blob: 2945c5c8ed0b35460648228b5360abc1305687e1 [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
Jamie Madill1fbc59f2016-02-24 15:25:51 -05006// Framebuffer tests:
7// Various tests related for Frambuffers.
8//
Jamie Madillfa05f602015-05-07 13:47:11 -04009
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -040010#include "platform/FeaturesD3D.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -040011#include "test_utils/ANGLETest.h"
JiangYizhou461d9a32017-01-04 16:37:26 +080012#include "test_utils/gl_raii.h"
Geoff Langb6a673a2014-06-05 14:19:16 -040013
Jamie Madillfa05f602015-05-07 13:47:11 -040014using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070015
Geoff Lang857c09d2017-05-16 15:55:04 -040016namespace
17{
18
19void ExpectFramebufferCompleteOrUnsupported(GLenum binding)
20{
21 GLenum status = glCheckFramebufferStatus(binding);
22 EXPECT_TRUE(status == GL_FRAMEBUFFER_COMPLETE || status == GL_FRAMEBUFFER_UNSUPPORTED);
23}
24
25} // anonymous namespace
26
Geoff Langb6a673a2014-06-05 14:19:16 -040027class FramebufferFormatsTest : public ANGLETest
28{
Jamie Madillfa05f602015-05-07 13:47:11 -040029 protected:
Jamie Madill3215b202015-12-15 16:41:39 -050030 FramebufferFormatsTest() : mFramebuffer(0), mTexture(0), mRenderbuffer(0), mProgram(0)
Geoff Langb6a673a2014-06-05 14:19:16 -040031 {
32 setWindowWidth(128);
33 setWindowHeight(128);
34 setConfigRedBits(8);
35 setConfigGreenBits(8);
36 setConfigBlueBits(8);
37 setConfigAlphaBits(8);
38 }
39
40 void checkBitCount(GLuint fbo, GLenum channel, GLint minBits)
41 {
42 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
43
44 GLint bits = 0;
45 glGetIntegerv(channel, &bits);
46
47 if (minBits == 0)
48 {
49 EXPECT_EQ(minBits, bits);
50 }
51 else
52 {
53 EXPECT_GE(bits, minBits);
54 }
55 }
56
Jamie Madill1fbc59f2016-02-24 15:25:51 -050057 void testBitCounts(GLuint fbo,
58 GLint minRedBits,
59 GLint minGreenBits,
60 GLint minBlueBits,
61 GLint minAlphaBits,
62 GLint minDepthBits,
63 GLint minStencilBits)
Geoff Langb6a673a2014-06-05 14:19:16 -040064 {
65 checkBitCount(fbo, GL_RED_BITS, minRedBits);
66 checkBitCount(fbo, GL_GREEN_BITS, minGreenBits);
67 checkBitCount(fbo, GL_BLUE_BITS, minBlueBits);
68 checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits);
69 checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits);
70 checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits);
71 }
72
Jamie Madill1fbc59f2016-02-24 15:25:51 -050073 void testTextureFormat(GLenum internalFormat,
74 GLint minRedBits,
75 GLint minGreenBits,
76 GLint minBlueBits,
Geoff Langb6a673a2014-06-05 14:19:16 -040077 GLint minAlphaBits)
78 {
Jamie Madill3215b202015-12-15 16:41:39 -050079 glGenTextures(1, &mTexture);
80 glBindTexture(GL_TEXTURE_2D, mTexture);
Geoff Langc4e93662017-05-01 10:45:59 -040081
82 if (getClientMajorVersion() >= 3)
83 {
84 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
85 }
86 else
87 {
88 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
89 }
Geoff Langb6a673a2014-06-05 14:19:16 -040090
Jamie Madill3215b202015-12-15 16:41:39 -050091 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040092
Jamie Madill3215b202015-12-15 16:41:39 -050093 testBitCounts(mFramebuffer, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0);
Geoff Langb6a673a2014-06-05 14:19:16 -040094 }
95
Jamie Madill1fbc59f2016-02-24 15:25:51 -050096 void testRenderbufferMultisampleFormat(int minESVersion,
97 GLenum attachmentType,
98 GLenum internalFormat)
Corentin Walleze0902642014-11-04 12:32:15 -080099 {
Martin Radev1be913c2016-07-11 17:59:16 +0300100 int clientVersion = getClientMajorVersion();
Jamie Madillfa05f602015-05-07 13:47:11 -0400101 if (clientVersion < minESVersion)
Corentin Walleze0902642014-11-04 12:32:15 -0800102 {
103 return;
104 }
105
106 // Check that multisample is supported with at least two samples (minimum required is 1)
107 bool supports2Samples = false;
108
Jamie Madillfa05f602015-05-07 13:47:11 -0400109 if (clientVersion == 2)
Corentin Walleze0902642014-11-04 12:32:15 -0800110 {
Jamie Madillb8149072019-04-30 16:14:44 -0400111 if (IsGLExtensionEnabled("ANGLE_framebuffer_multisample"))
Corentin Walleze0902642014-11-04 12:32:15 -0800112 {
113 int maxSamples;
114 glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples);
115 supports2Samples = maxSamples >= 2;
116 }
117 }
118 else
119 {
Jamie Madillfa05f602015-05-07 13:47:11 -0400120 assert(clientVersion >= 3);
Corentin Walleze0902642014-11-04 12:32:15 -0800121 int maxSamples;
122 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
123 supports2Samples = maxSamples >= 2;
124 }
125
126 if (!supports2Samples)
127 {
128 return;
129 }
130
Jamie Madill3215b202015-12-15 16:41:39 -0500131 glGenRenderbuffers(1, &mRenderbuffer);
132 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800133
134 EXPECT_GL_NO_ERROR();
135 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128);
136 EXPECT_GL_NO_ERROR();
Jamie Madill3215b202015-12-15 16:41:39 -0500137 glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, mRenderbuffer);
Corentin Walleze0902642014-11-04 12:32:15 -0800138 EXPECT_GL_NO_ERROR();
Corentin Walleze0902642014-11-04 12:32:15 -0800139 }
140
Olli Etuahobc21e182016-02-23 16:04:57 +0200141 void testZeroHeightRenderbuffer()
142 {
143 glGenRenderbuffers(1, &mRenderbuffer);
144 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
145 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 0);
146 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
147 mRenderbuffer);
148 EXPECT_GL_NO_ERROR();
149 }
150
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400151 void testSetUp() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400152 {
Jamie Madill3215b202015-12-15 16:41:39 -0500153 glGenFramebuffers(1, &mFramebuffer);
154 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
Geoff Langb6a673a2014-06-05 14:19:16 -0400155 }
156
Jamie Madill5cbaa3f2019-05-07 15:49:22 -0400157 void testTearDown() override
Geoff Langb6a673a2014-06-05 14:19:16 -0400158 {
Jamie Madill3215b202015-12-15 16:41:39 -0500159 if (mTexture != 0)
160 {
161 glDeleteTextures(1, &mTexture);
162 mTexture = 0;
163 }
164
165 if (mRenderbuffer != 0)
166 {
167 glDeleteRenderbuffers(1, &mRenderbuffer);
168 mRenderbuffer = 0;
169 }
170
171 if (mFramebuffer != 0)
172 {
173 glDeleteFramebuffers(1, &mFramebuffer);
174 mFramebuffer = 0;
175 }
176
177 if (mProgram != 0)
178 {
179 glDeleteProgram(mProgram);
180 mProgram = 0;
181 }
Geoff Langb6a673a2014-06-05 14:19:16 -0400182 }
Jamie Madill3215b202015-12-15 16:41:39 -0500183
184 GLuint mFramebuffer;
185 GLuint mTexture;
186 GLuint mRenderbuffer;
187 GLuint mProgram;
Geoff Langb6a673a2014-06-05 14:19:16 -0400188};
189
Jamie Madillfa05f602015-05-07 13:47:11 -0400190TEST_P(FramebufferFormatsTest, RGBA4)
Geoff Langb6a673a2014-06-05 14:19:16 -0400191{
Jamie Madillb8149072019-04-30 16:14:44 -0400192 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
193 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400194
Geoff Langb6a673a2014-06-05 14:19:16 -0400195 testTextureFormat(GL_RGBA4, 4, 4, 4, 4);
196}
197
Jamie Madillfa05f602015-05-07 13:47:11 -0400198TEST_P(FramebufferFormatsTest, RGB565)
Geoff Langb6a673a2014-06-05 14:19:16 -0400199{
Jamie Madillb8149072019-04-30 16:14:44 -0400200 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
201 !IsGLExtensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -0400202
Geoff Langb6a673a2014-06-05 14:19:16 -0400203 testTextureFormat(GL_RGB565, 5, 6, 5, 0);
204}
205
Jamie Madillfa05f602015-05-07 13:47:11 -0400206TEST_P(FramebufferFormatsTest, RGB8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400207{
Jamie Madillb8149072019-04-30 16:14:44 -0400208 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
209 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
210 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400211
Geoff Langb6a673a2014-06-05 14:19:16 -0400212 testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0);
213}
214
Jamie Madillfa05f602015-05-07 13:47:11 -0400215TEST_P(FramebufferFormatsTest, BGRA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400216{
Yunchao He9550c602018-02-13 14:47:05 +0800217 ANGLE_SKIP_TEST_IF(
Jamie Madillb8149072019-04-30 16:14:44 -0400218 !IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888") ||
219 (getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400220
Geoff Langb6a673a2014-06-05 14:19:16 -0400221 testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8);
222}
223
Jamie Madillfa05f602015-05-07 13:47:11 -0400224TEST_P(FramebufferFormatsTest, RGBA8)
Geoff Langb6a673a2014-06-05 14:19:16 -0400225{
Jamie Madillb8149072019-04-30 16:14:44 -0400226 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
227 (!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
228 !IsGLExtensionEnabled("GL_EXT_texture_storage")));
Geoff Langf34d1db2015-05-20 14:10:46 -0400229
Geoff Langb6a673a2014-06-05 14:19:16 -0400230 testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8);
231}
232
Jamie Madillfa05f602015-05-07 13:47:11 -0400233TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16)
Corentin Walleze0902642014-11-04 12:32:15 -0800234{
235 testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
236}
237
Jamie Madillfa05f602015-05-07 13:47:11 -0400238TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24)
Corentin Walleze0902642014-11-04 12:32:15 -0800239{
240 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
241}
242
Jamie Madillfa05f602015-05-07 13:47:11 -0400243TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F)
Corentin Walleze0902642014-11-04 12:32:15 -0800244{
Yunchao He9550c602018-02-13 14:47:05 +0800245 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400246
Corentin Walleze0902642014-11-04 12:32:15 -0800247 testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F);
248}
249
Jamie Madillfa05f602015-05-07 13:47:11 -0400250TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800251{
252 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
253}
254
Jamie Madillfa05f602015-05-07 13:47:11 -0400255TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8)
Corentin Walleze0902642014-11-04 12:32:15 -0800256{
Yunchao He9550c602018-02-13 14:47:05 +0800257 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Geoff Langf34d1db2015-05-20 14:10:46 -0400258
Corentin Walleze0902642014-11-04 12:32:15 -0800259 testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8);
260}
261
Jamie Madillfa05f602015-05-07 13:47:11 -0400262TEST_P(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8)
Corentin Walleze0902642014-11-04 12:32:15 -0800263{
Geoff Langf34d1db2015-05-20 14:10:46 -0400264 // TODO(geofflang): Figure out how to support GLSTENCIL_INDEX8 on desktop GL
Yunchao He9550c602018-02-13 14:47:05 +0800265 ANGLE_SKIP_TEST_IF(IsDesktopOpenGL());
Geoff Langf34d1db2015-05-20 14:10:46 -0400266
Corentin Walleze0902642014-11-04 12:32:15 -0800267 testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
268}
Jamie Madillfa05f602015-05-07 13:47:11 -0400269
Jamie Madill3215b202015-12-15 16:41:39 -0500270// Test that binding an incomplete cube map is rejected by ANGLE.
271TEST_P(FramebufferFormatsTest, IncompleteCubeMap)
272{
Michael Spangd8506c72019-01-29 15:35:09 -0500273 // http://anglebug.com/3145
274 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
275
Jamie Madill3215b202015-12-15 16:41:39 -0500276 // First make a complete CubeMap.
277 glGenTextures(1, &mTexture);
278 glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
279 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
280 nullptr);
281 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
282 nullptr);
283 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
284 nullptr);
285 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
286 nullptr);
287 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
288 nullptr);
289 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
290 nullptr);
291 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
292 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
293
294 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
295 mTexture, 0);
296
297 // Verify the framebuffer is complete.
Tim Van Pattene8789a52020-07-29 12:01:49 -0600298 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madill3215b202015-12-15 16:41:39 -0500299
300 // Make the CubeMap cube-incomplete.
301 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
302 nullptr);
303
304 // Verify the framebuffer is incomplete.
305 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
306 glCheckFramebufferStatus(GL_FRAMEBUFFER));
307
Jamie Madilld84b6732018-09-06 15:54:35 -0400308 ASSERT_GL_NO_ERROR();
309
Jamie Madill3215b202015-12-15 16:41:39 -0500310 // Verify drawing with the incomplete framebuffer produces a GL error
Olli Etuaho5804dc82018-04-13 14:11:46 +0300311 mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
Jamie Madill3215b202015-12-15 16:41:39 -0500312 ASSERT_NE(0u, mProgram);
Olli Etuaho5804dc82018-04-13 14:11:46 +0300313 drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
Jamie Madill3215b202015-12-15 16:41:39 -0500314 ASSERT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
315}
316
Olli Etuahobc21e182016-02-23 16:04:57 +0200317// Test that a renderbuffer with zero height but nonzero width is handled without crashes/asserts.
318TEST_P(FramebufferFormatsTest, ZeroHeightRenderbuffer)
319{
Yunchao He9550c602018-02-13 14:47:05 +0800320 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
Olli Etuahobc21e182016-02-23 16:04:57 +0200321
322 testZeroHeightRenderbuffer();
323}
324
Geoff Lang9bf86f02018-07-26 11:46:34 -0400325// Test to cover a bug where the read framebuffer affects the completeness of the draw framebuffer.
326TEST_P(FramebufferFormatsTest, ReadDrawCompleteness)
327{
328 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
329
330 GLTexture incompleteTexture;
331 glBindTexture(GL_TEXTURE_2D, incompleteTexture);
332
333 GLFramebuffer incompleteFBO;
334 glBindFramebuffer(GL_FRAMEBUFFER, incompleteFBO);
335 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, incompleteTexture,
336 0);
337 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
338 glCheckFramebufferStatus(GL_FRAMEBUFFER));
339
340 GLTexture completeTexture;
341 glBindTexture(GL_TEXTURE_2D, completeTexture);
342 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
343
344 GLFramebuffer completeFBO;
345 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, completeFBO);
346 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
347 completeTexture, 0);
348
349 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
350 glCheckFramebufferStatus(GL_READ_FRAMEBUFFER));
351 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER));
352
353 ASSERT_GL_NO_ERROR();
354
355 // Simple draw program.
356 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
357
358 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
359 EXPECT_GL_NO_ERROR();
360
361 glBindFramebuffer(GL_READ_FRAMEBUFFER, completeFBO);
362 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
363}
364
Le Hoang Quyen349b6612020-07-08 12:50:00 +0800365// Test that a renderbuffer with RGB565 format works as expected. This test is intended for some
366// back-end having no support for native RGB565 renderbuffer and thus having to emulate using RGBA
367// format.
368TEST_P(FramebufferFormatsTest, RGB565Renderbuffer)
369{
370 GLRenderbuffer rbo;
371 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
372 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 1, 1);
373
374 GLFramebuffer completeFBO;
375 glBindFramebuffer(GL_FRAMEBUFFER, completeFBO);
376 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
377
378 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
379
380 ASSERT_GL_NO_ERROR();
381
382 glClearColor(1, 0, 0, 0.5f);
383 glClear(GL_COLOR_BUFFER_BIT);
384 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
385}
386
Corentin Wallez57e6d502016-12-09 14:46:39 -0500387class FramebufferTest_ES3 : public ANGLETest
Jamie Madillb980c562018-11-27 11:34:27 -0500388{};
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500389
390// Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error.
Corentin Wallez57e6d502016-12-09 14:46:39 -0500391TEST_P(FramebufferTest_ES3, InvalidateIncomplete)
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500392{
Geoff Lang857c09d2017-05-16 15:55:04 -0400393 GLFramebuffer framebuffer;
394 GLRenderbuffer renderbuffer;
395
396 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
397 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
398 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500399 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
400 glCheckFramebufferStatus(GL_FRAMEBUFFER));
401
402 std::vector<GLenum> attachments;
403 attachments.push_back(GL_COLOR_ATTACHMENT0);
404
405 glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
406 EXPECT_GL_NO_ERROR();
407}
408
Shahbaz Youssefi33f8e4d2020-08-25 12:06:35 -0400409// Covers sub-invalidating an incomplete framebuffer. This should be a no-op, but should not error.
410TEST_P(FramebufferTest_ES3, SubInvalidateIncomplete)
411{
412 GLFramebuffer framebuffer;
413 GLRenderbuffer renderbuffer;
414
415 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
416 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
417 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
418 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
419 glCheckFramebufferStatus(GL_FRAMEBUFFER));
420
421 std::vector<GLenum> attachments;
422 attachments.push_back(GL_COLOR_ATTACHMENT0);
423
424 glInvalidateSubFramebuffer(GL_FRAMEBUFFER, 1, attachments.data(), 5, 5, 10, 10);
425 EXPECT_GL_NO_ERROR();
426}
427
Corentin Wallez57e6d502016-12-09 14:46:39 -0500428// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
429// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
430TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
431{
Geoff Lang857c09d2017-05-16 15:55:04 -0400432 GLFramebuffer framebuffer;
433 GLRenderbuffer renderbuffer;
434
435 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
436 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500437 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
438
439 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
Geoff Lang857c09d2017-05-16 15:55:04 -0400440 renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500441 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
442}
443
Geoff Lang857c09d2017-05-16 15:55:04 -0400444// Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels
445// are bound
446TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels)
447{
448 GLFramebuffer framebuffer;
449 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
450
451 GLTexture texture;
452 glBindTexture(GL_TEXTURE_2D, texture);
453
454 // Create a complete mip chain in mips 1 to 3
455 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
456 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
457 glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
458
459 // Create another complete mip chain in mips 4 to 5
460 glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
461 glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
462
463 // Create a non-complete mip chain in mip 6
464 glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
465
466 // Incomplete, mipLevel != baseLevel and texture is not mip complete
467 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
468 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
469 glCheckFramebufferStatus(GL_FRAMEBUFFER));
470
471 // Complete, mipLevel == baseLevel
472 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
473 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
474
475 // Complete, mipLevel != baseLevel but texture is now mip complete
476 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
477 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
478 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
479 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
480
481 // Incomplete, attached level below the base level
482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
483 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
484 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
485 glCheckFramebufferStatus(GL_FRAMEBUFFER));
486
487 // Incomplete, attached level is beyond effective max level
488 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4);
489 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
490 glCheckFramebufferStatus(GL_FRAMEBUFFER));
491
492 // Complete, mipLevel == baseLevel
493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
494 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
495
496 // Complete, mipLevel != baseLevel but texture is now mip complete
497 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5);
498 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
499
500 // Complete, mipLevel == baseLevel
501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
502 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6);
503 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
504}
505
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400506TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBack)
507{
Kenneth Russell0bd0a912020-06-12 15:24:55 -0700508#if defined(ADDRESS_SANITIZER)
509 // http://anglebug.com/4737
510 ANGLE_SKIP_TEST_IF(IsOSX());
511#endif
512
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400513 GLFramebuffer framebuffer;
514 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
515
516 GLTexture texture;
517 glBindTexture(GL_TEXTURE_2D, texture);
518
519 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
520 GLColor::red};
521 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
522
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
524 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
525
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
527 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
528 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
529
530 glClearColor(0, 0, 1.0f, 1.0f);
531 glClear(GL_COLOR_BUFFER_BIT);
532 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
533}
534
Courtney Goeltzenleuchter9a9ef0a2020-07-15 16:50:32 -0600535// TextureAttachmentMipLevelsReadBackWithDraw is a copy of TextureAttachmentMipLevelsReadBack except
536// for adding a draw after the last clear. The draw forces ANGLE's Vulkan backend to use the
537// framebuffer that is level 1 of the texture which will trigger the mismatch use of the GL level
538// and Vulkan level in referring to that rendertarget.
539TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBackWithDraw)
540{
541#if defined(ADDRESS_SANITIZER)
542 // http://anglebug.com/4737
543 ANGLE_SKIP_TEST_IF(IsOSX());
544#endif
545
546 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
547
548 GLFramebuffer framebuffer;
549 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
550
551 GLTexture texture;
552 glBindTexture(GL_TEXTURE_2D, texture);
553
554 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
555 GLColor::red};
556 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
557
558 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
559 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
560
561 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
562 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
563 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
564
565 glClearColor(0, 0, 1.0f, 1.0f);
566 glClear(GL_COLOR_BUFFER_BIT);
567
568 // This draw triggers the use of the framebuffer
569 glUseProgram(greenProgram);
570 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
571 ASSERT_GL_NO_ERROR();
572 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
573}
574
Martin Radevd178aa42017-07-13 14:03:22 +0300575// Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS
576// generates an INVALID_OPERATION.
577// OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p.
578// 208
579TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds)
580{
581 GLFramebuffer framebuffer;
582 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
583
584 GLint maxColorAttachments = 0;
585 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
586 GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0);
587
588 GLTexture texture;
589 glBindTexture(GL_TEXTURE_2D, texture.get());
590 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1);
591 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0);
592 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
593}
594
Jamie Madilla0016b72017-07-14 14:30:46 -0400595// Check that depth-only attachments report the correct number of samples.
596TEST_P(FramebufferTest_ES3, MultisampleDepthOnly)
597{
598 GLRenderbuffer renderbuffer;
599 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
600 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32);
601
602 GLFramebuffer framebuffer;
603 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
604 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600605 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madilla0016b72017-07-14 14:30:46 -0400606 EXPECT_GL_NO_ERROR();
607
608 GLint samples = 0;
609 glGetIntegerv(GL_SAMPLES, &samples);
610 EXPECT_GL_NO_ERROR();
611 EXPECT_GE(samples, 2);
612}
613
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700614// Check that we only compare width and height of attachments, not depth.
615TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers)
616{
617 GLTexture texA;
618 glBindTexture(GL_TEXTURE_2D, texA);
619 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
620
621 GLTexture texB;
622 glBindTexture(GL_TEXTURE_3D, texB);
623 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
624
625 GLFramebuffer framebuffer;
626 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
627 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
628 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600629 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700630 EXPECT_GL_NO_ERROR();
631}
632
Olli Etuahodbce1f82018-09-19 15:32:17 +0300633// Test that clearing the stencil buffer when the framebuffer only has a color attachment does not
634// crash.
635TEST_P(FramebufferTest_ES3, ClearNonexistentStencil)
636{
637 GLRenderbuffer rbo;
638 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
639 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
640
641 GLFramebuffer fbo;
642 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
643 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
644
645 GLint clearValue = 0;
646 glClearBufferiv(GL_STENCIL, 0, &clearValue);
647
648 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
649 EXPECT_GL_NO_ERROR();
650}
651
652// Test that clearing the depth buffer when the framebuffer only has a color attachment does not
653// crash.
654TEST_P(FramebufferTest_ES3, ClearNonexistentDepth)
655{
656 GLRenderbuffer rbo;
657 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
658 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
659
660 GLFramebuffer fbo;
661 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
662 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
663
664 GLfloat clearValue = 0.0f;
665 glClearBufferfv(GL_DEPTH, 0, &clearValue);
666
667 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
668 EXPECT_GL_NO_ERROR();
669}
670
671// Test that clearing a nonexistent color attachment does not crash.
672TEST_P(FramebufferTest_ES3, ClearNonexistentColor)
673{
674 GLRenderbuffer rbo;
675 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
676 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
677
678 GLFramebuffer fbo;
679 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
680 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
681
682 std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}};
683 glClearBufferfv(GL_COLOR, 1, clearValue.data());
684
685 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
686 EXPECT_GL_NO_ERROR();
687}
688
689// Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment
690// does not crash.
691TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil)
692{
693 GLRenderbuffer rbo;
694 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
695 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
696
697 GLFramebuffer fbo;
698 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
700
701 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0);
702
703 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
704 EXPECT_GL_NO_ERROR();
705}
706
Olli Etuaho4ebd8f32018-09-20 11:12:46 +0300707// Test that clearing a color attachment that has been deleted doesn't crash.
708TEST_P(FramebufferTest_ES3, ClearDeletedAttachment)
709{
710 // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might
711 // be originating from. http://anglebug.com/2834
712 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
713
714 GLFramebuffer fbo;
715 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
716
717 // There used to be a bug where some draw buffer state used to remain set even after the
718 // attachment was detached via deletion. That's why we create, attach and delete this RBO here.
719 GLuint rbo = 0u;
720 glGenRenderbuffers(1, &rbo);
721 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
722 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
723 glDeleteRenderbuffers(1, &rbo);
724
725 // There needs to be at least one color attachment to prevent early out from the clear calls.
726 GLRenderbuffer rbo2;
727 glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
728 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
729 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2);
730
731 ASSERT_GL_NO_ERROR();
732
733 // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we
734 // expect no GL errors below.
735 std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f};
736 glClearBufferfv(GL_COLOR, 0, floatClearValue.data());
737 EXPECT_GL_NO_ERROR();
738 std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u};
739 glClearBufferuiv(GL_COLOR, 0, uintClearValue.data());
740 EXPECT_GL_NO_ERROR();
741 std::array<GLint, 4> intClearValue = {0, 0, 0, 0};
742 glClearBufferiv(GL_COLOR, 0, intClearValue.data());
743 EXPECT_GL_NO_ERROR();
744}
745
Tim Van Pattene600ac22019-10-04 14:31:57 -0600746// Test that resizing the color attachment is handled correctly.
747TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge)
748{
749 GLFramebuffer fbo;
750 GLTexture smallTexture;
751 GLTexture largeTexture;
752
753 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
754 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
755
756 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
757
758 // Bind the small texture
759 glBindTexture(GL_TEXTURE_2D, smallTexture);
760 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
761 GL_UNSIGNED_BYTE, nullptr);
762 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
763 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
764 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600765 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600766
767 // Draw to FBO backed by the small texture
768 glUseProgram(greenProgram);
769 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
770 ASSERT_GL_NO_ERROR();
771 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
772 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
773
774 // Change the attachment to the larger texture that fills the window
775 glBindTexture(GL_TEXTURE_2D, largeTexture);
776 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
777 GL_UNSIGNED_BYTE, nullptr);
778 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
780 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600781 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600782
783 // Draw to FBO backed by the large texture
784 glUseProgram(blueProgram);
785 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
786 ASSERT_GL_NO_ERROR();
787 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
788 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
789}
790
791// Test that resizing the color attachment is handled correctly.
792TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall)
793{
794 GLFramebuffer fbo;
795 GLTexture smallTexture;
796 GLTexture largeTexture;
797
798 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
799 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
800
801 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
802
803 // Bind the large texture
804 glBindTexture(GL_TEXTURE_2D, largeTexture);
805 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
806 GL_UNSIGNED_BYTE, nullptr);
807 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
808 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
809 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600810 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600811
812 // Draw to FBO backed by the large texture
813 glUseProgram(blueProgram);
814 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
815 ASSERT_GL_NO_ERROR();
816 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
817 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
818
819 // Change the attachment to the smaller texture
820 glBindTexture(GL_TEXTURE_2D, smallTexture);
821 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
822 GL_UNSIGNED_BYTE, nullptr);
823 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
824 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
825 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600826 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600827
828 // Draw to FBO backed by the small texture
829 glUseProgram(greenProgram);
830 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
831 ASSERT_GL_NO_ERROR();
832 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
833 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
834}
835
836// Test that resizing the texture is handled correctly.
837TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall)
838{
839 GLFramebuffer fbo;
840 GLTexture texture;
841
842 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
843 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
844
845 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
846
847 // Allocate a large texture
848 glBindTexture(GL_TEXTURE_2D, texture);
849 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
850 GL_UNSIGNED_BYTE, nullptr);
851 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
852 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
853 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600854 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600855
856 // Draw to FBO backed by the large texture
857 glUseProgram(blueProgram);
858 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
859 ASSERT_GL_NO_ERROR();
860 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
861 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
862
863 // Shrink the texture
864 glBindTexture(GL_TEXTURE_2D, texture);
865 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
866 GL_UNSIGNED_BYTE, nullptr);
867 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
868 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
869 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600870 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600871
872 // Draw to FBO backed by the small texture
873 glUseProgram(greenProgram);
874 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
875 ASSERT_GL_NO_ERROR();
876 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
877 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
878}
879
880// Test that resizing the texture is handled correctly.
881TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge)
882{
883 GLFramebuffer fbo;
884 GLTexture texture;
885
886 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
887 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
888
889 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
890
891 // Allocate a small texture
892 glBindTexture(GL_TEXTURE_2D, texture);
893 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
894 GL_UNSIGNED_BYTE, nullptr);
895 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
896 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
897 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600898 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600899
900 // Draw to FBO backed by the large texture
901 glUseProgram(blueProgram);
902 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
903 ASSERT_GL_NO_ERROR();
904 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
905 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue);
906
907 // Grow the texture
908 glBindTexture(GL_TEXTURE_2D, texture);
909 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
910 GL_UNSIGNED_BYTE, nullptr);
911 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
912 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
913 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -0600914 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Tim Van Pattene600ac22019-10-04 14:31:57 -0600915
916 // Draw to FBO backed by the small texture
917 glUseProgram(greenProgram);
918 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
919 ASSERT_GL_NO_ERROR();
920 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
921 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
922}
923
Shahbaz Youssefie28883d2020-01-25 23:25:43 -0500924// Test that fewer outputs than framebuffer attachments doesn't crash. This causes a Vulkan
925// validation warning, but should not be fatal.
926TEST_P(FramebufferTest_ES3, FewerShaderOutputsThanAttachments)
927{
928 constexpr char kFS[] = R"(#version 300 es
929precision highp float;
930
931layout(location = 0) out vec4 color0;
932layout(location = 1) out vec4 color1;
933layout(location = 2) out vec4 color2;
934
935void main()
936{
937 color0 = vec4(1.0, 0.0, 0.0, 1.0);
938 color1 = vec4(0.0, 1.0, 0.0, 1.0);
939 color2 = vec4(0.0, 0.0, 1.0, 1.0);
940}
941)";
942
943 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
944
945 constexpr GLint kDrawBufferCount = 4;
946
947 GLint maxDrawBuffers;
948 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
949 ASSERT_GE(maxDrawBuffers, kDrawBufferCount);
950
951 GLTexture textures[kDrawBufferCount];
952
953 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
954 {
955 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
956 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
957 GL_UNSIGNED_BYTE, nullptr);
958 }
959
960 GLenum allBufs[kDrawBufferCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
961 GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
962
963 GLFramebuffer fbo;
964 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
965
966 // Enable all draw buffers.
967 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
968 {
969 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
970 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
971 textures[texIndex], 0);
972 }
973 glDrawBuffers(kDrawBufferCount, allBufs);
974
975 // Draw with simple program.
976 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
977 ASSERT_GL_NO_ERROR();
978}
JiangYizhou461d9a32017-01-04 16:37:26 +0800979
980class FramebufferTest_ES31 : public ANGLETest
981{
JiangYizhou511937d2017-08-03 15:41:29 +0800982 protected:
983 void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height)
984 {
985 glUniform2i(0, width - 1, height - 1);
986 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
987 glDrawArrays(GL_TRIANGLES, 0, 6);
988 glEndQuery(GL_ANY_SAMPLES_PASSED);
989 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
990 EXPECT_GT(static_cast<GLint>(passedCount), 0);
991
992 glUniform2i(0, width - 1, height);
993 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
994 glDrawArrays(GL_TRIANGLES, 0, 6);
995 glEndQuery(GL_ANY_SAMPLES_PASSED);
996 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
997 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
998
999 glUniform2i(0, width, height - 1);
1000 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
1001 glDrawArrays(GL_TRIANGLES, 0, 6);
1002 glEndQuery(GL_ANY_SAMPLES_PASSED);
1003 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
1004 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
1005 }
JiangYizhou461d9a32017-01-04 16:37:26 +08001006};
1007
1008// Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or
1009// FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete.
1010TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam)
1011{
1012 GLFramebuffer mFramebuffer;
1013 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1014
1015 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
1016 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
1017 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1018
1019 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
1020 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
1021 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1022 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1023
1024 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
1025 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
1026 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1027 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1028
1029 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
1030 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
1031 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
1032 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1033
1034 ASSERT_GL_NO_ERROR();
1035}
1036
1037// Test that the sample count of a mix of texture and renderbuffer should be same.
1038TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix)
1039{
1040 GLFramebuffer mFramebuffer;
1041 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1042
Ian Elliott5f857832019-12-04 15:30:50 -07001043 // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of
1044 // sample counts for textures and renderbuffers)
1045 GLint numSampleCounts = 0;
1046 std::vector<GLint> sampleCounts;
1047 GLsizei queryBufferSize = 1;
1048 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1049 queryBufferSize, &numSampleCounts);
1050 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1051 sampleCounts.resize(numSampleCounts);
1052 queryBufferSize = numSampleCounts;
1053 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1054 sampleCounts.data());
1055
JiangYizhou461d9a32017-01-04 16:37:26 +08001056 GLTexture mTexture;
1057 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
Ian Elliott5f857832019-12-04 15:30:50 -07001058 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001059
1060 GLRenderbuffer mRenderbuffer;
1061 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
Ian Elliott5f857832019-12-04 15:30:50 -07001062 glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1);
JiangYizhou461d9a32017-01-04 16:37:26 +08001063 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1064 mTexture.get(), 0);
1065 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1066 mRenderbuffer.get());
1067 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1068 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1069
1070 ASSERT_GL_NO_ERROR();
1071}
1072
1073// Test that the sample count of texture attachments should be same.
1074TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex)
1075{
1076 GLFramebuffer mFramebuffer;
1077 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1078
Ian Elliott5f857832019-12-04 15:30:50 -07001079 // Lookup the supported number of sample counts
1080 GLint numSampleCounts = 0;
1081 std::vector<GLint> sampleCounts;
1082 GLsizei queryBufferSize = 1;
1083 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1084 queryBufferSize, &numSampleCounts);
1085 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1086 sampleCounts.resize(numSampleCounts);
1087 queryBufferSize = numSampleCounts;
1088 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1089 sampleCounts.data());
1090
JiangYizhou461d9a32017-01-04 16:37:26 +08001091 GLTexture mTextures[2];
1092 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001093 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001094 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001095 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001096 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1097 mTextures[0].get(), 0);
1098 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1099 mTextures[1].get(), 0);
1100 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1101 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1102
1103 ASSERT_GL_NO_ERROR();
1104}
1105
1106// Test that if the attached images are a mix of renderbuffers and textures, the value of
1107// TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures.
1108TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix)
1109{
1110 GLFramebuffer mFramebuffer;
1111 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1112
1113 GLTexture mTexture;
1114 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
1115 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1116
1117 GLRenderbuffer mRenderbuffer;
1118 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
1119 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1);
1120 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1121 mTexture.get(), 0);
1122 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1123 mRenderbuffer.get());
1124 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1125 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1126
1127 ASSERT_GL_NO_ERROR();
1128}
1129
1130// Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures.
1131TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex)
1132{
1133 GLFramebuffer mFramebuffer;
1134 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1135
1136 GLTexture mTextures[2];
1137 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
1138 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1139 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1140 mTextures[0].get(), 0);
1141 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
1142 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true);
1143 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1144 mTextures[1].get(), 0);
1145 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1146 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1147
1148 ASSERT_GL_NO_ERROR();
1149}
1150
Tim Van Pattendff47d52020-07-14 19:10:12 -06001151// Test resolving a multisampled texture with blit
1152TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlit)
1153{
1154 constexpr int kSize = 16;
1155 glViewport(0, 0, kSize, kSize);
1156
1157 GLFramebuffer msaaFBO;
1158 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1159
1160 GLTexture texture;
1161 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture.get());
1162 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1163 ASSERT_GL_NO_ERROR();
1164 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1165 texture.get(), 0);
1166 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1167
1168 ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
1169 essl31_shaders::fs::RedGreenGradient());
1170 drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1171 ASSERT_GL_NO_ERROR();
1172
1173 // Create another FBO to resolve the multisample buffer into.
1174 GLTexture resolveTexture;
1175 GLFramebuffer resolveFBO;
1176 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001178 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1179 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
1180 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1181
1182 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1183 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1184 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1185 ASSERT_GL_NO_ERROR();
1186
1187 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1188 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
1189 EXPECT_PIXEL_NEAR(kSize - 1, 1, 239, 0, 0, 255, 1.0); // Red
1190 EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 239, 0, 255, 1.0); // Green
1191 EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 239, 239, 0, 255, 1.0); // Yellow
1192}
1193
1194// Test resolving a multisampled texture with blit after drawing to mulitiple FBOs.
1195TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlitMultipleFBOs)
1196{
1197 // FBO 1 -> multisample draw (red)
1198 // FBO 2 -> multisample draw (green)
1199 // Bind FBO 1 as read
1200 // Bind FBO 3 as draw
1201 // Resolve
1202
1203 constexpr int kSize = 16;
1204 glViewport(0, 0, kSize, kSize);
1205
1206 GLFramebuffer msaaFBORed;
1207 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBORed.get());
1208
1209 GLTexture textureRed;
1210 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureRed.get());
1211 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1212 ASSERT_GL_NO_ERROR();
1213 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1214 textureRed.get(), 0);
1215 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1216
1217 ANGLE_GL_PROGRAM(redProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
1218 drawQuad(redProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1219 ASSERT_GL_NO_ERROR();
1220
1221 GLFramebuffer msaaFBOGreen;
1222 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBOGreen.get());
1223
1224 GLTexture textureGreen;
1225 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureGreen.get());
1226 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1227 ASSERT_GL_NO_ERROR();
1228 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1229 textureGreen.get(), 0);
1230 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1231
1232 ANGLE_GL_PROGRAM(greenProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Green());
1233 drawQuad(greenProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1234 ASSERT_GL_NO_ERROR();
1235
1236 // Create another FBO to resolve the multisample buffer into.
1237 GLTexture resolveTexture;
1238 GLFramebuffer resolveFBO;
1239 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1240 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001241 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1242 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
1243 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1244
1245 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1246 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1247 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1248 ASSERT_GL_NO_ERROR();
1249
1250 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1251 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1252}
1253
1254// Test resolving a multisampled texture with blit after drawing to mulitiple FBOs.
1255TEST_P(FramebufferTest_ES31, MultisampleResolveWithBlitMultipleResolves)
1256{
1257 // Draw multisampled in FBO 1
1258 // Bind FBO 1 as read
1259 // Bind FBO 2 as draw
1260 // Resolve
1261 // Bind FBO 3 as draw
1262 // Resolve
1263
1264 constexpr int kSize = 16;
1265 glViewport(0, 0, kSize, kSize);
1266
1267 GLFramebuffer msaaFBORed;
1268 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBORed.get());
1269
1270 GLTexture textureRed;
1271 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureRed.get());
1272 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1273 ASSERT_GL_NO_ERROR();
1274 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1275 textureRed.get(), 0);
1276 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1277
1278 ANGLE_GL_PROGRAM(redProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
1279 drawQuad(redProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1280 ASSERT_GL_NO_ERROR();
1281
1282 // Create another FBO to resolve the multisample buffer into.
1283 GLTexture resolveTexture1;
1284 GLFramebuffer resolveFBO1;
1285 glBindTexture(GL_TEXTURE_2D, resolveTexture1);
1286 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001287 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO1);
1288 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture1, 0);
1289 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1290
1291 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1292 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO1);
1293 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1294 ASSERT_GL_NO_ERROR();
1295
1296 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO1);
1297 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1298
1299 // Create another FBO to resolve the multisample buffer into.
1300 GLTexture resolveTexture2;
1301 GLFramebuffer resolveFBO2;
1302 glBindTexture(GL_TEXTURE_2D, resolveTexture2);
1303 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001304 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO2);
1305 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture2, 0);
1306 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1307
1308 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBORed);
1309 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO2);
1310 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1311 ASSERT_GL_NO_ERROR();
1312
1313 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO2);
1314 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1315}
1316
Tim Van Patten55593512020-08-11 14:23:32 -06001317// Test resolving a multisampled texture into a mipmaped texture with blit
1318TEST_P(FramebufferTest_ES31, MultisampleResolveIntoMipMapWithBlit)
1319{
1320 // FBO 1 is attached to a 64x64 texture
1321 // FBO 2 attached to level 1 of a 128x128 texture
1322
1323 constexpr int kSize = 64;
1324 glViewport(0, 0, kSize, kSize);
1325
1326 // Create the textures early and call glGenerateMipmap() so it doesn't break the render pass
1327 // between the drawQuad() and glBlitFramebuffer(), so we can test the resolve with subpass path
1328 // in the Vulkan back end.
1329 GLTexture texture;
1330 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture.get());
1331 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1332 ASSERT_GL_NO_ERROR();
1333
1334 GLTexture resolveTexture;
1335 glBindTexture(GL_TEXTURE_2D, resolveTexture);
1336 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1337 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1338 ASSERT_GL_NO_ERROR();
Tim Van Patten55593512020-08-11 14:23:32 -06001339
1340 GLFramebuffer msaaFBO;
1341 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1342 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1343 texture.get(), 0);
1344 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1345
1346 ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
1347 essl31_shaders::fs::RedGreenGradient());
1348 drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1349 ASSERT_GL_NO_ERROR();
1350
1351 // Create another FBO to resolve the multisample buffer into.
1352 GLFramebuffer resolveFBO;
1353 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
1354 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 1);
1355 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1356
1357 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1358 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
1359 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1360 ASSERT_GL_NO_ERROR();
1361
1362 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
1363 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 255, 1.0); // Black
1364 EXPECT_PIXEL_NEAR(kSize - 1, 1, 251, 0, 0, 255, 1.0); // Red
1365 EXPECT_PIXEL_NEAR(0, kSize - 1, 0, 251, 0, 255, 1.0); // Green
1366 EXPECT_PIXEL_NEAR(kSize - 1, kSize - 1, 251, 251, 0, 255, 1.0); // Yellow
1367}
1368
Shahbaz Youssefi543a3962020-09-02 09:40:10 -04001369// Test resolving a multisampled texture with blit after drawing to multiple FBOs.
Tim Van Pattendff47d52020-07-14 19:10:12 -06001370TEST_P(FramebufferTest_ES31, MultipleTextureMultisampleResolveWithBlitMultipleResolves)
1371{
1372 // Attach two MSAA textures to FBO1
1373 // Set read buffer 0
1374 // Resolve into FBO2
1375 // Set read buffer 1
1376 // Resolve into FBO3
1377
1378 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
1379
1380 constexpr int kSize = 16;
1381 glViewport(0, 0, kSize, kSize);
1382
1383 GLFramebuffer msaaFBO;
1384 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1385
1386 GLTexture msaaTextureRed;
1387 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureRed.get());
1388 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1389 ASSERT_GL_NO_ERROR();
1390 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1391 msaaTextureRed.get(), 0);
1392 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1393
1394 GLTexture msaaTextureGreen;
1395 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureGreen.get());
1396 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1397 ASSERT_GL_NO_ERROR();
1398 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1399 msaaTextureGreen.get(), 0);
1400 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1401
1402 // Setup program to render red into attachment 0 and green into attachment 1.
1403 const char *fs = R"(#extension GL_EXT_draw_buffers : enable
1404precision highp float;
1405void main()
1406{
1407 gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0); // attachment 0: red
1408 gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0); // attachment 1: green
1409})";
1410 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), fs);
1411 glUseProgram(program);
1412 constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
1413 glDrawBuffers(2, kDrawBuffers);
1414
1415 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1416 ASSERT_GL_NO_ERROR();
1417
1418 // Create another FBO to resolve the multisample buffer into.
1419 GLTexture resolveTexture1;
1420 GLFramebuffer resolveFBO1;
1421 glBindTexture(GL_TEXTURE_2D, resolveTexture1);
1422 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001423 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO1);
1424 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture1, 0);
1425 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1426
1427 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1428 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO1);
1429 glReadBuffer(GL_COLOR_ATTACHMENT0); // Red
1430 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1431 ASSERT_GL_NO_ERROR();
1432
1433 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO1);
1434 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1435
1436 // Create another FBO to resolve the multisample buffer into.
1437 GLTexture resolveTexture2;
1438 GLFramebuffer resolveFBO2;
1439 glBindTexture(GL_TEXTURE_2D, resolveTexture2);
1440 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Tim Van Pattendff47d52020-07-14 19:10:12 -06001441 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO2);
1442 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture2, 0);
1443 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1444
1445 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1446 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO2);
1447 glReadBuffer(GL_COLOR_ATTACHMENT1); // Green
1448 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1449 ASSERT_GL_NO_ERROR();
1450
1451 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO2);
1452 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1453}
1454
Shahbaz Youssefi543a3962020-09-02 09:40:10 -04001455// Test resolving a multisampled texture with blit after drawing to multiple FBOs, with color
1456// attachment 1 resolved first.
1457TEST_P(FramebufferTest_ES31,
1458 MultipleTextureMultisampleResolveWithBlitMultipleResolvesAttachment1First)
1459{
1460 // Attach two MSAA textures to FBO1
1461 // Set read buffer 1
1462 // Resolve into FBO2
1463 // Set read buffer 0
1464 // Resolve into FBO3
1465
1466 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
1467
1468 constexpr int kSize = 16;
1469 glViewport(0, 0, kSize, kSize);
1470
1471 GLFramebuffer msaaFBO;
1472 glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO.get());
1473
1474 GLTexture msaaTextureRed;
1475 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureRed.get());
1476 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1477 ASSERT_GL_NO_ERROR();
1478 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1479 msaaTextureRed.get(), 0);
1480 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1481
1482 GLTexture msaaTextureGreen;
1483 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTextureGreen.get());
1484 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, false);
1485 ASSERT_GL_NO_ERROR();
1486 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1487 msaaTextureGreen.get(), 0);
1488 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1489
1490 // Setup program to render red into attachment 0 and green into attachment 1.
1491 const char *fs = R"(#extension GL_EXT_draw_buffers : enable
1492precision highp float;
1493void main()
1494{
1495 gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0); // attachment 0: red
1496 gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0); // attachment 1: green
1497})";
1498 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), fs);
1499 glUseProgram(program);
1500 constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
1501 glDrawBuffers(2, kDrawBuffers);
1502
1503 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1504 ASSERT_GL_NO_ERROR();
1505
1506 // Create another FBO to resolve the multisample buffer into.
1507 GLTexture resolveTexture1;
1508 GLFramebuffer resolveFBO1;
1509 glBindTexture(GL_TEXTURE_2D, resolveTexture1);
1510 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1511 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO1);
1512 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture1, 0);
1513 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1514
1515 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1516 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO1);
1517 glReadBuffer(GL_COLOR_ATTACHMENT1); // Green
1518 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1519 ASSERT_GL_NO_ERROR();
1520
1521 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO1);
1522 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1523
1524 // Create another FBO to resolve the multisample buffer into.
1525 GLTexture resolveTexture2;
1526 GLFramebuffer resolveFBO2;
1527 glBindTexture(GL_TEXTURE_2D, resolveTexture2);
1528 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1529 glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO2);
1530 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture2, 0);
1531 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1532
1533 glBindFramebuffer(GL_READ_FRAMEBUFFER, msaaFBO);
1534 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO2);
1535 glReadBuffer(GL_COLOR_ATTACHMENT0); // Red
1536 glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1537 ASSERT_GL_NO_ERROR();
1538
1539 glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO2);
1540 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1541}
1542
JiangYizhou511937d2017-08-03 15:41:29 +08001543// If there are no attachments, rendering will be limited to a rectangle having a lower left of
1544// (0, 0) and an upper right of(width, height), where width and height are the framebuffer
1545// object's default width and height.
JiangYizhou3db40722017-08-28 17:59:13 +08001546TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments)
JiangYizhou511937d2017-08-03 15:41:29 +08001547{
Yuly Novikov98f9f532017-11-15 19:16:19 -05001548 // anglebug.com/2253
1549 ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
Tim Van Patten626a7282019-07-08 15:11:59 -06001550 // Occlusion query reports fragments outside the render area are still rendered
1551 ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD())));
Yuly Novikov98f9f532017-11-15 19:16:19 -05001552
Jamie Madill35cd7332018-12-02 12:03:33 -05001553 constexpr char kVS1[] = R"(#version 310 es
1554in layout(location = 0) highp vec2 a_position;
1555void main()
1556{
1557 gl_Position = vec4(a_position, 0.0, 1.0);
1558})";
JiangYizhou511937d2017-08-03 15:41:29 +08001559
Jamie Madill35cd7332018-12-02 12:03:33 -05001560 constexpr char kFS1[] = R"(#version 310 es
1561uniform layout(location = 0) highp ivec2 u_expectedSize;
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001562out layout(location = 3) mediump vec4 f_color;
Jamie Madill35cd7332018-12-02 12:03:33 -05001563void main()
1564{
1565 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1566 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1567})";
JiangYizhou511937d2017-08-03 15:41:29 +08001568
Jamie Madill35cd7332018-12-02 12:03:33 -05001569 constexpr char kVS2[] = R"(#version 310 es
1570in layout(location = 0) highp vec2 a_position;
1571void main()
1572{
1573 gl_Position = vec4(a_position, 0.0, 1.0);
1574})";
JiangYizhou10d41392017-12-18 18:13:36 +08001575
Jamie Madill35cd7332018-12-02 12:03:33 -05001576 constexpr char kFS2[] = R"(#version 310 es
1577uniform layout(location = 0) highp ivec2 u_expectedSize;
1578out layout(location = 2) mediump vec4 f_color;
1579void main()
1580{
1581 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1582 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1583})";
JiangYizhou10d41392017-12-18 18:13:36 +08001584
Tim Van Pattendff47d52020-07-14 19:10:12 -06001585 ANGLE_GL_PROGRAM(program1, kVS1, kFS1);
1586 ANGLE_GL_PROGRAM(program2, kVS2, kFS2);
JiangYizhou10d41392017-12-18 18:13:36 +08001587
1588 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001589
1590 GLFramebuffer mFramebuffer;
1591 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
1592 GLuint defaultWidth = 1;
1593 GLuint defaultHeight = 1;
1594
1595 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth);
1596 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight);
1597 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1598
1599 const float data[] = {
1600 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1601 };
1602
1603 GLuint vertexArray = 0;
1604 GLuint vertexBuffer = 0;
1605 GLuint query = 0;
1606 GLuint passedCount = 0;
1607
1608 glGenQueries(1, &query);
1609 glGenVertexArrays(1, &vertexArray);
1610 glBindVertexArray(vertexArray);
1611
1612 glGenBuffers(1, &vertexBuffer);
1613 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1614 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
1615
1616 glEnableVertexAttribArray(0);
1617 glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
JiangYizhou38d92b52017-09-13 13:47:52 +08001618 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
JiangYizhou511937d2017-08-03 15:41:29 +08001619
1620 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1621
JiangYizhou10d41392017-12-18 18:13:36 +08001622 glUseProgram(program2);
1623 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1624
1625 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001626 // If fbo has attachments, the rendering size should be the same as its attachment.
1627 GLTexture mTexture;
1628 GLuint width = 2;
1629 GLuint height = 2;
1630 glBindTexture(GL_TEXTURE_2D, mTexture.get());
1631 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
JiangYizhou38d92b52017-09-13 13:47:52 +08001632
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001633 const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
JiangYizhou38d92b52017-09-13 13:47:52 +08001634
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001635 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(),
JiangYizhou511937d2017-08-03 15:41:29 +08001636 0);
1637 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001638 glDrawBuffers(4, bufs);
JiangYizhou511937d2017-08-03 15:41:29 +08001639
1640 validateSamplePass(query, passedCount, width, height);
1641
1642 // If fbo's attachment has been removed, the rendering size should be the same as framebuffer
1643 // default size.
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001644 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0);
JiangYizhou511937d2017-08-03 15:41:29 +08001645 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1646
1647 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1648
1649 glDisableVertexAttribArray(0);
1650 glBindBuffer(GL_ARRAY_BUFFER, 0);
1651 glBindVertexArray(0);
1652 glDeleteBuffers(1, &vertexBuffer);
1653 glDeleteVertexArrays(1, &vertexArray);
1654
1655 ASSERT_GL_NO_ERROR();
1656}
1657
Brandon Jones9fc87332017-12-13 15:46:52 -08001658class AddDummyTextureNoRenderTargetTest : public ANGLETest
1659{
1660 public:
1661 AddDummyTextureNoRenderTargetTest()
1662 {
1663 setWindowWidth(512);
1664 setWindowHeight(512);
1665 setConfigRedBits(8);
1666 setConfigGreenBits(8);
1667 setConfigBlueBits(8);
1668 setConfigAlphaBits(8);
1669 }
1670
Jonah Ryan-Daviseee67c62019-06-18 13:00:43 -04001671 void overrideWorkaroundsD3D(FeaturesD3D *features) override
Brandon Jones9fc87332017-12-13 15:46:52 -08001672 {
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -04001673 features->overrideFeatures({"add_dummy_texture_no_render_target"}, true);
Brandon Jones9fc87332017-12-13 15:46:52 -08001674 }
1675};
1676
1677// Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
1678TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
1679{
Jamie Madill35cd7332018-12-02 12:03:33 -05001680 constexpr char kVS[] = "void main() {}";
1681 constexpr char kFS[] = "void main() {}";
Brandon Jones9fc87332017-12-13 15:46:52 -08001682
Jamie Madill35cd7332018-12-02 12:03:33 -05001683 ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
Brandon Jones9fc87332017-12-13 15:46:52 -08001684
1685 glUseProgram(drawProgram);
1686
1687 glDrawArrays(GL_TRIANGLES, 0, 6);
1688
1689 ASSERT_GL_NO_ERROR();
1690}
1691
Jamie Madill4fb3c282020-03-19 19:10:45 -04001692// Covers a bug in ANGLE's Vulkan back-end framebuffer cache which ignored depth/stencil after
1693// calls to DrawBuffers.
1694TEST_P(FramebufferTest_ES3, AttachmentStateChange)
1695{
1696 constexpr GLuint kSize = 2;
1697
1698 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1699
1700 GLTexture colorTexture;
1701 glBindTexture(GL_TEXTURE_2D, colorTexture);
1702 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1703
1704 GLFramebuffer fbo;
1705 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1706 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1707
1708 ASSERT_GL_NO_ERROR();
1709 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1710
1711 // First draw without a depth buffer.
1712 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1713
1714 GLRenderbuffer depthBuffer;
1715 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
1716 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
1717
1718 // Bind just a renderbuffer and draw.
1719 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
1720
1721 ASSERT_GL_NO_ERROR();
1722 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1723
1724 glDrawBuffers(0, nullptr);
1725 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1726
1727 // Re-enable color buffer and draw one final time. This previously triggered a crash.
1728 GLenum drawBuffs = {GL_COLOR_ATTACHMENT0};
1729 glDrawBuffers(1, &drawBuffs);
1730
1731 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1732 ASSERT_GL_NO_ERROR();
1733 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1734}
1735
Jamie Madilld03b15b2020-03-26 17:22:18 -04001736// Tests that we can support a feedback loop between a depth textures and the depth buffer.
Jamie Madille689d312020-08-14 22:51:03 -04001737// The test emulates the read-only feedback loop in Manhattan.
1738TEST_P(FramebufferTest_ES3, ReadOnlyDepthFeedbackLoopSupported)
Jamie Madilld03b15b2020-03-26 17:22:18 -04001739{
Jamie Madill682f9142020-08-18 10:57:40 -04001740 // Feedback loops are only supported on Vulkan.
1741 // TODO(jmadill): Make GL extension. http://anglebug.com/4969
1742 ANGLE_SKIP_TEST_IF(!IsVulkan());
Jamie Madilld03b15b2020-03-26 17:22:18 -04001743
1744 constexpr GLuint kSize = 2;
1745 glViewport(0, 0, kSize, kSize);
1746
1747 constexpr char kFS[] = R"(precision mediump float;
1748varying vec2 v_texCoord;
1749uniform sampler2D depth;
1750void main()
1751{
1752 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1753 {
1754 gl_FragColor = vec4(0, 1, 0, 1);
1755 }
1756 else
1757 {
1758 gl_FragColor = vec4(1, 0, 0, 1);
1759 }
1760})";
1761
1762 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1763
1764 GLFramebuffer framebuffer;
1765 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1766
1767 GLTexture colorTexture;
1768 glBindTexture(GL_TEXTURE_2D, colorTexture);
1769 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1770
1771 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1772 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1773 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1774
1775 GLTexture depthTexture;
1776 glBindTexture(GL_TEXTURE_2D, depthTexture);
1777 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1778 GL_UNSIGNED_INT, nullptr);
1779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1780 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1781 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1782
1783 ASSERT_GL_NO_ERROR();
1784 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1785
1786 // Clear depth to 0.5.
1787 glClearDepthf(0.5f);
1788 glClear(GL_DEPTH_BUFFER_BIT);
1789
Jamie Madille689d312020-08-14 22:51:03 -04001790 // Disable depth. Although this does not remove the feedback loop as defined by the
Jamie Madilld03b15b2020-03-26 17:22:18 -04001791 // spec it mimics what gfxbench does in its rendering tests.
1792 glDepthMask(false);
Jamie Madille689d312020-08-14 22:51:03 -04001793 glDisable(GL_DEPTH_TEST);
Jamie Madilld03b15b2020-03-26 17:22:18 -04001794
1795 // Verify we can sample the depth texture and get 0.5.
1796 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1797
1798 ASSERT_GL_NO_ERROR();
1799 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1800}
1801
Jamie Madilld3e800e2020-08-15 17:26:04 -04001802// Tests corner cases with read-only depth-stencil feedback loops.
1803TEST_P(FramebufferTest_ES3, ReadOnlyDepthFeedbackLoopStateChanges)
1804{
Jamie Madill682f9142020-08-18 10:57:40 -04001805 // Feedback loops are only supported on Vulkan.
1806 // TODO(jmadill): Make GL extension. http://anglebug.com/4969
1807 ANGLE_SKIP_TEST_IF(!IsVulkan());
Jamie Madilld3e800e2020-08-15 17:26:04 -04001808
1809 constexpr GLuint kSize = 2;
1810 glViewport(0, 0, kSize, kSize);
1811
1812 constexpr char kFS[] = R"(precision mediump float;
1813varying vec2 v_texCoord;
1814uniform sampler2D depth;
1815void main()
1816{
1817 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1818 {
1819 gl_FragColor = vec4(0, 1, 0, 1);
1820 }
1821 else
1822 {
1823 gl_FragColor = vec4(1, 0, 0, 1);
1824 }
1825})";
1826
1827 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1828 glUseProgram(program);
1829
1830 setupQuadVertexBuffer(0.5f, 1.0f);
1831 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
1832 glEnableVertexAttribArray(0);
1833
1834 GLFramebuffer framebuffer1;
1835 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
1836
1837 GLTexture colorTexture;
1838 glBindTexture(GL_TEXTURE_2D, colorTexture);
1839 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1840
1841 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1842 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1843 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1844
1845 GLTexture depthTexture;
1846 glBindTexture(GL_TEXTURE_2D, depthTexture);
1847 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1848 GL_UNSIGNED_INT, nullptr);
1849 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1850 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1851 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1852 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1853
1854 GLFramebuffer framebuffer2;
1855 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
1856 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1857 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1858
1859 ASSERT_GL_NO_ERROR();
1860
1861 // Clear depth to 0.5.
1862 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
1863 glClearDepthf(0.5f);
1864 glClear(GL_DEPTH_BUFFER_BIT);
1865 glFlush();
1866
1867 // Disable depth. Although this does not remove the feedback loop as defined by the
1868 // spec it mimics what gfxbench does in its rendering tests.
1869 glDepthMask(false);
1870 glDisable(GL_DEPTH_TEST);
1871
1872 // Draw with loop.
1873 glDrawArrays(GL_TRIANGLES, 0, 6);
1874 ASSERT_GL_NO_ERROR();
1875
1876 // Draw with no loop and second FBO. Starts RP in writable mode.
1877 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
1878 glBindTexture(GL_TEXTURE_2D, 0);
1879 glDrawArrays(GL_TRIANGLES, 0, 6);
1880 ASSERT_GL_NO_ERROR();
1881
1882 // Draw with loop, restarts RP.
1883 glBindTexture(GL_TEXTURE_2D, depthTexture);
1884 glDrawArrays(GL_TRIANGLES, 0, 6);
1885 ASSERT_GL_NO_ERROR();
1886}
1887
Jamie Madilldd00f162020-04-02 14:04:44 -04001888// Covers a bug in ANGLE's Vulkan back-end. Our VkFramebuffer cache would in some cases forget to
1889// check the draw states when computing a cache key.
1890TEST_P(FramebufferTest_ES3, DisabledAttachmentRedefinition)
1891{
1892 constexpr GLuint kSize = 2;
1893
1894 // Make a Framebuffer with two attachments with one enabled and one disabled.
1895 GLTexture texA, texB;
1896 glBindTexture(GL_TEXTURE_2D, texA);
1897 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1898 glBindTexture(GL_TEXTURE_2D, texB);
1899 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1900
1901 GLFramebuffer fbo;
1902 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1903 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
1904 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
1905
1906 // Mask out the second texture.
1907 constexpr GLenum kOneDrawBuf = GL_COLOR_ATTACHMENT0;
1908 glDrawBuffers(1, &kOneDrawBuf);
1909
1910 ASSERT_GL_NO_ERROR();
1911 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1912
1913 // Set up a very simple shader.
1914 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1915 glViewport(0, 0, kSize, kSize);
1916
1917 // Draw
1918 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1919 ASSERT_GL_NO_ERROR();
1920 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1921
1922 // Update the masked out attachment and draw again.
1923 std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
1924 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
1925 redPixels.data());
1926
1927 // Draw
1928 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1929 ASSERT_GL_NO_ERROR();
1930 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1931
1932 glReadBuffer(GL_COLOR_ATTACHMENT1);
1933 ASSERT_GL_NO_ERROR();
1934 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1935}
1936
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001937class FramebufferTest : public ANGLETest
1938{};
1939
1940template <typename T>
1941void FillTexture2D(GLuint texture,
1942 GLsizei width,
1943 GLsizei height,
1944 const T &onePixelData,
1945 GLint level,
1946 GLint internalFormat,
1947 GLenum format,
1948 GLenum type)
1949{
1950 std::vector<T> allPixelsData(width * height, onePixelData);
1951
1952 glBindTexture(GL_TEXTURE_2D, texture);
1953 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1954 allPixelsData.data());
1955 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1956 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1957 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1958 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1959}
1960
1961// Multi-context uses of textures should not cause rendering feedback loops.
1962TEST_P(FramebufferTest, MultiContextNoRenderingFeedbackLoops)
1963{
1964 constexpr char kTextureVS[] =
1965 R"(attribute vec4 a_position;
1966varying vec2 v_texCoord;
1967void main() {
1968 gl_Position = a_position;
1969 v_texCoord = (a_position.xy * 0.5) + 0.5;
1970})";
1971
1972 constexpr char kTextureFS[] =
1973 R"(precision mediump float;
1974varying vec2 v_texCoord;
1975uniform sampler2D u_texture;
1976void main() {
1977 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
1978})";
1979
1980 ANGLE_GL_PROGRAM(textureProgram, kTextureVS, kTextureFS);
1981
1982 glUseProgram(textureProgram.get());
1983 GLint uniformLoc = glGetUniformLocation(textureProgram.get(), "u_texture");
1984 ASSERT_NE(-1, uniformLoc);
1985 glUniform1i(uniformLoc, 0);
1986
1987 GLTexture texture;
1988 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1989 glBindTexture(GL_TEXTURE_2D, texture.get());
1990 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
1991
1992 EGLWindow *window = getEGLWindow();
1993 EGLDisplay display = window->getDisplay();
1994 EGLConfig config = window->getConfig();
1995 EGLSurface surface = window->getSurface();
1996 EGLint contextAttributes[] = {
1997 EGL_CONTEXT_MAJOR_VERSION_KHR,
1998 GetParam().majorVersion,
1999 EGL_CONTEXT_MINOR_VERSION_KHR,
2000 GetParam().minorVersion,
2001 EGL_NONE,
2002 };
2003 EGLContext context1 = eglGetCurrentContext();
2004 // Create context2, sharing resources with context1.
2005 EGLContext context2 = eglCreateContext(display, config, context1, contextAttributes);
2006 ASSERT_NE(context2, EGL_NO_CONTEXT);
2007 eglMakeCurrent(display, surface, surface, context2);
2008
2009 constexpr char kVS[] =
2010 R"(attribute vec4 a_position;
2011void main() {
2012 gl_Position = a_position;
2013})";
2014
2015 constexpr char kFS[] =
2016 R"(precision mediump float;
2017void main() {
2018 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
2019})";
2020
2021 ANGLE_GL_PROGRAM(program, kVS, kFS);
2022 glUseProgram(program.get());
2023
2024 ASSERT_GL_NO_ERROR();
2025
2026 // Render to the texture in context2.
2027 GLFramebuffer framebuffer;
2028 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
2029 // Texture is still a valid name in context2.
2030 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
Tim Van Pattene8789a52020-07-29 12:01:49 -06002031 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04002032 // There is no rendering feedback loop at this point.
2033
2034 glDisable(GL_BLEND);
2035 glDisable(GL_DEPTH_TEST);
2036 ASSERT_GL_NO_ERROR();
2037
2038 // If draw is no-op'ed, texture will not be filled appropriately.
2039 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
2040 ASSERT_GL_NO_ERROR();
2041 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2042
2043 // Make context1 current again.
2044 eglMakeCurrent(display, surface, surface, context1);
2045
2046 // Render texture to screen.
2047 drawQuad(textureProgram.get(), "a_position", 0.5f, 1.0f, true);
2048 ASSERT_GL_NO_ERROR();
2049 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2050
2051 eglDestroyContext(display, context2);
2052}
2053
Jamie Madill2a0c3592020-03-31 15:36:45 -04002054// Ensure cube-incomplete attachments cause incomplete Framebuffers.
2055TEST_P(FramebufferTest, IncompleteCubeMap)
2056{
2057 constexpr GLuint kSize = 2;
2058
2059 GLTexture srcTex;
2060 glBindTexture(GL_TEXTURE_CUBE_MAP, srcTex);
2061 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
2062 GL_UNSIGNED_BYTE, nullptr);
2063
2064 GLFramebuffer fbo;
2065 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2066 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
2067 srcTex, 0);
2068
2069 ASSERT_GL_NO_ERROR();
2070 ASSERT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
2071 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2072}
2073
Tim Van Pattene8789a52020-07-29 12:01:49 -06002074// Test FBOs with different sizes are drawn correctly
2075TEST_P(FramebufferTest, BindAndDrawDifferentSizedFBOs)
2076{
2077 // 1. Create FBO 1 with dimensions 16x16
2078 // 2. Draw red into FBO 1 (note, FramebufferVk::syncState is called)
2079 // 3. Create FBO 2 with dimensions 8x8
2080 // 4. Draw green into FBO 2 (note, FramebufferVk::syncState is called)
2081 // 5. Bind FBO 1 (note, it's not dirty)
2082 // 6. Draw blue into FBO 1
2083 // 7. Verify FBO 1 is entirely blue
2084
2085 GLFramebuffer smallFbo;
2086 GLFramebuffer largeFbo;
2087 GLTexture smallTexture;
2088 GLTexture largeTexture;
2089 constexpr GLsizei kLargeWidth = 16;
2090 constexpr GLsizei kLargeHeight = 16;
2091 constexpr GLsizei kSmallWidth = 8;
2092 constexpr GLsizei kSmallHeight = 8;
2093
2094 ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
2095 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
2096 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
2097
2098 // 1. Create FBO 1 with dimensions 16x16
2099 glBindFramebuffer(GL_FRAMEBUFFER, largeFbo);
2100 glBindTexture(GL_TEXTURE_2D, largeTexture);
2101 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kLargeWidth, kLargeHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2102 nullptr);
2103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2105 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
2106 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2107
2108 // 2. Draw red into FBO 1 (note, FramebufferVk::syncState is called)
2109 glUseProgram(redProgram);
2110 drawQuad(redProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2111 ASSERT_GL_NO_ERROR();
2112
2113 // 3. Create FBO 2 with dimensions 8x8
2114 glBindFramebuffer(GL_FRAMEBUFFER, smallFbo);
2115 glBindTexture(GL_TEXTURE_2D, smallTexture);
2116 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSmallWidth, kSmallHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2117 nullptr);
2118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2120 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
2121 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2122
2123 // 4. Draw green into FBO 2 (note, FramebufferVk::syncState is called)
2124 glUseProgram(greenProgram);
2125 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2126 ASSERT_GL_NO_ERROR();
2127
2128 // 5. Bind FBO 1 (note, it's not dirty)
2129 glBindFramebuffer(GL_FRAMEBUFFER, largeFbo);
2130
2131 // 6. Draw blue into FBO 1
2132 glUseProgram(blueProgram);
2133 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
2134 ASSERT_GL_NO_ERROR();
2135
2136 // 7. Verify FBO 1 is entirely blue
2137 EXPECT_PIXEL_RECT_EQ(0, 0, kLargeWidth, kLargeHeight, GLColor::blue);
2138}
2139
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07002140ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04002141ANGLE_INSTANTIATE_TEST_ES2(FramebufferTest);
Shahbaz Youssefie28883d2020-01-25 23:25:43 -05002142ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferFormatsTest);
2143ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3);
2144ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31);