFormat, width, height);
285 glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.firstAttach, GL_RENDERBUFFER, firstRb);
286
287 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
288
289 // TODO(jmadill): Remove clear - this should be implicit in WebGL_
290 glClear(GL_DEPTH_BUFFER_BIT);
291
292 glEnable(GL_DEPTH_TEST);
293 // Test it works
294 drawUByteColorQuad(program.get(), uniformLoc, GLColor::green);
295 // should not draw since DEPTH_FUNC == LESS
296 drawUByteColorQuad(program.get(), uniformLoc, GLColor::red);
297 // should be green
298 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
299
300 GLuint secondRb = 0;
301 glGenRenderbuffers(1, &secondRb);
302
303 // attach second
304 glBindRenderbuffer(GL_RENDERBUFFER, secondRb);
305 glRenderbufferStorage(GL_RENDERBUFFER, test.secondFormat, width, height);
306 glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.secondAttach, GL_RENDERBUFFER, secondRb);
307
308 if (opIndex == 0)
309 {
310 // now delete it
311 glDeleteRenderbuffers(1, &secondRb);
312 secondRb = 0;
313 }
314 else
315 {
316 // unbind it
317 glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.secondAttach, GL_RENDERBUFFER, 0);
318 }
319
320 // If the first attachment is not restored this may fail
321 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
322 EXPECT_GL_NO_ERROR();
323
324 // If the first attachment is not restored this may fail.
325 glClear(GL_DEPTH_BUFFER_BIT);
326 drawUByteColorQuad(program.get(), uniformLoc, GLColor::green);
327 // should not draw since DEPTH_FUNC == LESS
328 drawUByteColorQuad(program.get(), uniformLoc, GLColor::red);
329 // should be green
330 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
331 glDisable(GL_DEPTH_TEST);
332
333 if (opIndex == 1)
334 {
335 glDeleteRenderbuffers(1, &secondRb);
336 secondRb = 0;
337 }
338 }
339 }
340 EXPECT_GL_NO_ERROR();
341}
342
343void WebGLFramebufferTest::testDepthStencilRenderbuffer(GLint width,
344 GLint height,
345 GLRenderbuffer *colorBuffer,
346 GLbitfield allowedStatuses)
347{
348 GLRenderbuffer depthStencilBuffer;
349 glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
350 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
351 EXPECT_GL_NO_ERROR();
352
353 // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
354 // renderbuffer will report 2 for its width when queried.
355 if (!(height == 0 && width > 0))
356 EXPECT_EQ(width, getRenderbufferParameter(GL_RENDERBUFFER_WIDTH));
357 if (!(width == 0 && height > 0))
358 EXPECT_EQ(height, getRenderbufferParameter(GL_RENDERBUFFER_HEIGHT));
359 EXPECT_EQ(GL_DEPTH_STENCIL, getRenderbufferParameter(GL_RENDERBUFFER_INTERNAL_FORMAT));
360 EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_RED_SIZE));
361 EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_GREEN_SIZE));
362 EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_BLUE_SIZE));
363 EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_ALPHA_SIZE));
364
365 // Avoid verifying these for zero-sized renderbuffers for the time
366 // being since it appears that even OpenGL doesn't guarantee them.
367 if (width > 0 && height > 0)
368 {
369 EXPECT_GT(getRenderbufferParameter(GL_RENDERBUFFER_DEPTH_SIZE), 0);
370 EXPECT_GT(getRenderbufferParameter(GL_RENDERBUFFER_STENCIL_SIZE), 0);
371 }
372 EXPECT_GL_NO_ERROR();
373 testAttachment(width, height, colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &depthStencilBuffer,
374 allowedStatuses);
375 testDepthStencilDepthStencil(width, height);
376}
377
378// Test various attachment combinations with WebGL framebuffers.
379TEST_P(WebGLFramebufferTest, TestAttachments)
380{
381 for (GLint width = 2; width <= 2; width += 2)
382 {
383 for (GLint height = 2; height <= 2; height += 2)
384 {
385 // Dimensions width x height.
386 GLRenderbuffer colorBuffer;
387 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
388 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, width, height);
389 EXPECT_GL_NO_ERROR();
390
391 GLRenderbuffer depthBuffer;
392 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
393 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
394 EXPECT_GL_NO_ERROR();
395
396 GLRenderbuffer stencilBuffer;
397 glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer);
398 glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
399 EXPECT_GL_NO_ERROR();
400
401 GLRenderbuffer depthStencilBuffer;
402 glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
403 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
404 EXPECT_GL_NO_ERROR();
405
406 GLbitfield allowedStatusForGoodCase =
407 (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
408
409 // some cases involving stencil seem to be implementation-dependent
410 GLbitfield allowedStatusForImplDependentCase =
411 allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
412
413 // Attach depth using DEPTH_ATTACHMENT.
414 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &depthBuffer,
415 allowedStatusForGoodCase);
416
417 // Attach depth using STENCIL_ATTACHMENT.
418 testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &depthBuffer,
419 ALLOW_INCOMPLETE_ATTACHMENT);
420
421 // Attach depth using DEPTH_STENCIL_ATTACHMENT.
422 testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &depthBuffer,
423 ALLOW_INCOMPLETE_ATTACHMENT);
424
425 // Attach stencil using STENCIL_ATTACHMENT.
426 testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &stencilBuffer,
427 allowedStatusForImplDependentCase);
428
429 // Attach stencil using DEPTH_ATTACHMENT.
430 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &stencilBuffer,
431 ALLOW_INCOMPLETE_ATTACHMENT);
432
433 // Attach stencil using DEPTH_STENCIL_ATTACHMENT.
434 testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &stencilBuffer,
435 ALLOW_INCOMPLETE_ATTACHMENT);
436
437 // Attach depthStencil using DEPTH_STENCIL_ATTACHMENT.
438 testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT,
439 &depthStencilBuffer, allowedStatusForGoodCase);
440
441 // Attach depthStencil using DEPTH_ATTACHMENT.
442 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &depthStencilBuffer,
443 ALLOW_INCOMPLETE_ATTACHMENT);
444
445 // Attach depthStencil using STENCIL_ATTACHMENT.
446 testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &depthStencilBuffer,
447 ALLOW_INCOMPLETE_ATTACHMENT);
448
449 GLbitfield allowedStatusForConflictedAttachment =
450 (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
451 : ALLOW_UNSUPPORTED;
452
453 // Attach depth, then stencil, causing conflict.
454 testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer, GL_STENCIL_ATTACHMENT,
455 stencilBuffer, allowedStatusForConflictedAttachment);
456
457 // Attach stencil, then depth, causing conflict.
458 testAttachments(colorBuffer, GL_STENCIL_ATTACHMENT, stencilBuffer, GL_DEPTH_ATTACHMENT,
459 depthBuffer, allowedStatusForConflictedAttachment);
460
461 // Attach depth, then depthStencil, causing conflict.
462 testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer,
463 GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
464 allowedStatusForConflictedAttachment);
465
466 // Attach depthStencil, then depth, causing conflict.
467 testAttachments(colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
468 GL_DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
469
470 // Attach stencil, then depthStencil, causing conflict.
471 testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer,
472 GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
473 allowedStatusForConflictedAttachment);
474
475 // Attach depthStencil, then stencil, causing conflict.
476 testAttachments(colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
477 GL_STENCIL_ATTACHMENT, stencilBuffer,
478 allowedStatusForConflictedAttachment);
479
480 // Attach color renderbuffer with internalformat == RGBA4.
481 testColorRenderbuffer(width, height, GL_RGBA4, allowedStatusForGoodCase);
482
483 // Attach color renderbuffer with internalformat == RGB5_A1.
484 // This particular format seems to be bugged on NVIDIA Retina. http://crbug.com/635081
485 // TODO(jmadill): Figure out if we can add a format workaround.
486 if (!(IsNVIDIA() && IsOSX() && IsOpenGL()))
487 {
488 testColorRenderbuffer(width, height, GL_RGB5_A1, allowedStatusForGoodCase);
489 }
490
491 // Attach color renderbuffer with internalformat == RGB565.
492 testColorRenderbuffer(width, height, GL_RGB565, allowedStatusForGoodCase);
493
494 // Create and attach depthStencil renderbuffer.
495 testDepthStencilRenderbuffer(width, height, &colorBuffer, allowedStatusForGoodCase);
496 }
497 }
498}
499
500bool tryDepth(GLRenderbuffer *depthBuffer,
501 GLenum *depthFormat,
502 GLenum *depthAttachment,
503 GLenum try_format,
504 GLenum try_attachment)
505{
506 if (*depthAttachment != GL_NONE)
507 {
508 // If we've tried once unattach the old one.
509 glFramebufferRenderbuffer(GL_FRAMEBUFFER, *depthAttachment, GL_RENDERBUFFER, 0);
510 }
511 *depthFormat = try_format;
512 *depthAttachment = try_attachment;
513 glFramebufferRenderbuffer(GL_FRAMEBUFFER, *depthAttachment, GL_RENDERBUFFER, *depthBuffer);
514 glRenderbufferStorage(GL_RENDERBUFFER, *depthFormat, 16, 16);
515 EXPECT_GL_NO_ERROR();
516 return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
517}
518
519bool checkValidColorDepthCombination(GLenum *depthFormat, GLenum *depthAttachment)
520{
521 GLFramebuffer fbo;
522 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
523 GLRenderbuffer colorBuffer;
524 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
525 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
526 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
527
528 GLRenderbuffer depthBuffer;
529 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
530
531 return tryDepth(&depthBuffer, depthFormat, depthAttachment, GL_DEPTH_COMPONENT16,
532 GL_DEPTH_ATTACHMENT) ||
533 tryDepth(&depthBuffer, depthFormat, depthAttachment, GL_DEPTH_STENCIL,
534 GL_DEPTH_STENCIL_ATTACHMENT);
535}
536
537// glCheckFramebufferStatus(GL_FRAMEBUFFER) should be either complete or (unsupported/expected).
538void checkFramebuffer(GLenum expected)
539{
540 GLenum actual = glCheckFramebufferStatus(GL_FRAMEBUFFER);
541 EXPECT_TRUE(actual == expected ||
542 (expected != GL_FRAMEBUFFER_COMPLETE && actual == GL_FRAMEBUFFER_UNSUPPORTED));
543}
544
545void WebGLFramebufferTest::testRenderingAndReading(GLuint program)
546{
547 EXPECT_GL_NO_ERROR();
548
549 // drawArrays with incomplete framebuffer
550 drawQuad(program, "position", 0.5f, 1.0f, true);
551 EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
552
553 // readPixels from incomplete framebuffer
554 std::vector<uint8_t> dummyBuffer(4);
555 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, dummyBuffer.data());
556 EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
557
558 // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
559 // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
560 // the framebuffer is not of a compatible type.
561
562 // copyTexSubImage2D from incomplete framebuffer
563 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
564 GLenum error = glGetError();
565 EXPECT_TRUE(error == GL_INVALID_FRAMEBUFFER_OPERATION || error == GL_INVALID_OPERATION);
566
567 // copyTexImage2D from incomplete framebuffer
568 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
569 error = glGetError();
570 EXPECT_TRUE(error == GL_INVALID_FRAMEBUFFER_OPERATION || error == GL_INVALID_OPERATION);
571
572 // clear with incomplete framebuffer
573 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
574 EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
575}
576
577// Test drawing or reading from an incomplete framebuffer
578void WebGLFramebufferTest::testUsingIncompleteFramebuffer(GLenum depthFormat,
579 GLenum depthAttachment)
580{
581 // Simple draw program.
582 const std::string &vertexShader =
583 "attribute vec4 position; void main() { gl_Position = position; }";
584 const std::string &fragmentShader = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
585
586 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
587
588 GLFramebuffer fbo;
589 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
590 GLRenderbuffer colorBuffer;
591 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
592 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
593 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
594
595 GLRenderbuffer depthBuffer;
596 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
597 glFramebufferRenderbuffer(GL_FRAMEBUFFER, depthAttachment, GL_RENDERBUFFER, depthBuffer);
598 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
599 EXPECT_GL_NO_ERROR();
600 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
601
602 // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES
603 // 2.0
604 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 32, 16);
605 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
606
607 // Drawing or reading from an incomplete framebuffer should generate
608 // INVALID_FRAMEBUFFER_OPERATION.
609 testRenderingAndReading(program.get());
610
611 GLFramebuffer fbo2;
612 glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
613 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
614
615 // Drawing or reading from an incomplete framebuffer should generate
616 // INVALID_FRAMEBUFFER_OPERATION.
617 testRenderingAndReading(program.get());
618
619 GLRenderbuffer colorBuffer2;
620 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer2);
621 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer2);
622 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 0, 0);
623
624 // Drawing or reading from an incomplete framebuffer should generate
625 // INVALID_FRAMEBUFFER_OPERATION.
626 testRenderingAndReading(program.get());
627}
628
629void testFramebufferIncompleteAttachment(GLenum depthFormat)
630{
631 GLFramebuffer fbo;
632 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
633 GLRenderbuffer colorBuffer;
634 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
635 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
636 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
637 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
638
639 // Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0
640 // 4.4.5).
641 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
642 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
643
644 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
645 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
646
647 // 0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5).
648 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 0, 0);
649 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
650
651 EXPECT_GL_NO_ERROR();
652}
653
654// No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5).
655void testFramebufferIncompleteMissingAttachment()
656{
657 GLFramebuffer fbo;
658 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
659 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
660
661 GLRenderbuffer colorBuffer;
662 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
663 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
664 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
665 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
666
667 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
668 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
669
670 EXPECT_GL_NO_ERROR();
671}
672
673// Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5).
674void testFramebufferIncompleteDimensions(GLenum depthFormat, GLenum depthAttachment)
675{
676 GLFramebuffer fbo;
677 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
678 GLRenderbuffer colorBuffer;
679 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
680 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
681 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
682
683 GLRenderbuffer depthBuffer;
684 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
685 glFramebufferRenderbuffer(GL_FRAMEBUFFER, depthAttachment, GL_RENDERBUFFER, depthBuffer);
686 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
687 EXPECT_GL_NO_ERROR();
688 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
689
690 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 32, 16);
691 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
692 glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
693 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
694 glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
695 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 32);
696 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
697 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
698 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
699 EXPECT_GL_NO_ERROR();
700
701 GLTexture tex;
702 glBindTexture(GL_TEXTURE_2D, tex);
703 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
704 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
705 EXPECT_GL_NO_ERROR();
706 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
707 {
708 return;
709 }
710
711 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
712 checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
713 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
714 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
715
716 EXPECT_GL_NO_ERROR();
717}
718
Frank Henigman60f6eb22017-05-08 15:34:46 -0400719class NoColorFB final : angle::NonCopyable
Jamie Madilla02315b2017-02-23 14:14:47 -0500720{
Frank Henigman60f6eb22017-05-08 15:34:46 -0400721 public:
722 NoColorFB(int size)
Jamie Madilla02315b2017-02-23 14:14:47 -0500723 {
Frank Henigman60f6eb22017-05-08 15:34:46 -0400724 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
725
726 // The only scenario we can verify is an attempt to read or copy
727 // from a missing color attachment while the framebuffer is still
728 // complete.
729 glBindRenderbuffer(GL_RENDERBUFFER, mDepthBuffer);
730 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
731 mDepthBuffer);
732 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
733
734 // After depth renderbuffer setup
Jamie Madilla02315b2017-02-23 14:14:47 -0500735 EXPECT_GL_NO_ERROR();
Frank Henigman60f6eb22017-05-08 15:34:46 -0400736
Jamie Madilla02315b2017-02-23 14:14:47 -0500737 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
738 {
Frank Henigman60f6eb22017-05-08 15:34:46 -0400739 // Unable to allocate a framebuffer with just a depth attachment; this is legal.
740 // Try just a depth/stencil renderbuffer.
741 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
742
743 glBindRenderbuffer(GL_RENDERBUFFER, mDepthStencilBuffer);
744 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
745 mDepthStencilBuffer);
746 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, size, size);
747
748 // After depth+stencil renderbuffer setup
749 EXPECT_GL_NO_ERROR();
Jamie Madilla02315b2017-02-23 14:14:47 -0500750 }
751 }
752
Frank Henigman60f6eb22017-05-08 15:34:46 -0400753 private:
754 GLRenderbuffer mDepthBuffer;
755 GLRenderbuffer mDepthStencilBuffer;
756 GLFramebuffer mFBO;
757};
758
759// Test reading from a missing framebuffer attachment.
760void TestReadingMissingAttachment(int size)
761{
Jamie Madilla02315b2017-02-23 14:14:47 -0500762 // The FBO has no color attachment. ReadPixels, CopyTexImage2D,
763 // and CopyTexSubImage2D should all generate INVALID_OPERATION.
764
765 // Before ReadPixels from missing attachment
766 std::vector<uint8_t> dummyBuffer(4);
767 EXPECT_GL_NO_ERROR();
768 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, dummyBuffer.data());
769 // After ReadPixels from missing attachment
770 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
771
772 GLTexture tex;
773 glBindTexture(GL_TEXTURE_2D, tex);
774 // Before CopyTexImage2D from missing attachment
775 EXPECT_GL_NO_ERROR();
776 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, size, size, 0);
777 // After CopyTexImage2D from missing attachment
778 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
779
780 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
781 // Before CopyTexSubImage2D from missing attachment
782 EXPECT_GL_NO_ERROR();
783 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
784 // After CopyTexSubImage2D from missing attachment
785 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
786}
787
Frank Henigman60f6eb22017-05-08 15:34:46 -0400788// Test drawing to a missing framebuffer attachment.
789void WebGLFramebufferTest::testDrawingMissingAttachment()
790{
791 // Simple draw program.
792 const std::string &vertexShader = "attribute vec4 pos; void main() { gl_Position = pos; }";
793 const std::string &fragmentShader = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
794 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
795
796 glClear(GL_COLOR_BUFFER_BIT);
797 EXPECT_GL_NO_ERROR();
798
799 // try glDrawArrays
800 drawQuad(program, "pos", 0.5f, 1.0f, true);
801 EXPECT_GL_NO_ERROR();
802
803 // try glDrawElements
804 drawIndexedQuad(program, "pos", 0.5f, 1.0f, true);
805 EXPECT_GL_NO_ERROR();
806}
807
Jamie Madilla02315b2017-02-23 14:14:47 -0500808// Determine if we can attach both color and depth or color and depth_stencil
809TEST_P(WebGLFramebufferTest, CheckValidColorDepthCombination)
810{
811 GLenum depthFormat = GL_NONE;
812 GLenum depthAttachment = GL_NONE;
813
814 if (checkValidColorDepthCombination(&depthFormat, &depthAttachment))
815 {
816 testFramebufferIncompleteDimensions(depthFormat, depthAttachment);
817 testFramebufferIncompleteAttachment(depthFormat);
818 testFramebufferIncompleteMissingAttachment();
819 testUsingIncompleteFramebuffer(depthFormat, depthAttachment);
Frank Henigman60f6eb22017-05-08 15:34:46 -0400820
821 constexpr int size = 16;
822 NoColorFB fb(size);
823 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
824 {
825 // The FBO has no color attachment. ReadPixels, CopyTexImage2D,
826 // and CopyTexSubImage2D should all generate INVALID_OPERATION.
827 TestReadingMissingAttachment(size);
828
829 // The FBO has no color attachment. Clear, DrawArrays,
830 // and DrawElements should not generate an error.
831 testDrawingMissingAttachment();
832 }
Jamie Madilla02315b2017-02-23 14:14:47 -0500833 }
Jamie Madill4e0e6f82017-02-17 11:06:03 -0500834}
835
Geoff Lange466c552017-03-17 15:24:12 -0400836// Test to cover a bug in preserving the texture image index for WebGL framebuffer attachments
837TEST_P(WebGLFramebufferTest, TextureAttachmentCommitBug)
838{
839 if (extensionRequestable("GL_ANGLE_depth_texture"))
840 {
841 glRequestExtensionANGLE("GL_ANGLE_depth_texture");
842 }
843
844 if (!extensionEnabled("GL_ANGLE_depth_texture"))
845 {
846 std::cout << "Test skipped because depth textures are not available.\n";
847 return;
848 }
849
850 GLTexture depthTexture;
851 glBindTexture(GL_TEXTURE_2D, depthTexture.get());
852 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
853 nullptr);
854
855 GLFramebuffer framebuffer;
856 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
857 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture.get(),
858 0);
859
860 glCheckFramebufferStatus(GL_FRAMEBUFFER);
861
862 EXPECT_GL_NO_ERROR();
863}
864
Jamie Madill4e0e6f82017-02-17 11:06:03 -0500865// Only run against WebGL 1 validation, since much was changed in 2.
866ANGLE_INSTANTIATE_TEST(WebGLFramebufferTest,
867 ES2_D3D9(),
868 ES2_D3D11(),
869 ES2_D3D11_FL9_3(),
870 ES2_OPENGL(),
871 ES2_OPENGLES());
872
873} // namespace