blob: 3ae1fea8667de9ecd810b734811e87613d798f33 [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.
298 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
299
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
Corentin Wallez57e6d502016-12-09 14:46:39 -0500365class FramebufferTest_ES3 : public ANGLETest
Jamie Madillb980c562018-11-27 11:34:27 -0500366{};
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500367
368// Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error.
Corentin Wallez57e6d502016-12-09 14:46:39 -0500369TEST_P(FramebufferTest_ES3, InvalidateIncomplete)
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500370{
Geoff Lang857c09d2017-05-16 15:55:04 -0400371 GLFramebuffer framebuffer;
372 GLRenderbuffer renderbuffer;
373
374 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
375 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
376 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
Jamie Madill1fbc59f2016-02-24 15:25:51 -0500377 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
378 glCheckFramebufferStatus(GL_FRAMEBUFFER));
379
380 std::vector<GLenum> attachments;
381 attachments.push_back(GL_COLOR_ATTACHMENT0);
382
383 glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
384 EXPECT_GL_NO_ERROR();
385}
386
Corentin Wallez57e6d502016-12-09 14:46:39 -0500387// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
388// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
389TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
390{
Geoff Lang857c09d2017-05-16 15:55:04 -0400391 GLFramebuffer framebuffer;
392 GLRenderbuffer renderbuffer;
393
394 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
395 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500396 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
397
398 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
Geoff Lang857c09d2017-05-16 15:55:04 -0400399 renderbuffer);
Corentin Wallez57e6d502016-12-09 14:46:39 -0500400 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
401}
402
Geoff Lang857c09d2017-05-16 15:55:04 -0400403// Test that the framebuffer correctly returns that it is not complete if invalid texture mip levels
404// are bound
405TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevels)
406{
407 GLFramebuffer framebuffer;
408 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
409
410 GLTexture texture;
411 glBindTexture(GL_TEXTURE_2D, texture);
412
413 // Create a complete mip chain in mips 1 to 3
414 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
415 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
416 glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
417
418 // Create another complete mip chain in mips 4 to 5
419 glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
420 glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
421
422 // Create a non-complete mip chain in mip 6
423 glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
424
425 // Incomplete, mipLevel != baseLevel and texture is not mip complete
426 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
427 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
428 glCheckFramebufferStatus(GL_FRAMEBUFFER));
429
430 // Complete, mipLevel == baseLevel
431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
432 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
433
434 // Complete, mipLevel != baseLevel but texture is now mip complete
435 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
436 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
437 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 3);
438 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
439
440 // Incomplete, attached level below the base level
441 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
442 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
443 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
444 glCheckFramebufferStatus(GL_FRAMEBUFFER));
445
446 // Incomplete, attached level is beyond effective max level
447 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 4);
448 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
449 glCheckFramebufferStatus(GL_FRAMEBUFFER));
450
451 // Complete, mipLevel == baseLevel
452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
453 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
454
455 // Complete, mipLevel != baseLevel but texture is now mip complete
456 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 5);
457 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
458
459 // Complete, mipLevel == baseLevel
460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
461 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 6);
462 ExpectFramebufferCompleteOrUnsupported(GL_FRAMEBUFFER);
463}
464
Shahbaz Youssefidbb18b52020-06-05 15:23:17 -0400465TEST_P(FramebufferTest_ES3, TextureAttachmentMipLevelsReadBack)
466{
467 // http://anglebug.com/4695
468 ANGLE_SKIP_TEST_IF(IsVulkan());
469
470 GLFramebuffer framebuffer;
471 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
472
473 GLTexture texture;
474 glBindTexture(GL_TEXTURE_2D, texture);
475
476 const std::array<GLColor, 2 * 2> mip0Data = {GLColor::red, GLColor::red, GLColor::red,
477 GLColor::red};
478 const std::array<GLColor, 1 * 1> mip1Data = {GLColor::green};
479
480 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0Data.data());
481 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1Data.data());
482
483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
484 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
485 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
486
487 glClearColor(0, 0, 1.0f, 1.0f);
488 glClear(GL_COLOR_BUFFER_BIT);
489 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
490}
491
Martin Radevd178aa42017-07-13 14:03:22 +0300492// Test that passing an attachment COLOR_ATTACHMENTm where m is equal to MAX_COLOR_ATTACHMENTS
493// generates an INVALID_OPERATION.
494// OpenGL ES Version 3.0.5 (November 3, 2016), 4.4.2.4 Attaching Texture Images to a Framebuffer, p.
495// 208
496TEST_P(FramebufferTest_ES3, ColorAttachmentIndexOutOfBounds)
497{
498 GLFramebuffer framebuffer;
499 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
500
501 GLint maxColorAttachments = 0;
502 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
503 GLenum attachment = static_cast<GLenum>(maxColorAttachments + GL_COLOR_ATTACHMENT0);
504
505 GLTexture texture;
506 glBindTexture(GL_TEXTURE_2D, texture.get());
507 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, 1, 1);
508 glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.get(), 0);
509 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
510}
511
Jamie Madilla0016b72017-07-14 14:30:46 -0400512// Check that depth-only attachments report the correct number of samples.
513TEST_P(FramebufferTest_ES3, MultisampleDepthOnly)
514{
515 GLRenderbuffer renderbuffer;
516 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
517 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 32, 32);
518
519 GLFramebuffer framebuffer;
520 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
521 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
522 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
523 EXPECT_GL_NO_ERROR();
524
525 GLint samples = 0;
526 glGetIntegerv(GL_SAMPLES, &samples);
527 EXPECT_GL_NO_ERROR();
528 EXPECT_GE(samples, 2);
529}
530
Jeff Gilbert8f8edd62017-10-31 14:26:30 -0700531// Check that we only compare width and height of attachments, not depth.
532TEST_P(FramebufferTest_ES3, AttachmentWith3DLayers)
533{
534 GLTexture texA;
535 glBindTexture(GL_TEXTURE_2D, texA);
536 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
537
538 GLTexture texB;
539 glBindTexture(GL_TEXTURE_3D, texB);
540 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
541
542 GLFramebuffer framebuffer;
543 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
544 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
545 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texB, 0, 0);
546 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
547 EXPECT_GL_NO_ERROR();
548}
549
Olli Etuahodbce1f82018-09-19 15:32:17 +0300550// Test that clearing the stencil buffer when the framebuffer only has a color attachment does not
551// crash.
552TEST_P(FramebufferTest_ES3, ClearNonexistentStencil)
553{
554 GLRenderbuffer rbo;
555 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
556 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
557
558 GLFramebuffer fbo;
559 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
560 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
561
562 GLint clearValue = 0;
563 glClearBufferiv(GL_STENCIL, 0, &clearValue);
564
565 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
566 EXPECT_GL_NO_ERROR();
567}
568
569// Test that clearing the depth buffer when the framebuffer only has a color attachment does not
570// crash.
571TEST_P(FramebufferTest_ES3, ClearNonexistentDepth)
572{
573 GLRenderbuffer rbo;
574 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
575 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
576
577 GLFramebuffer fbo;
578 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
579 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
580
581 GLfloat clearValue = 0.0f;
582 glClearBufferfv(GL_DEPTH, 0, &clearValue);
583
584 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
585 EXPECT_GL_NO_ERROR();
586}
587
588// Test that clearing a nonexistent color attachment does not crash.
589TEST_P(FramebufferTest_ES3, ClearNonexistentColor)
590{
591 GLRenderbuffer rbo;
592 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
593 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
594
595 GLFramebuffer fbo;
596 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
597 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
598
599 std::vector<GLfloat> clearValue = {{0.0f, 1.0f, 0.0f, 1.0f}};
600 glClearBufferfv(GL_COLOR, 1, clearValue.data());
601
602 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
603 EXPECT_GL_NO_ERROR();
604}
605
606// Test that clearing the depth and stencil buffers when the framebuffer only has a color attachment
607// does not crash.
608TEST_P(FramebufferTest_ES3, ClearNonexistentDepthStencil)
609{
610 GLRenderbuffer rbo;
611 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
612 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
613
614 GLFramebuffer fbo;
615 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
616 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
617
618 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.0f, 0);
619
620 // There's no error specified for clearing nonexistent buffers, it's simply a no-op.
621 EXPECT_GL_NO_ERROR();
622}
623
Olli Etuaho4ebd8f32018-09-20 11:12:46 +0300624// Test that clearing a color attachment that has been deleted doesn't crash.
625TEST_P(FramebufferTest_ES3, ClearDeletedAttachment)
626{
627 // An INVALID_FRAMEBUFFER_OPERATION error was seen in this test on Mac, not sure where it might
628 // be originating from. http://anglebug.com/2834
629 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
630
631 GLFramebuffer fbo;
632 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
633
634 // There used to be a bug where some draw buffer state used to remain set even after the
635 // attachment was detached via deletion. That's why we create, attach and delete this RBO here.
636 GLuint rbo = 0u;
637 glGenRenderbuffers(1, &rbo);
638 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
639 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
640 glDeleteRenderbuffers(1, &rbo);
641
642 // There needs to be at least one color attachment to prevent early out from the clear calls.
643 GLRenderbuffer rbo2;
644 glBindRenderbuffer(GL_RENDERBUFFER, rbo2);
645 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
646 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo2);
647
648 ASSERT_GL_NO_ERROR();
649
650 // There's no error specified for clearing nonexistent buffers, it's simply a no-op, so we
651 // expect no GL errors below.
652 std::array<GLfloat, 4> floatClearValue = {0.0f, 0.0f, 0.0f, 0.0f};
653 glClearBufferfv(GL_COLOR, 0, floatClearValue.data());
654 EXPECT_GL_NO_ERROR();
655 std::array<GLuint, 4> uintClearValue = {0u, 0u, 0u, 0u};
656 glClearBufferuiv(GL_COLOR, 0, uintClearValue.data());
657 EXPECT_GL_NO_ERROR();
658 std::array<GLint, 4> intClearValue = {0, 0, 0, 0};
659 glClearBufferiv(GL_COLOR, 0, intClearValue.data());
660 EXPECT_GL_NO_ERROR();
661}
662
Tim Van Pattene600ac22019-10-04 14:31:57 -0600663// Test that resizing the color attachment is handled correctly.
664TEST_P(FramebufferTest_ES3, ResizeColorAttachmentSmallToLarge)
665{
666 GLFramebuffer fbo;
667 GLTexture smallTexture;
668 GLTexture largeTexture;
669
670 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
671 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
672
673 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
674
675 // Bind the small texture
676 glBindTexture(GL_TEXTURE_2D, smallTexture);
677 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
678 GL_UNSIGNED_BYTE, nullptr);
679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
681 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
682 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
683
684 // Draw to FBO backed by the small texture
685 glUseProgram(greenProgram);
686 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
687 ASSERT_GL_NO_ERROR();
688 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
689 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
690
691 // Change the attachment to the larger texture that fills the window
692 glBindTexture(GL_TEXTURE_2D, largeTexture);
693 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
694 GL_UNSIGNED_BYTE, nullptr);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
698 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
699
700 // Draw to FBO backed by the large texture
701 glUseProgram(blueProgram);
702 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
703 ASSERT_GL_NO_ERROR();
704 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
705 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
706}
707
708// Test that resizing the color attachment is handled correctly.
709TEST_P(FramebufferTest_ES3, ResizeColorAttachmentLargeToSmall)
710{
711 GLFramebuffer fbo;
712 GLTexture smallTexture;
713 GLTexture largeTexture;
714
715 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
716 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
717
718 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
719
720 // Bind the large texture
721 glBindTexture(GL_TEXTURE_2D, largeTexture);
722 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
723 GL_UNSIGNED_BYTE, nullptr);
724 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
725 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
726 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, largeTexture, 0);
727 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
728
729 // Draw to FBO backed by the large texture
730 glUseProgram(blueProgram);
731 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
732 ASSERT_GL_NO_ERROR();
733 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
734 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
735
736 // Change the attachment to the smaller texture
737 glBindTexture(GL_TEXTURE_2D, smallTexture);
738 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
739 GL_UNSIGNED_BYTE, nullptr);
740 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
741 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
742 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, smallTexture, 0);
743 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
744
745 // Draw to FBO backed by the small texture
746 glUseProgram(greenProgram);
747 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
748 ASSERT_GL_NO_ERROR();
749 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
750 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
751}
752
753// Test that resizing the texture is handled correctly.
754TEST_P(FramebufferTest_ES3, ResizeTextureLargeToSmall)
755{
756 GLFramebuffer fbo;
757 GLTexture texture;
758
759 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
760 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
761
762 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
763
764 // Allocate a large texture
765 glBindTexture(GL_TEXTURE_2D, texture);
766 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
767 GL_UNSIGNED_BYTE, nullptr);
768 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
769 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
770 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
771 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
772
773 // Draw to FBO backed by the large texture
774 glUseProgram(blueProgram);
775 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
776 ASSERT_GL_NO_ERROR();
777 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
778 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::blue);
779
780 // Shrink the texture
781 glBindTexture(GL_TEXTURE_2D, texture);
782 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
783 GL_UNSIGNED_BYTE, nullptr);
784 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
785 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
786 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
787 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
788
789 // Draw to FBO backed by the small texture
790 glUseProgram(greenProgram);
791 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
792 ASSERT_GL_NO_ERROR();
793 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
794 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::green);
795}
796
797// Test that resizing the texture is handled correctly.
798TEST_P(FramebufferTest_ES3, ResizeTextureSmallToLarge)
799{
800 GLFramebuffer fbo;
801 GLTexture texture;
802
803 ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
804 ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
805
806 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
807
808 // Allocate a small texture
809 glBindTexture(GL_TEXTURE_2D, texture);
810 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGBA,
811 GL_UNSIGNED_BYTE, nullptr);
812 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
813 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
814 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
815 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
816
817 // Draw to FBO backed by the large texture
818 glUseProgram(blueProgram);
819 drawQuad(blueProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
820 ASSERT_GL_NO_ERROR();
821 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
822 EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 1, (getWindowHeight() / 2) - 1, GLColor::blue);
823
824 // Grow the texture
825 glBindTexture(GL_TEXTURE_2D, texture);
826 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
827 GL_UNSIGNED_BYTE, nullptr);
828 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
829 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
830 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
831 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
832
833 // Draw to FBO backed by the small texture
834 glUseProgram(greenProgram);
835 drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f);
836 ASSERT_GL_NO_ERROR();
837 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
838 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
839}
840
Shahbaz Youssefie28883d2020-01-25 23:25:43 -0500841// Test that fewer outputs than framebuffer attachments doesn't crash. This causes a Vulkan
842// validation warning, but should not be fatal.
843TEST_P(FramebufferTest_ES3, FewerShaderOutputsThanAttachments)
844{
845 constexpr char kFS[] = R"(#version 300 es
846precision highp float;
847
848layout(location = 0) out vec4 color0;
849layout(location = 1) out vec4 color1;
850layout(location = 2) out vec4 color2;
851
852void main()
853{
854 color0 = vec4(1.0, 0.0, 0.0, 1.0);
855 color1 = vec4(0.0, 1.0, 0.0, 1.0);
856 color2 = vec4(0.0, 0.0, 1.0, 1.0);
857}
858)";
859
860 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
861
862 constexpr GLint kDrawBufferCount = 4;
863
864 GLint maxDrawBuffers;
865 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
866 ASSERT_GE(maxDrawBuffers, kDrawBufferCount);
867
868 GLTexture textures[kDrawBufferCount];
869
870 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
871 {
872 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
873 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
874 GL_UNSIGNED_BYTE, nullptr);
875 }
876
877 GLenum allBufs[kDrawBufferCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
878 GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
879
880 GLFramebuffer fbo;
881 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
882
883 // Enable all draw buffers.
884 for (GLint texIndex = 0; texIndex < kDrawBufferCount; ++texIndex)
885 {
886 glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
887 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
888 textures[texIndex], 0);
889 }
890 glDrawBuffers(kDrawBufferCount, allBufs);
891
892 // Draw with simple program.
893 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
894 ASSERT_GL_NO_ERROR();
895}
JiangYizhou461d9a32017-01-04 16:37:26 +0800896
897class FramebufferTest_ES31 : public ANGLETest
898{
JiangYizhou511937d2017-08-03 15:41:29 +0800899 protected:
900 void validateSamplePass(GLuint &query, GLuint &passedCount, GLint width, GLint height)
901 {
902 glUniform2i(0, width - 1, height - 1);
903 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
904 glDrawArrays(GL_TRIANGLES, 0, 6);
905 glEndQuery(GL_ANY_SAMPLES_PASSED);
906 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
907 EXPECT_GT(static_cast<GLint>(passedCount), 0);
908
909 glUniform2i(0, width - 1, height);
910 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
911 glDrawArrays(GL_TRIANGLES, 0, 6);
912 glEndQuery(GL_ANY_SAMPLES_PASSED);
913 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
914 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
915
916 glUniform2i(0, width, height - 1);
917 glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
918 glDrawArrays(GL_TRIANGLES, 0, 6);
919 glEndQuery(GL_ANY_SAMPLES_PASSED);
920 glGetQueryObjectuiv(query, GL_QUERY_RESULT, &passedCount);
921 EXPECT_EQ(static_cast<GLint>(passedCount), 0);
922 }
JiangYizhou461d9a32017-01-04 16:37:26 +0800923};
924
925// Test that without attachment, if either the value of FRAMEBUFFER_DEFAULT_WIDTH or
926// FRAMEBUFFER_DEFAULT_HEIGHT parameters is zero, the framebuffer is incomplete.
927TEST_P(FramebufferTest_ES31, IncompleteMissingAttachmentDefaultParam)
928{
Tim Van Patten626a7282019-07-08 15:11:59 -0600929 // anglebug.com/3565
930 ANGLE_SKIP_TEST_IF(IsVulkan());
931
JiangYizhou461d9a32017-01-04 16:37:26 +0800932 GLFramebuffer mFramebuffer;
933 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
934
935 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
936 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
937 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
938
939 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
940 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
941 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
942 glCheckFramebufferStatus(GL_FRAMEBUFFER));
943
944 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 1);
945 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0);
946 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
947 glCheckFramebufferStatus(GL_FRAMEBUFFER));
948
949 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0);
950 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 1);
951 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
952 glCheckFramebufferStatus(GL_FRAMEBUFFER));
953
954 ASSERT_GL_NO_ERROR();
955}
956
957// Test that the sample count of a mix of texture and renderbuffer should be same.
958TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountMix)
959{
Tim Van Patten626a7282019-07-08 15:11:59 -0600960 // anglebug.com/3565
961 ANGLE_SKIP_TEST_IF(IsVulkan());
962
JiangYizhou461d9a32017-01-04 16:37:26 +0800963 GLFramebuffer mFramebuffer;
964 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
965
Ian Elliott5f857832019-12-04 15:30:50 -0700966 // Lookup the supported number of sample counts (rely on fact that ANGLE uses the same set of
967 // sample counts for textures and renderbuffers)
968 GLint numSampleCounts = 0;
969 std::vector<GLint> sampleCounts;
970 GLsizei queryBufferSize = 1;
971 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
972 queryBufferSize, &numSampleCounts);
973 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
974 sampleCounts.resize(numSampleCounts);
975 queryBufferSize = numSampleCounts;
976 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
977 sampleCounts.data());
978
JiangYizhou461d9a32017-01-04 16:37:26 +0800979 GLTexture mTexture;
980 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700981 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +0800982
983 GLRenderbuffer mRenderbuffer;
984 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
Ian Elliott5f857832019-12-04 15:30:50 -0700985 glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[1], GL_RGBA8, 1, 1);
JiangYizhou461d9a32017-01-04 16:37:26 +0800986 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
987 mTexture.get(), 0);
988 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
989 mRenderbuffer.get());
990 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
991 glCheckFramebufferStatus(GL_FRAMEBUFFER));
992
993 ASSERT_GL_NO_ERROR();
994}
995
996// Test that the sample count of texture attachments should be same.
997TEST_P(FramebufferTest_ES31, IncompleteMultisampleSampleCountTex)
998{
Tim Van Patten626a7282019-07-08 15:11:59 -0600999 // anglebug.com/3565
1000 ANGLE_SKIP_TEST_IF(IsVulkan());
1001
JiangYizhou461d9a32017-01-04 16:37:26 +08001002 GLFramebuffer mFramebuffer;
1003 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1004
Ian Elliott5f857832019-12-04 15:30:50 -07001005 // Lookup the supported number of sample counts
1006 GLint numSampleCounts = 0;
1007 std::vector<GLint> sampleCounts;
1008 GLsizei queryBufferSize = 1;
1009 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS,
1010 queryBufferSize, &numSampleCounts);
1011 ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
1012 sampleCounts.resize(numSampleCounts);
1013 queryBufferSize = numSampleCounts;
1014 glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, queryBufferSize,
1015 sampleCounts.data());
1016
JiangYizhou461d9a32017-01-04 16:37:26 +08001017 GLTexture mTextures[2];
1018 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001019 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[0], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001020 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
Ian Elliott5f857832019-12-04 15:30:50 -07001021 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCounts[1], GL_RGBA8, 1, 1, true);
JiangYizhou461d9a32017-01-04 16:37:26 +08001022 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1023 mTextures[0].get(), 0);
1024 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1025 mTextures[1].get(), 0);
1026 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1027 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1028
1029 ASSERT_GL_NO_ERROR();
1030}
1031
1032// Test that if the attached images are a mix of renderbuffers and textures, the value of
1033// TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached textures.
1034TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsMix)
1035{
Tim Van Patten626a7282019-07-08 15:11:59 -06001036 // anglebug.com/3565
1037 ANGLE_SKIP_TEST_IF(IsVulkan());
1038
JiangYizhou461d9a32017-01-04 16:37:26 +08001039 GLFramebuffer mFramebuffer;
1040 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1041
1042 GLTexture mTexture;
1043 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture.get());
1044 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1045
1046 GLRenderbuffer mRenderbuffer;
1047 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer.get());
1048 glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8, 1, 1);
1049 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1050 mTexture.get(), 0);
1051 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER,
1052 mRenderbuffer.get());
1053 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1054 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1055
1056 ASSERT_GL_NO_ERROR();
1057}
1058
1059// Test that the value of TEXTURE_FIXED_SAMPLE_LOCATIONS is the same for all attached textures.
1060TEST_P(FramebufferTest_ES31, IncompleteMultisampleFixedSampleLocationsTex)
1061{
Tim Van Patten626a7282019-07-08 15:11:59 -06001062 // anglebug.com/3565
1063 ANGLE_SKIP_TEST_IF(IsVulkan());
1064
JiangYizhou461d9a32017-01-04 16:37:26 +08001065 GLFramebuffer mFramebuffer;
1066 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer.get());
1067
1068 GLTexture mTextures[2];
1069 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[0].get());
1070 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, false);
1071 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
1072 mTextures[0].get(), 0);
1073 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTextures[1].get());
1074 glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGB8, 1, 1, true);
1075 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE,
1076 mTextures[1].get(), 0);
1077 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
1078 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1079
1080 ASSERT_GL_NO_ERROR();
1081}
1082
JiangYizhou511937d2017-08-03 15:41:29 +08001083// If there are no attachments, rendering will be limited to a rectangle having a lower left of
1084// (0, 0) and an upper right of(width, height), where width and height are the framebuffer
1085// object's default width and height.
JiangYizhou3db40722017-08-28 17:59:13 +08001086TEST_P(FramebufferTest_ES31, RenderingLimitToDefaultFBOSizeWithNoAttachments)
JiangYizhou511937d2017-08-03 15:41:29 +08001087{
Yuly Novikov98f9f532017-11-15 19:16:19 -05001088 // anglebug.com/2253
1089 ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
Tim Van Patten626a7282019-07-08 15:11:59 -06001090 // Occlusion query reports fragments outside the render area are still rendered
1091 ANGLE_SKIP_TEST_IF(IsAndroid() || (IsWindows() && (IsIntel() || IsAMD())));
Yuly Novikov98f9f532017-11-15 19:16:19 -05001092
Jamie Madill35cd7332018-12-02 12:03:33 -05001093 constexpr char kVS1[] = R"(#version 310 es
1094in layout(location = 0) highp vec2 a_position;
1095void main()
1096{
1097 gl_Position = vec4(a_position, 0.0, 1.0);
1098})";
JiangYizhou511937d2017-08-03 15:41:29 +08001099
Jamie Madill35cd7332018-12-02 12:03:33 -05001100 constexpr char kFS1[] = R"(#version 310 es
1101uniform layout(location = 0) highp ivec2 u_expectedSize;
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001102out layout(location = 3) mediump vec4 f_color;
Jamie Madill35cd7332018-12-02 12:03:33 -05001103void main()
1104{
1105 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1106 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1107})";
JiangYizhou511937d2017-08-03 15:41:29 +08001108
Jamie Madill35cd7332018-12-02 12:03:33 -05001109 constexpr char kVS2[] = R"(#version 310 es
1110in layout(location = 0) highp vec2 a_position;
1111void main()
1112{
1113 gl_Position = vec4(a_position, 0.0, 1.0);
1114})";
JiangYizhou10d41392017-12-18 18:13:36 +08001115
Jamie Madill35cd7332018-12-02 12:03:33 -05001116 constexpr char kFS2[] = R"(#version 310 es
1117uniform layout(location = 0) highp ivec2 u_expectedSize;
1118out layout(location = 2) mediump vec4 f_color;
1119void main()
1120{
1121 if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
1122 f_color = vec4(1.0, 0.5, 0.25, 1.0);
1123})";
JiangYizhou10d41392017-12-18 18:13:36 +08001124
Jamie Madill35cd7332018-12-02 12:03:33 -05001125 GLuint program1 = CompileProgram(kVS1, kFS1);
JiangYizhou10d41392017-12-18 18:13:36 +08001126 ASSERT_NE(program1, 0u);
1127
Jamie Madill35cd7332018-12-02 12:03:33 -05001128 GLuint program2 = CompileProgram(kVS2, kFS2);
JiangYizhou10d41392017-12-18 18:13:36 +08001129 ASSERT_NE(program2, 0u);
1130
1131 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001132
1133 GLFramebuffer mFramebuffer;
1134 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
1135 GLuint defaultWidth = 1;
1136 GLuint defaultHeight = 1;
1137
1138 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, defaultWidth);
1139 glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, defaultHeight);
1140 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1141
1142 const float data[] = {
1143 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f,
1144 };
1145
1146 GLuint vertexArray = 0;
1147 GLuint vertexBuffer = 0;
1148 GLuint query = 0;
1149 GLuint passedCount = 0;
1150
1151 glGenQueries(1, &query);
1152 glGenVertexArrays(1, &vertexArray);
1153 glBindVertexArray(vertexArray);
1154
1155 glGenBuffers(1, &vertexBuffer);
1156 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1157 glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
1158
1159 glEnableVertexAttribArray(0);
1160 glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
JiangYizhou38d92b52017-09-13 13:47:52 +08001161 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
JiangYizhou511937d2017-08-03 15:41:29 +08001162
1163 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1164
JiangYizhou10d41392017-12-18 18:13:36 +08001165 glUseProgram(program2);
1166 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1167
1168 glUseProgram(program1);
JiangYizhou511937d2017-08-03 15:41:29 +08001169 // If fbo has attachments, the rendering size should be the same as its attachment.
1170 GLTexture mTexture;
1171 GLuint width = 2;
1172 GLuint height = 2;
1173 glBindTexture(GL_TEXTURE_2D, mTexture.get());
1174 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
JiangYizhou38d92b52017-09-13 13:47:52 +08001175
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001176 const GLenum bufs[] = {GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
JiangYizhou38d92b52017-09-13 13:47:52 +08001177
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001178 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTexture.get(),
JiangYizhou511937d2017-08-03 15:41:29 +08001179 0);
1180 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001181 glDrawBuffers(4, bufs);
JiangYizhou511937d2017-08-03 15:41:29 +08001182
1183 validateSamplePass(query, passedCount, width, height);
1184
1185 // If fbo's attachment has been removed, the rendering size should be the same as framebuffer
1186 // default size.
Shahbaz Youssefi190d9a82019-11-29 09:57:40 -05001187 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, 0, 0, 0);
JiangYizhou511937d2017-08-03 15:41:29 +08001188 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1189
1190 validateSamplePass(query, passedCount, defaultWidth, defaultHeight);
1191
1192 glDisableVertexAttribArray(0);
1193 glBindBuffer(GL_ARRAY_BUFFER, 0);
1194 glBindVertexArray(0);
1195 glDeleteBuffers(1, &vertexBuffer);
1196 glDeleteVertexArrays(1, &vertexArray);
1197
1198 ASSERT_GL_NO_ERROR();
1199}
1200
Brandon Jones9fc87332017-12-13 15:46:52 -08001201class AddDummyTextureNoRenderTargetTest : public ANGLETest
1202{
1203 public:
1204 AddDummyTextureNoRenderTargetTest()
1205 {
1206 setWindowWidth(512);
1207 setWindowHeight(512);
1208 setConfigRedBits(8);
1209 setConfigGreenBits(8);
1210 setConfigBlueBits(8);
1211 setConfigAlphaBits(8);
1212 }
1213
Jonah Ryan-Daviseee67c62019-06-18 13:00:43 -04001214 void overrideWorkaroundsD3D(FeaturesD3D *features) override
Brandon Jones9fc87332017-12-13 15:46:52 -08001215 {
Jonah Ryan-Davisbeb0eb22019-06-14 15:10:33 -04001216 features->overrideFeatures({"add_dummy_texture_no_render_target"}, true);
Brandon Jones9fc87332017-12-13 15:46:52 -08001217 }
1218};
1219
1220// Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
1221TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
1222{
Jamie Madill35cd7332018-12-02 12:03:33 -05001223 constexpr char kVS[] = "void main() {}";
1224 constexpr char kFS[] = "void main() {}";
Brandon Jones9fc87332017-12-13 15:46:52 -08001225
Jamie Madill35cd7332018-12-02 12:03:33 -05001226 ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
Brandon Jones9fc87332017-12-13 15:46:52 -08001227
1228 glUseProgram(drawProgram);
1229
1230 glDrawArrays(GL_TRIANGLES, 0, 6);
1231
1232 ASSERT_GL_NO_ERROR();
1233}
1234
Jamie Madill4fb3c282020-03-19 19:10:45 -04001235// Covers a bug in ANGLE's Vulkan back-end framebuffer cache which ignored depth/stencil after
1236// calls to DrawBuffers.
1237TEST_P(FramebufferTest_ES3, AttachmentStateChange)
1238{
1239 constexpr GLuint kSize = 2;
1240
1241 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1242
1243 GLTexture colorTexture;
1244 glBindTexture(GL_TEXTURE_2D, colorTexture);
1245 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1246
1247 GLFramebuffer fbo;
1248 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1249 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1250
1251 ASSERT_GL_NO_ERROR();
1252 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1253
1254 // First draw without a depth buffer.
1255 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1256
1257 GLRenderbuffer depthBuffer;
1258 glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
1259 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
1260
1261 // Bind just a renderbuffer and draw.
1262 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
1263
1264 ASSERT_GL_NO_ERROR();
1265 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1266
1267 glDrawBuffers(0, nullptr);
1268 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1269
1270 // Re-enable color buffer and draw one final time. This previously triggered a crash.
1271 GLenum drawBuffs = {GL_COLOR_ATTACHMENT0};
1272 glDrawBuffers(1, &drawBuffs);
1273
1274 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
1275 ASSERT_GL_NO_ERROR();
1276 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1277}
1278
Jamie Madilld03b15b2020-03-26 17:22:18 -04001279// Tests that we can support a feedback loop between a depth textures and the depth buffer.
1280// Does not totally mirror the case used in Manhattan. The Manhattan case seems to handle
1281// "clear" specially instead of rendering to depth in the same RP.
1282TEST_P(FramebufferTest_ES3, DepthFeedbackLoopSupported)
1283{
1284 // Feedback loops not supported on D3D11 and may not ever be.
1285 ANGLE_SKIP_TEST_IF(IsD3D11());
1286
1287 // Also this particular test doesn't work on Android despite similar support in Manhattan.
1288 ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
1289
1290 constexpr GLuint kSize = 2;
1291 glViewport(0, 0, kSize, kSize);
1292
1293 constexpr char kFS[] = R"(precision mediump float;
1294varying vec2 v_texCoord;
1295uniform sampler2D depth;
1296void main()
1297{
1298 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
1299 {
1300 gl_FragColor = vec4(0, 1, 0, 1);
1301 }
1302 else
1303 {
1304 gl_FragColor = vec4(1, 0, 0, 1);
1305 }
1306})";
1307
1308 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
1309
1310 GLFramebuffer framebuffer;
1311 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1312
1313 GLTexture colorTexture;
1314 glBindTexture(GL_TEXTURE_2D, colorTexture);
1315 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1316
1317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1319 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
1320
1321 GLTexture depthTexture;
1322 glBindTexture(GL_TEXTURE_2D, depthTexture);
1323 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
1324 GL_UNSIGNED_INT, nullptr);
1325 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1326 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1327 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
1328
1329 ASSERT_GL_NO_ERROR();
1330 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1331
1332 // Clear depth to 0.5.
1333 glClearDepthf(0.5f);
1334 glClear(GL_DEPTH_BUFFER_BIT);
1335
1336 // Disable the depth mask. Although this does not remove the feedback loop as defined by the
1337 // spec it mimics what gfxbench does in its rendering tests.
1338 glDepthMask(false);
1339
1340 // Verify we can sample the depth texture and get 0.5.
1341 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1342
1343 ASSERT_GL_NO_ERROR();
1344 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1345}
1346
Jamie Madilldd00f162020-04-02 14:04:44 -04001347// Covers a bug in ANGLE's Vulkan back-end. Our VkFramebuffer cache would in some cases forget to
1348// check the draw states when computing a cache key.
1349TEST_P(FramebufferTest_ES3, DisabledAttachmentRedefinition)
1350{
1351 constexpr GLuint kSize = 2;
1352
1353 // Make a Framebuffer with two attachments with one enabled and one disabled.
1354 GLTexture texA, texB;
1355 glBindTexture(GL_TEXTURE_2D, texA);
1356 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1357 glBindTexture(GL_TEXTURE_2D, texB);
1358 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1359
1360 GLFramebuffer fbo;
1361 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1362 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
1363 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
1364
1365 // Mask out the second texture.
1366 constexpr GLenum kOneDrawBuf = GL_COLOR_ATTACHMENT0;
1367 glDrawBuffers(1, &kOneDrawBuf);
1368
1369 ASSERT_GL_NO_ERROR();
1370 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1371
1372 // Set up a very simple shader.
1373 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
1374 glViewport(0, 0, kSize, kSize);
1375
1376 // Draw
1377 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1378 ASSERT_GL_NO_ERROR();
1379 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1380
1381 // Update the masked out attachment and draw again.
1382 std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
1383 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
1384 redPixels.data());
1385
1386 // Draw
1387 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
1388 ASSERT_GL_NO_ERROR();
1389 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1390
1391 glReadBuffer(GL_COLOR_ATTACHMENT1);
1392 ASSERT_GL_NO_ERROR();
1393 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1394}
1395
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001396class FramebufferTest : public ANGLETest
1397{};
1398
1399template <typename T>
1400void FillTexture2D(GLuint texture,
1401 GLsizei width,
1402 GLsizei height,
1403 const T &onePixelData,
1404 GLint level,
1405 GLint internalFormat,
1406 GLenum format,
1407 GLenum type)
1408{
1409 std::vector<T> allPixelsData(width * height, onePixelData);
1410
1411 glBindTexture(GL_TEXTURE_2D, texture);
1412 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
1413 allPixelsData.data());
1414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1418}
1419
1420// Multi-context uses of textures should not cause rendering feedback loops.
1421TEST_P(FramebufferTest, MultiContextNoRenderingFeedbackLoops)
1422{
1423 constexpr char kTextureVS[] =
1424 R"(attribute vec4 a_position;
1425varying vec2 v_texCoord;
1426void main() {
1427 gl_Position = a_position;
1428 v_texCoord = (a_position.xy * 0.5) + 0.5;
1429})";
1430
1431 constexpr char kTextureFS[] =
1432 R"(precision mediump float;
1433varying vec2 v_texCoord;
1434uniform sampler2D u_texture;
1435void main() {
1436 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
1437})";
1438
1439 ANGLE_GL_PROGRAM(textureProgram, kTextureVS, kTextureFS);
1440
1441 glUseProgram(textureProgram.get());
1442 GLint uniformLoc = glGetUniformLocation(textureProgram.get(), "u_texture");
1443 ASSERT_NE(-1, uniformLoc);
1444 glUniform1i(uniformLoc, 0);
1445
1446 GLTexture texture;
1447 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1448 glBindTexture(GL_TEXTURE_2D, texture.get());
1449 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
1450
1451 EGLWindow *window = getEGLWindow();
1452 EGLDisplay display = window->getDisplay();
1453 EGLConfig config = window->getConfig();
1454 EGLSurface surface = window->getSurface();
1455 EGLint contextAttributes[] = {
1456 EGL_CONTEXT_MAJOR_VERSION_KHR,
1457 GetParam().majorVersion,
1458 EGL_CONTEXT_MINOR_VERSION_KHR,
1459 GetParam().minorVersion,
1460 EGL_NONE,
1461 };
1462 EGLContext context1 = eglGetCurrentContext();
1463 // Create context2, sharing resources with context1.
1464 EGLContext context2 = eglCreateContext(display, config, context1, contextAttributes);
1465 ASSERT_NE(context2, EGL_NO_CONTEXT);
1466 eglMakeCurrent(display, surface, surface, context2);
1467
1468 constexpr char kVS[] =
1469 R"(attribute vec4 a_position;
1470void main() {
1471 gl_Position = a_position;
1472})";
1473
1474 constexpr char kFS[] =
1475 R"(precision mediump float;
1476void main() {
1477 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
1478})";
1479
1480 ANGLE_GL_PROGRAM(program, kVS, kFS);
1481 glUseProgram(program.get());
1482
1483 ASSERT_GL_NO_ERROR();
1484
1485 // Render to the texture in context2.
1486 GLFramebuffer framebuffer;
1487 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1488 // Texture is still a valid name in context2.
1489 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
1490 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1491 // There is no rendering feedback loop at this point.
1492
1493 glDisable(GL_BLEND);
1494 glDisable(GL_DEPTH_TEST);
1495 ASSERT_GL_NO_ERROR();
1496
1497 // If draw is no-op'ed, texture will not be filled appropriately.
1498 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
1499 ASSERT_GL_NO_ERROR();
1500 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1501
1502 // Make context1 current again.
1503 eglMakeCurrent(display, surface, surface, context1);
1504
1505 // Render texture to screen.
1506 drawQuad(textureProgram.get(), "a_position", 0.5f, 1.0f, true);
1507 ASSERT_GL_NO_ERROR();
1508 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1509
1510 eglDestroyContext(display, context2);
1511}
1512
Jamie Madill2a0c3592020-03-31 15:36:45 -04001513// Ensure cube-incomplete attachments cause incomplete Framebuffers.
1514TEST_P(FramebufferTest, IncompleteCubeMap)
1515{
1516 constexpr GLuint kSize = 2;
1517
1518 GLTexture srcTex;
1519 glBindTexture(GL_TEXTURE_CUBE_MAP, srcTex);
1520 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1521 GL_UNSIGNED_BYTE, nullptr);
1522
1523 GLFramebuffer fbo;
1524 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1525 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1526 srcTex, 0);
1527
1528 ASSERT_GL_NO_ERROR();
1529 ASSERT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
1530 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
1531}
1532
Tobin Ehlis1a01b4b2019-11-11 16:41:07 -07001533ANGLE_INSTANTIATE_TEST_ES2(AddDummyTextureNoRenderTargetTest);
Jamie Madillc9c4e4e2020-04-02 10:29:52 -04001534ANGLE_INSTANTIATE_TEST_ES2(FramebufferTest);
Shahbaz Youssefie28883d2020-01-25 23:25:43 -05001535ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(FramebufferFormatsTest);
1536ANGLE_INSTANTIATE_TEST_ES3(FramebufferTest_ES3);
1537ANGLE_INSTANTIATE_TEST_ES31(FramebufferTest_ES31);