blob: 59ecf85283b93dbef991887112e1452ffa2bdd67 [file] [log] [blame]
Geoff Langc287ea62016-09-16 14:46:51 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8
9#include "test_utils/ANGLETest.h"
10
11#include "test_utils/gl_raii.h"
12
Frank Henigman146e8a12017-03-02 23:22:37 -050013namespace
14{
15
16bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
17{
18 return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
19 (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
20}
21
22void CheckBlendFunctions(GLenum src, GLenum dst)
23{
24 if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
25 ConstantColorAndAlphaBlendFunctions(dst, src))
26 {
27 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
28 }
29 else
30 {
31 ASSERT_GL_NO_ERROR();
32 }
33}
34
35} // namespace
36
Geoff Langc287ea62016-09-16 14:46:51 -040037namespace angle
38{
39
40class WebGLCompatibilityTest : public ANGLETest
41{
42 protected:
43 WebGLCompatibilityTest()
44 {
45 setWindowWidth(128);
46 setWindowHeight(128);
47 setConfigRedBits(8);
48 setConfigGreenBits(8);
49 setConfigBlueBits(8);
50 setConfigAlphaBits(8);
51 setWebGLCompatibilityEnabled(true);
52 }
53
54 void SetUp() override
55 {
56 ANGLETest::SetUp();
Geoff Langc339c4e2016-11-29 10:37:36 -050057 glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
58 eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -040059 }
60
61 void TearDown() override { ANGLETest::TearDown(); }
62
Jamie Madillcad97ee2017-02-02 18:52:44 -050063 // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
64 void drawBuffersEXTFeedbackLoop(GLuint program,
65 const std::array<GLenum, 2> &drawBuffers,
66 GLenum expectedError);
67
Jamie Madill07be8bf2017-02-02 19:59:57 -050068 // Called from RenderingFeedbackLoopWithDrawBuffers.
69 void drawBuffersFeedbackLoop(GLuint program,
70 const std::array<GLenum, 2> &drawBuffers,
71 GLenum expectedError);
72
Geoff Langc339c4e2016-11-29 10:37:36 -050073 PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
Geoff Langc287ea62016-09-16 14:46:51 -040074};
75
Corentin Wallezfd456442016-12-21 17:57:00 -050076class WebGL2CompatibilityTest : public WebGLCompatibilityTest
77{
78};
79
Geoff Langc287ea62016-09-16 14:46:51 -040080// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
81// the GL extension should always be present
82TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
83{
84 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
85}
86
87// Verify that all extension entry points are available
88TEST_P(WebGLCompatibilityTest, EntryPoints)
89{
Geoff Langc339c4e2016-11-29 10:37:36 -050090 if (extensionEnabled("GL_ANGLE_request_extension"))
Geoff Langc287ea62016-09-16 14:46:51 -040091 {
Geoff Langc339c4e2016-11-29 10:37:36 -050092 EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
Geoff Langc287ea62016-09-16 14:46:51 -040093 }
94}
95
96// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
97// even in ES2 contexts.
98TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
99{
100 GLRenderbuffer renderbuffer;
101 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
102 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
103
104 GLFramebuffer framebuffer;
105 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
106 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
107 renderbuffer.get());
108
109 EXPECT_GL_NO_ERROR();
110}
111
112// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
113TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
114{
Geoff Langc339c4e2016-11-29 10:37:36 -0500115 glRequestExtensionANGLE("invalid_extension_string");
Geoff Langc287ea62016-09-16 14:46:51 -0400116 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
117}
118
119// Test enabling the GL_OES_element_index_uint extension
120TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
121{
122 if (getClientMajorVersion() != 2)
123 {
124 // This test only works on ES2 where uint indices are not available by default
125 return;
126 }
127
128 EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
129
130 GLBuffer indexBuffer;
131 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
132
133 GLuint data[] = {0, 1, 2, 1, 3, 2};
134 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
135
136 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
137 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
138 glUseProgram(program.get());
139
140 glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
141 EXPECT_GL_ERROR(GL_INVALID_ENUM);
142
Geoff Langc339c4e2016-11-29 10:37:36 -0500143 if (extensionRequestable("GL_OES_element_index_uint"))
Geoff Langc287ea62016-09-16 14:46:51 -0400144 {
Geoff Langc339c4e2016-11-29 10:37:36 -0500145 glRequestExtensionANGLE("GL_OES_element_index_uint");
Geoff Langc287ea62016-09-16 14:46:51 -0400146 EXPECT_GL_NO_ERROR();
147 EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
148
149 glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
150 EXPECT_GL_NO_ERROR();
151 }
152}
153
Bryan Bernhart87c182e2016-11-02 11:23:22 -0700154// Verify that shaders are of a compatible spec when the extension is enabled.
155TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
156{
157 EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
158
159 // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
160 const std::string &vert =
161 "struct Foo {\n"
162 " int _webgl_bar;\n"
163 "};\n"
164 "void main()\n"
165 "{\n"
166 " Foo foo = Foo(1);\n"
167 "}";
168
169 // Default fragement shader.
170 const std::string &frag =
171 "void main()\n"
172 "{\n"
173 " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
174 "}";
175
176 GLuint program = CompileProgram(vert, frag);
177 EXPECT_EQ(0u, program);
178 glDeleteProgram(program);
179}
180
Corentin Wallez327411e2016-12-09 11:09:17 -0500181// Test that client-side array buffers are forbidden in WebGL mode
182TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
183{
184 const std::string &vert =
185 "attribute vec3 a_pos;\n"
186 "void main()\n"
187 "{\n"
188 " gl_Position = vec4(a_pos, 1.0);\n"
189 "}\n";
190
191 const std::string &frag =
192 "precision highp float;\n"
193 "void main()\n"
194 "{\n"
195 " gl_FragColor = vec4(1.0);\n"
196 "}\n";
197
198 ANGLE_GL_PROGRAM(program, vert, frag);
199
200 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
201 ASSERT_NE(-1, posLocation);
202 glUseProgram(program.get());
203
204 const auto &vertices = GetQuadVertices();
Corentin Wallezfd456442016-12-21 17:57:00 -0500205 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
Corentin Wallez327411e2016-12-09 11:09:17 -0500206 glEnableVertexAttribArray(posLocation);
207
208 ASSERT_GL_NO_ERROR();
209 glDrawArrays(GL_TRIANGLES, 0, 6);
210 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
211}
212
213// Test that client-side element array buffers are forbidden in WebGL mode
214TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
215{
216 const std::string &vert =
217 "attribute vec3 a_pos;\n"
218 "void main()\n"
219 "{\n"
220 " gl_Position = vec4(a_pos, 1.0);\n"
221 "}\n";
222
223 const std::string &frag =
224 "precision highp float;\n"
225 "void main()\n"
226 "{\n"
227 " gl_FragColor = vec4(1.0);\n"
228 "}\n";
229
230 ANGLE_GL_PROGRAM(program, vert, frag);
231
232 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
233 ASSERT_NE(-1, posLocation);
234 glUseProgram(program.get());
235
236 const auto &vertices = GetQuadVertices();
237
238 GLBuffer vertexBuffer;
239 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
240 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
241 GL_STATIC_DRAW);
242
243 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
244 glEnableVertexAttribArray(posLocation);
245
Corentin Wallez327411e2016-12-09 11:09:17 -0500246 ASSERT_GL_NO_ERROR();
Corentin Wallezded1b5a2017-03-09 18:58:48 -0500247
248 // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
249 // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
250 // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
251 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void*>(intptr_t(1)));
Corentin Wallez327411e2016-12-09 11:09:17 -0500252 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
253}
254
Corentin Wallezb1d0a2552016-12-19 16:15:54 -0500255// Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
256TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
257{
258 // Run the test in an FBO to make sure we have some stencil bits.
259 GLRenderbuffer renderbuffer;
260 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
261 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
262
263 GLFramebuffer framebuffer;
264 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
265 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
266 renderbuffer.get());
267
268 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
269 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
270 glUseProgram(program.get());
271 ASSERT_GL_NO_ERROR();
272
273 // Having ref and mask the same for front and back is valid.
274 glStencilMask(255);
275 glStencilFunc(GL_ALWAYS, 0, 255);
276 glDrawArrays(GL_TRIANGLES, 0, 6);
277 ASSERT_GL_NO_ERROR();
278
279 // Having a different front - back write mask generates an error.
280 glStencilMaskSeparate(GL_FRONT, 1);
281 glDrawArrays(GL_TRIANGLES, 0, 6);
282 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
283
284 // Setting both write masks separately to the same value is valid.
285 glStencilMaskSeparate(GL_BACK, 1);
286 glDrawArrays(GL_TRIANGLES, 0, 6);
287 ASSERT_GL_NO_ERROR();
288
289 // Having a different stencil front - back mask generates an error
290 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
291 glDrawArrays(GL_TRIANGLES, 0, 6);
292 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
293
294 // Setting both masks separately to the same value is valid.
295 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
296 glDrawArrays(GL_TRIANGLES, 0, 6);
297 ASSERT_GL_NO_ERROR();
298
299 // Having a different stencil front - back reference generates an error
300 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
301 glDrawArrays(GL_TRIANGLES, 0, 6);
302 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
303
304 // Setting both references separately to the same value is valid.
305 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
306 glDrawArrays(GL_TRIANGLES, 0, 6);
307 ASSERT_GL_NO_ERROR();
308
309 // Using different stencil funcs, everything being equal is valid.
310 glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
311 glDrawArrays(GL_TRIANGLES, 0, 6);
312 ASSERT_GL_NO_ERROR();
313}
314
Corentin Wallez506fc9c2016-12-21 16:53:33 -0500315// Test that GL_FIXED is forbidden
316TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
317{
318 GLBuffer buffer;
319 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
320 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
321
322 glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
323 ASSERT_GL_NO_ERROR();
324
325 glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
326 EXPECT_GL_ERROR(GL_INVALID_ENUM);
327}
328
329// Test the WebGL limit of 255 for the attribute stride
330TEST_P(WebGLCompatibilityTest, MaxStride)
331{
332 GLBuffer buffer;
333 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
334 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
335
336 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
337 ASSERT_GL_NO_ERROR();
338
339 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
340 EXPECT_GL_ERROR(GL_INVALID_VALUE);
341}
342
Corentin Wallezfd456442016-12-21 17:57:00 -0500343// Test the checks for OOB reads in the vertex buffers, non-instanced version
344TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
345{
346 const std::string &vert =
347 "attribute float a_pos;\n"
348 "void main()\n"
349 "{\n"
350 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
351 "}\n";
352
353 const std::string &frag =
354 "precision highp float;\n"
355 "void main()\n"
356 "{\n"
357 " gl_FragColor = vec4(1.0);\n"
358 "}\n";
359
360 ANGLE_GL_PROGRAM(program, vert, frag);
361
362 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
363 ASSERT_NE(-1, posLocation);
364 glUseProgram(program.get());
365
366 GLBuffer buffer;
367 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
368 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
369
370 glEnableVertexAttribArray(posLocation);
371
372 const uint8_t* zeroOffset = nullptr;
373
374 // Test touching the last element is valid.
375 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
376 glDrawArrays(GL_POINTS, 0, 4);
377 ASSERT_GL_NO_ERROR();
378
379 // Test touching the last element + 1 is invalid.
380 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
381 glDrawArrays(GL_POINTS, 0, 4);
382 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
383
384 // Test touching the last element is valid, using a stride.
385 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
386 glDrawArrays(GL_POINTS, 0, 4);
387 ASSERT_GL_NO_ERROR();
388
389 // Test touching the last element + 1 is invalid, using a stride.
390 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
391 glDrawArrays(GL_POINTS, 0, 4);
392 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
393
394 // Test any offset is valid if no vertices are drawn.
395 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
396 glDrawArrays(GL_POINTS, 0, 0);
397 ASSERT_GL_NO_ERROR();
398}
399
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500400// Test the checks for OOB reads in the index buffer
401TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
Geoff Lang5f319a42017-01-09 16:49:19 -0500402{
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500403 const std::string &vert =
404 "attribute float a_pos;\n"
405 "void main()\n"
406 "{\n"
407 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
408 "}\n";
Geoff Lang5f319a42017-01-09 16:49:19 -0500409
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500410 const std::string &frag =
411 "precision highp float;\n"
412 "void main()\n"
413 "{\n"
414 " gl_FragColor = vec4(1.0);\n"
415 "}\n";
416
417 ANGLE_GL_PROGRAM(program, vert, frag);
418
419 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
420 ASSERT_NE(-1, posLocation);
421 glUseProgram(program.get());
422
423 GLBuffer vertexBuffer;
424 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
425 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
426
427 glEnableVertexAttribArray(posLocation);
428
429 const uint8_t *zeroOffset = nullptr;
430 const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
431
432 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset);
433
434 GLBuffer indexBuffer;
435 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
436 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
Geoff Lang5f319a42017-01-09 16:49:19 -0500437 ASSERT_GL_NO_ERROR();
438
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500439 // Test touching the last index is valid
440 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
441 ASSERT_GL_NO_ERROR();
Geoff Lang5f319a42017-01-09 16:49:19 -0500442
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500443 // Test touching the last + 1 element is invalid
444 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
445 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
Geoff Lang5f319a42017-01-09 16:49:19 -0500446
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500447 // Test any offset if valid if count is zero
448 glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
449 ASSERT_GL_NO_ERROR();
Corentin Wallezfe9306a2017-02-01 17:41:05 -0500450
451 // Test touching the first index is valid
452 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
453 ASSERT_GL_NO_ERROR();
454
455 // Test touching the first - 1 index is invalid
456 // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
457 // the historic behavior of WebGL implementations
458 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
459 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Lang5f319a42017-01-09 16:49:19 -0500460}
461
Frank Henigman6137ddc2017-02-10 18:55:07 -0500462// Test depth range with 'near' more or less than 'far.'
463TEST_P(WebGLCompatibilityTest, DepthRange)
464{
465 glDepthRangef(0, 1);
466 ASSERT_GL_NO_ERROR();
467
468 glDepthRangef(.5, .5);
469 ASSERT_GL_NO_ERROR();
470
471 glDepthRangef(1, 0);
472 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
473}
474
Frank Henigman146e8a12017-03-02 23:22:37 -0500475// Test all blend function combinations.
476// In WebGL it is invalid to combine constant color with constant alpha.
477TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
478{
479 constexpr GLenum srcFunc[] = {
480 GL_ZERO,
481 GL_ONE,
482 GL_SRC_COLOR,
483 GL_ONE_MINUS_SRC_COLOR,
484 GL_DST_COLOR,
485 GL_ONE_MINUS_DST_COLOR,
486 GL_SRC_ALPHA,
487 GL_ONE_MINUS_SRC_ALPHA,
488 GL_DST_ALPHA,
489 GL_ONE_MINUS_DST_ALPHA,
490 GL_CONSTANT_COLOR,
491 GL_ONE_MINUS_CONSTANT_COLOR,
492 GL_CONSTANT_ALPHA,
493 GL_ONE_MINUS_CONSTANT_ALPHA,
494 GL_SRC_ALPHA_SATURATE,
495 };
496
497 constexpr GLenum dstFunc[] = {
498 GL_ZERO, GL_ONE,
499 GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
500 GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
501 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
502 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
503 GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
504 GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
505 };
506
507 for (GLenum src : srcFunc)
508 {
509 for (GLenum dst : dstFunc)
510 {
511 glBlendFunc(src, dst);
512 CheckBlendFunctions(src, dst);
513 glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
514 CheckBlendFunctions(src, dst);
515 }
516 }
517}
518
Corentin Wallezfd456442016-12-21 17:57:00 -0500519// Test the checks for OOB reads in the vertex buffers, instanced version
520TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
521{
522 const std::string &vert =
523 "attribute float a_pos;\n"
524 "void main()\n"
525 "{\n"
526 " gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
527 "}\n";
528
529 const std::string &frag =
530 "precision highp float;\n"
531 "void main()\n"
532 "{\n"
533 " gl_FragColor = vec4(1.0);\n"
534 "}\n";
535
536 ANGLE_GL_PROGRAM(program, vert, frag);
537
538 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
539 ASSERT_NE(-1, posLocation);
540 glUseProgram(program.get());
541
542 GLBuffer buffer;
543 glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
544 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
545
546 glEnableVertexAttribArray(posLocation);
547 glVertexAttribDivisor(posLocation, 1);
548
549 const uint8_t* zeroOffset = nullptr;
550
551 // Test touching the last element is valid.
552 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
553 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
554 ASSERT_GL_NO_ERROR();
555
556 // Test touching the last element + 1 is invalid.
557 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
558 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
559 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
560
561 // Test touching the last element is valid, using a stride.
562 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
563 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
564 ASSERT_GL_NO_ERROR();
565
566 // Test touching the last element + 1 is invalid, using a stride.
567 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
568 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
569 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
570
571 // Test any offset is valid if no vertices are drawn.
572 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
573 glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
574 ASSERT_GL_NO_ERROR();
575}
576
Corentin Wallez0844f2d2017-01-31 17:02:59 -0500577// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
578TEST_P(WebGLCompatibilityTest, NPOT)
579{
580 EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
581
582 // Create a texture and set an NPOT mip 0, should always be acceptable.
583 GLTexture texture;
584 glBindTexture(GL_TEXTURE_2D, texture.get());
585 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
586 ASSERT_GL_NO_ERROR();
587
588 // Try setting an NPOT mip 1 and verify the error if WebGL 1
589 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
590 if (getClientMajorVersion() < 3)
591 {
592 ASSERT_GL_ERROR(GL_INVALID_VALUE);
593 }
594 else
595 {
596 ASSERT_GL_NO_ERROR();
597 }
598
599 if (extensionRequestable("GL_OES_texture_npot"))
600 {
601 glRequestExtensionANGLE("GL_OES_texture_npot");
602 ASSERT_GL_NO_ERROR();
603
604 // Try again to set NPOT mip 1
605 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
606 ASSERT_GL_NO_ERROR();
607 }
608}
609
Jamie Madillcad97ee2017-02-02 18:52:44 -0500610template <typename T>
611void FillTexture2D(GLuint texture,
612 GLsizei width,
613 GLsizei height,
614 const T &onePixelData,
615 GLint level,
616 GLint internalFormat,
617 GLenum format,
618 GLenum type)
619{
620 std::vector<T> allPixelsData(width * height, onePixelData);
621
622 glBindTexture(GL_TEXTURE_2D, texture);
623 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
624 allPixelsData.data());
625 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
626 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
627 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
628 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
629}
630
Frank Henigman875bbba2017-02-08 16:38:17 -0500631// Test that unset gl_Position defaults to (0,0,0,0).
632TEST_P(WebGLCompatibilityTest, DefaultPosition)
633{
634 // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
635 // and green otherwise. The center of each quadrant will be red if and only if all
636 // four corners are red.
637 const std::string vertexShader =
638 "attribute vec3 pos;\n"
639 "varying vec4 color;\n"
640 "void main() {\n"
641 " if (gl_Position == vec4(0,0,0,0)) {\n"
642 " color = vec4(1,0,0,1);\n"
643 " } else {\n"
644 " color = vec4(0,1,0,1);\n"
645 " }\n"
646 " gl_Position = vec4(pos,1);\n"
647 "}\n";
648
649 const std::string fragmentShader =
650 "precision mediump float;\n"
651 "varying vec4 color;\n"
652 "void main() {\n"
653 " gl_FragColor = color;\n"
654 "}\n";
655
656 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
657 drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
658 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
659 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
660 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
661 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
662}
663
Jamie Madilla4595b82017-01-11 17:36:34 -0500664// Tests that a rendering feedback loop triggers a GL error under WebGL.
665// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
666TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
667{
668 const std::string vertexShader =
669 "attribute vec4 a_position;\n"
670 "varying vec2 v_texCoord;\n"
671 "void main() {\n"
672 " gl_Position = a_position;\n"
673 " v_texCoord = (a_position.xy * 0.5) + 0.5;\n"
674 "}\n";
675
676 const std::string fragmentShader =
677 "precision mediump float;\n"
678 "varying vec2 v_texCoord;\n"
679 "uniform sampler2D u_texture;\n"
680 "void main() {\n"
681 " // Shader swizzles color channels so we can tell if the draw succeeded.\n"
682 " gl_FragColor = texture2D(u_texture, v_texCoord).gbra;\n"
683 "}\n";
684
685 GLTexture texture;
Jamie Madillcad97ee2017-02-02 18:52:44 -0500686 FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -0500687
688 ASSERT_GL_NO_ERROR();
689
690 GLFramebuffer framebuffer;
691 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
692 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
693
694 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
695
696 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
697
698 GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
699 ASSERT_NE(-1, uniformLoc);
700
701 glUseProgram(program.get());
702 glUniform1i(uniformLoc, 0);
703 glDisable(GL_BLEND);
704 glDisable(GL_DEPTH_TEST);
705 ASSERT_GL_NO_ERROR();
706
707 // Drawing with a texture that is also bound to the current framebuffer should fail
708 glBindTexture(GL_TEXTURE_2D, texture.get());
709 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
710 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
711
712 // Ensure that the texture contents did not change after the previous render
713 glBindFramebuffer(GL_FRAMEBUFFER, 0);
714 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
715 ASSERT_GL_NO_ERROR();
716 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
717
718 // Drawing when texture is bound to an inactive uniform should succeed
719 GLTexture texture2;
Jamie Madillcad97ee2017-02-02 18:52:44 -0500720 FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
Jamie Madilla4595b82017-01-11 17:36:34 -0500721
722 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
723 glActiveTexture(GL_TEXTURE1);
724 glBindTexture(GL_TEXTURE_2D, texture.get());
725 drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
726 ASSERT_GL_NO_ERROR();
727 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
728}
729
Bryan Bernhart58806562017-01-05 13:09:31 -0800730// Test for the max draw buffers and color attachments.
731TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
732{
733 // This test only applies to ES2.
734 if (getClientMajorVersion() != 2)
735 {
736 return;
737 }
738
739 GLFramebuffer fbo[2];
740 glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
741
742 // Test that is valid when we bind with a single attachment point.
743 GLTexture texture;
744 glBindTexture(GL_TEXTURE_2D, texture.get());
745 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
746 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
747 ASSERT_GL_NO_ERROR();
748
749 // Test that enabling the draw buffers extension will allow us to bind with a non-zero
750 // attachment point.
751 if (extensionRequestable("GL_EXT_draw_buffers"))
752 {
753 glRequestExtensionANGLE("GL_EXT_draw_buffers");
754 EXPECT_GL_NO_ERROR();
755 EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
756
757 glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
758
759 GLTexture texture2;
760 glBindTexture(GL_TEXTURE_2D, texture2.get());
761 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
762 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
763 0);
764 ASSERT_GL_NO_ERROR();
765 }
766}
767
Corentin Wallez3f6d4df2017-01-30 18:04:36 -0500768// Test that the offset in the index buffer is forced to be a multiple of the element size
769TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
770{
771 const std::string &vert =
772 "attribute vec3 a_pos;\n"
773 "void main()\n"
774 "{\n"
775 " gl_Position = vec4(a_pos, 1.0);\n"
776 "}\n";
777
778 const std::string &frag =
779 "precision highp float;\n"
780 "void main()\n"
781 "{\n"
782 " gl_FragColor = vec4(1.0);\n"
783 "}\n";
784
785 ANGLE_GL_PROGRAM(program, vert, frag);
786
787 GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
788 ASSERT_NE(-1, posLocation);
789 glUseProgram(program.get());
790
791 const auto &vertices = GetQuadVertices();
792
793 GLBuffer vertexBuffer;
794 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
795 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
796 GL_STATIC_DRAW);
797
798 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
799 glEnableVertexAttribArray(posLocation);
800
801 GLBuffer indexBuffer;
802 const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0};
803 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
804 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
805
806 ASSERT_GL_NO_ERROR();
807
808 const char *zeroIndices = nullptr;
809
810 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
811 ASSERT_GL_NO_ERROR();
812
813 glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices);
814 ASSERT_GL_NO_ERROR();
815
816 glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices + 1);
817 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
818}
819
820// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
821// size
822TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
823{
824 const char *zeroOffset = nullptr;
825
826 // Base case, vector of two floats
827 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
828 ASSERT_GL_NO_ERROR();
829
830 // Test setting a non-multiple offset
831 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
832 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
833 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
834 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
835 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
836 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
837
838 // Test setting a non-multiple stride
839 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
840 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
841 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
842 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
843 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
844 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
845}
846
Jamie Madillcad97ee2017-02-02 18:52:44 -0500847void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
848 const std::array<GLenum, 2> &drawBuffers,
849 GLenum expectedError)
850{
851 glDrawBuffersEXT(2, drawBuffers.data());
852
853 // Make sure framebuffer is complete before feedback loop detection
854 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
855
856 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
857
858 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
859 // it should be NO_ERROR"
860 EXPECT_GL_ERROR(expectedError);
861}
862
863// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
864// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
865TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
866{
867 const std::string vertexShader =
868 "attribute vec4 aPosition;\n"
869 "varying vec2 texCoord;\n"
870 "void main() {\n"
871 " gl_Position = aPosition;\n"
872 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
873 "}\n";
874
875 const std::string fragmentShader =
876 "#extension GL_EXT_draw_buffers : require\n"
877 "precision mediump float;\n"
878 "uniform sampler2D tex;\n"
879 "varying vec2 texCoord;\n"
880 "void main() {\n"
881 " gl_FragData[0] = texture2D(tex, texCoord);\n"
882 " gl_FragData[1] = texture2D(tex, texCoord);\n"
883 "}\n";
884
885 GLsizei width = 8;
886 GLsizei height = 8;
887
888 // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
889 // extension and gl_FragData semantics are changed to enforce indexing by zero always.
890 // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
891 if (/*!extensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
892 {
893 // No WEBGL_draw_buffers support -- this is legal.
894 return;
895 }
896
897 GLint maxDrawBuffers = 0;
898 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
899
900 if (maxDrawBuffers < 2)
901 {
902 std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
903 return;
904 }
905
906 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
907 glUseProgram(program.get());
908 glViewport(0, 0, width, height);
909
910 GLTexture tex0;
911 GLTexture tex1;
912 GLFramebuffer fbo;
913 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
914 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
915 ASSERT_GL_NO_ERROR();
916
917 glBindTexture(GL_TEXTURE_2D, tex1.get());
918 GLint texLoc = glGetUniformLocation(program.get(), "tex");
919 ASSERT_NE(-1, texLoc);
920 glUniform1i(texLoc, 0);
921 ASSERT_GL_NO_ERROR();
922
923 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
924 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
925 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
926 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
927
928 drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
929 GL_INVALID_OPERATION);
930 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
931 GL_INVALID_OPERATION);
932 drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
933}
934
Jamie Madill07be8bf2017-02-02 19:59:57 -0500935// Test tests that texture copying feedback loops are properly rejected in WebGL.
936// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
937TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
938{
939 GLTexture texture;
940 glBindTexture(GL_TEXTURE_2D, texture.get());
941 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
942 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
943 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
944 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
945 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
946
947 GLTexture texture2;
948 glBindTexture(GL_TEXTURE_2D, texture2.get());
949 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
950 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
951 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
952 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
953 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
954
955 GLFramebuffer framebuffer;
956 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
957 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
958
959 // framebuffer should be FRAMEBUFFER_COMPLETE.
960 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
961 ASSERT_GL_NO_ERROR();
962
963 // testing copyTexImage2D
964
965 // copyTexImage2D to same texture but different level
966 glBindTexture(GL_TEXTURE_2D, texture.get());
967 glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
968 EXPECT_GL_NO_ERROR();
969
970 // copyTexImage2D to same texture same level, invalid feedback loop
971 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
972 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
973
974 // copyTexImage2D to different texture
975 glBindTexture(GL_TEXTURE_2D, texture2.get());
976 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
977 EXPECT_GL_NO_ERROR();
978
979 // testing copyTexSubImage2D
980
981 // copyTexSubImage2D to same texture but different level
982 glBindTexture(GL_TEXTURE_2D, texture.get());
983 glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
984 EXPECT_GL_NO_ERROR();
985
986 // copyTexSubImage2D to same texture same level, invalid feedback loop
987 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
988 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
989
990 // copyTexSubImage2D to different texture
991 glBindTexture(GL_TEXTURE_2D, texture2.get());
992 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
993 EXPECT_GL_NO_ERROR();
994}
995
996void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
997 const std::array<GLenum, 2> &drawBuffers,
998 GLenum expectedError)
999{
1000 glDrawBuffers(2, drawBuffers.data());
1001
1002 // Make sure framebuffer is complete before feedback loop detection
1003 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1004
1005 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
1006
1007 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
1008 // it should be NO_ERROR"
1009 EXPECT_GL_ERROR(expectedError);
1010}
1011
Yuly Novikov817232e2017-02-22 18:36:10 -05001012// Tests invariance matching rules between built in varyings.
1013// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
1014TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
1015{
1016 const std::string vertexShaderVariant =
1017 "varying vec4 v_varying;\n"
1018 "void main()\n"
1019 "{\n"
1020 " gl_PointSize = 1.0;\n"
1021 " gl_Position = v_varying;\n"
1022 "}";
1023 const std::string fragmentShaderInvariantGlFragCoord =
1024 "invariant gl_FragCoord;\n"
1025 "void main()\n"
1026 "{\n"
1027 " gl_FragColor = gl_FragCoord;\n"
1028 "}";
1029 const std::string fragmentShaderInvariantGlPointCoord =
1030 "invariant gl_PointCoord;\n"
1031 "void main()\n"
1032 "{\n"
1033 " gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);\n"
1034 "}";
1035
1036 GLuint program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlFragCoord);
1037 EXPECT_EQ(0u, program);
1038
1039 program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlPointCoord);
1040 EXPECT_EQ(0u, program);
1041}
1042
Jamie Madill07be8bf2017-02-02 19:59:57 -05001043// This tests that rendering feedback loops works as expected with WebGL 2.
1044// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
1045TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
1046{
1047 const std::string vertexShader =
1048 "#version 300 es\n"
1049 "in vec4 aPosition;\n"
1050 "out vec2 texCoord;\n"
1051 "void main() {\n"
1052 " gl_Position = aPosition;\n"
1053 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
1054 "}\n";
1055
1056 const std::string fragmentShader =
1057 "#version 300 es\n"
1058 "precision mediump float;\n"
1059 "uniform sampler2D tex;\n"
1060 "in vec2 texCoord;\n"
1061 "out vec4 oColor;\n"
1062 "void main() {\n"
1063 " oColor = texture(tex, texCoord);\n"
1064 "}\n";
1065
1066 GLsizei width = 8;
1067 GLsizei height = 8;
1068
1069 GLint maxDrawBuffers = 0;
1070 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
1071 // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
1072 ASSERT_GE(maxDrawBuffers, 2);
1073
1074 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1075 glUseProgram(program.get());
1076 glViewport(0, 0, width, height);
1077
1078 GLTexture tex0;
1079 GLTexture tex1;
1080 GLFramebuffer fbo;
1081 FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1082 FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1083 ASSERT_GL_NO_ERROR();
1084
1085 glBindTexture(GL_TEXTURE_2D, tex1.get());
1086 GLint texLoc = glGetUniformLocation(program.get(), "tex");
1087 ASSERT_NE(-1, texLoc);
1088 glUniform1i(texLoc, 0);
1089
1090 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
1091 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
1092 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
1093 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
1094 ASSERT_GL_NO_ERROR();
1095
1096 drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
1097 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
1098 GL_INVALID_OPERATION);
1099 drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
1100}
1101
Jamie Madill1d37bc52017-02-02 19:59:58 -05001102// This test covers detection of rendering feedback loops between the FBO and a depth Texture.
1103// Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
1104TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
1105{
1106 const std::string vertexShader =
1107 "#version 300 es\n"
1108 "in vec4 aPosition;\n"
1109 "out vec2 texCoord;\n"
1110 "void main() {\n"
1111 " gl_Position = aPosition;\n"
1112 " texCoord = (aPosition.xy * 0.5) + 0.5;\n"
1113 "}\n";
1114
1115 const std::string fragmentShader =
1116 "#version 300 es\n"
1117 "precision mediump float;\n"
1118 "uniform sampler2D tex;\n"
1119 "in vec2 texCoord;\n"
1120 "out vec4 oColor;\n"
1121 "void main() {\n"
1122 " oColor = texture(tex, texCoord);\n"
1123 "}\n";
1124
1125 GLsizei width = 8;
1126 GLsizei height = 8;
1127
1128 ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
1129 glUseProgram(program.get());
1130
1131 glViewport(0, 0, width, height);
1132
1133 GLint texLoc = glGetUniformLocation(program.get(), "tex");
1134 glUniform1i(texLoc, 0);
1135
1136 // Create textures and allocate storage
1137 GLTexture tex0;
1138 GLTexture tex1;
1139 GLRenderbuffer rb;
1140 FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
1141 FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
1142 GL_UNSIGNED_INT);
1143 glBindRenderbuffer(GL_RENDERBUFFER, rb.get());
1144 glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
1145 ASSERT_GL_NO_ERROR();
1146
1147 GLFramebuffer fbo;
1148 glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
1149 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
1150
1151 // Test rendering and sampling feedback loop for depth buffer
1152 glBindTexture(GL_TEXTURE_2D, tex1.get());
1153 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
1154 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1155
1156 // The same image is used as depth buffer during rendering.
1157 glEnable(GL_DEPTH_TEST);
1158 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1159 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1160
1161 // The same image is used as depth buffer. But depth mask is false.
1162 glDepthMask(GL_FALSE);
1163 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1164 EXPECT_GL_NO_ERROR();
1165
1166 // The same image is used as depth buffer. But depth test is not enabled during rendering.
1167 glDepthMask(GL_TRUE);
1168 glDisable(GL_DEPTH_TEST);
1169 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1170 EXPECT_GL_NO_ERROR();
1171
1172 // Test rendering and sampling feedback loop for stencil buffer
1173 glBindTexture(GL_RENDERBUFFER, rb.get());
1174 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
1175 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb.get());
1176 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1177 constexpr GLint stencilClearValue = 0x40;
1178 glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
1179
1180 // The same image is used as stencil buffer during rendering.
1181 glEnable(GL_STENCIL_TEST);
1182 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1183 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1184
1185 // The same image is used as stencil buffer. But stencil mask is zero.
1186 glStencilMask(0x0);
1187 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1188 EXPECT_GL_NO_ERROR();
1189
1190 // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
1191 glStencilMask(0xffff);
1192 glDisable(GL_STENCIL_TEST);
1193 drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
1194 EXPECT_GL_NO_ERROR();
1195}
1196
Jamie Madillfd3dd432017-02-02 19:59:59 -05001197// The source and the target for CopyTexSubImage3D are the same 3D texture.
1198// But the level of the 3D texture != the level of the read attachment.
1199TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
1200{
1201 GLTexture texture;
1202 GLFramebuffer framebuffer;
1203
1204 glBindTexture(GL_TEXTURE_3D, texture.get());
1205 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1206
1207 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1208 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1209 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
1210 ASSERT_GL_NO_ERROR();
1211
1212 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
1213 EXPECT_GL_NO_ERROR();
1214}
1215
1216// The source and the target for CopyTexSubImage3D are the same 3D texture.
1217// But the zoffset of the 3D texture != the layer of the read attachment.
1218TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
1219{
1220 GLTexture texture;
1221 GLFramebuffer framebuffer;
1222
1223 glBindTexture(GL_TEXTURE_3D, texture.get());
1224 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1225
1226 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1227 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
1228 ASSERT_GL_NO_ERROR();
1229
1230 glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
1231 EXPECT_GL_NO_ERROR();
1232}
1233
1234// The source and the target for CopyTexSubImage3D are the same 3D texture.
1235// And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
1236TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
1237{
1238 GLTexture texture;
1239 GLFramebuffer framebuffer;
1240
1241 glBindTexture(GL_TEXTURE_3D, texture.get());
1242 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
1243
1244 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1245 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1246 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1247 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
1248 ASSERT_GL_NO_ERROR();
1249
1250 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
1251 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1252}
1253
Geoff Langc287ea62016-09-16 14:46:51 -04001254// Use this to select which configurations (e.g. which renderer, which GLES major version) these
1255// tests should be run against.
1256ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
1257 ES2_D3D9(),
1258 ES2_D3D11(),
1259 ES3_D3D11(),
1260 ES2_D3D11_FL9_3(),
1261 ES2_OPENGL(),
1262 ES3_OPENGL(),
1263 ES2_OPENGLES(),
1264 ES3_OPENGLES());
1265
Jamie Madill07be8bf2017-02-02 19:59:57 -05001266ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Geoff Langc287ea62016-09-16 14:46:51 -04001267} // namespace