blob: 004219cad63bc5c87884547f7c5d0b4dff560189 [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include <variant>
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include "util/shader_utils.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
struct FormatTableElement
{
GLint internalformat;
GLenum format;
GLenum type;
bool isInt() const
{
return format == GL_RED_INTEGER || format == GL_RG_INTEGER || format == GL_RGB_INTEGER ||
format == GL_RGBA_INTEGER;
}
// Call isUInt only if isInt is true.
bool isUInt() const
{
return type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_INT;
}
};
using ColorTypes = std::variant<GLColor,
GLColorT<int8_t>,
GLColor16,
GLColorT<int16_t>,
GLColor32F,
GLColor32I,
GLColor32UI,
GLushort,
GLuint,
GLint>;
class ClearTestBase : public ANGLETest<>
{
protected:
ClearTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void testSetUp() override
{
mFBOs.resize(2, 0);
glGenFramebuffers(2, mFBOs.data());
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (!mFBOs.empty())
{
glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
}
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
}
}
std::vector<GLuint> mFBOs;
std::vector<GLuint> mTextures;
};
class ClearTest : public ClearTestBase
{};
class ClearTestES3 : public ClearTestBase
{
protected:
void verifyDepth(float depthValue, uint32_t size)
{
// Use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Blue());
ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Red());
GLboolean hasDepthTest = GL_FALSE;
GLboolean hasDepthWrite = GL_TRUE;
GLint prevDepthFunc = GL_ALWAYS;
glGetBooleanv(GL_DEPTH_TEST, &hasDepthTest);
glGetBooleanv(GL_DEPTH_WRITEMASK, &hasDepthWrite);
glGetIntegerv(GL_DEPTH_FUNC, &prevDepthFunc);
if (!hasDepthTest)
{
glEnable(GL_DEPTH_TEST);
}
if (hasDepthWrite)
{
glDepthMask(GL_FALSE);
}
glDepthFunc(GL_LESS);
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f);
drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f);
if (!hasDepthTest)
{
glDisable(GL_DEPTH_TEST);
}
if (hasDepthWrite)
{
glDepthMask(GL_TRUE);
}
glDepthFunc(prevDepthFunc);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1);
}
void verifyStencil(uint32_t stencilValue, uint32_t size)
{
// Use another small shader to verify stencil.
ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
GLboolean hasStencilTest = GL_FALSE;
GLint prevStencilFunc = GL_ALWAYS;
GLint prevStencilValue = 0xFF;
GLint prevStencilRef = 0xFF;
GLint prevStencilFail = GL_KEEP;
GLint prevStencilDepthFail = GL_KEEP;
GLint prevStencilDepthPass = GL_KEEP;
glGetBooleanv(GL_STENCIL_TEST, &hasStencilTest);
glGetIntegerv(GL_STENCIL_FUNC, &prevStencilFunc);
glGetIntegerv(GL_STENCIL_VALUE_MASK, &prevStencilValue);
glGetIntegerv(GL_STENCIL_REF, &prevStencilRef);
glGetIntegerv(GL_STENCIL_FAIL, &prevStencilFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &prevStencilDepthFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &prevStencilDepthPass);
if (!hasStencilTest)
{
glEnable(GL_STENCIL_TEST);
}
glStencilFunc(GL_EQUAL, stencilValue, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
if (!hasStencilTest)
{
glDisable(GL_STENCIL_TEST);
}
glStencilFunc(prevStencilFunc, prevStencilValue, prevStencilRef);
glStencilOp(prevStencilFail, prevStencilDepthFail, prevStencilDepthPass);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1);
}
};
class ClearTestES31 : public ClearTestES3
{};
class ClearTestRGB : public ANGLETest<>
{
protected:
ClearTestRGB()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
}
};
class ClearTestRGB_ES3 : public ClearTestRGB
{};
class ClearTextureEXTTest : public ANGLETest<>
{
protected:
ClearTextureEXTTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
class ClearTextureEXTTestES31 : public ANGLETest<>
{
protected:
ClearTextureEXTTestES31()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
angle::RNG rng;
mWidth = rng.randomIntBetween(1, 32);
mHeight = rng.randomIntBetween(1, 32);
mDepth = rng.randomIntBetween(1, 4);
mLevels = std::log2(std::max(mWidth, mHeight)) + 1;
}
// Texture's information.
int mWidth;
int mHeight;
int mDepth;
int mLevels;
GLenum mTarget;
bool mIsArray = true;
bool mHasLayer = true;
bool mExtraSupport = true;
GLColor mFullColorRef = GLColor::red;
GLColor mPartialColorRef = GLColor::blue;
// Convert the reference color so that it can be suitable for different type of format.
ColorTypes convertColorTypeInternal(const GLenum &type, const GLColor &color);
ColorTypes convertColorType(const GLenum &format, const GLenum &type, GLColor color);
GLColor getClearColor(GLenum format, GLColor full);
// Check color results by format type.
void colorCheckType(const FormatTableElement &fmt,
const int &x,
const int &y,
const int &width,
const int &height,
GLColor &color);
bool requiredNorm16(GLint internalformat);
const std::string getVertexShader(const GLenum &target);
const std::string getFragmentShader(const GLenum &target, bool isInteger, bool isUInteger);
// Initialize texture.
void initTexture(int levelNum, FormatTableElement &fmt, GLTexture &tex);
// Clear and check results.
void clearCheckRenderable(int level,
int width,
int height,
int depth,
const GLTexture &tex,
const FormatTableElement &fmt,
GLColor &fullColorRef,
ColorTypes &fullColor,
GLColor &partialColorRef,
ColorTypes &partialColor);
void clearCheckUnrenderable(int level,
int width,
int height,
int depth,
const GLTexture &tex,
const FormatTableElement &fmt,
GLuint program,
const std::vector<int> &loc,
GLColor &fullColorRef,
ColorTypes &fullColor,
GLColor &partialColorRef,
ColorTypes &partialColor);
};
ColorTypes ClearTextureEXTTestES31::convertColorTypeInternal(const GLenum &type,
const GLColor &color)
{
GLColor32F colorFloat;
colorFloat.R = gl::normalizedToFloat<uint8_t>(color.R);
colorFloat.G = gl::normalizedToFloat<uint8_t>(color.G);
colorFloat.B = gl::normalizedToFloat<uint8_t>(color.B);
colorFloat.A = gl::normalizedToFloat<uint8_t>(color.A);
switch (type)
{
case GL_UNSIGNED_BYTE:
{
return color;
}
case GL_BYTE:
{
GLColorT<int8_t> retColorByte;
retColorByte.R = gl::floatToNormalized<int8_t>(colorFloat.R);
retColorByte.G = gl::floatToNormalized<int8_t>(colorFloat.G);
retColorByte.B = gl::floatToNormalized<int8_t>(colorFloat.B);
retColorByte.A = gl::floatToNormalized<int8_t>(colorFloat.A);
return retColorByte;
}
case GL_UNSIGNED_SHORT:
{
GLColor16 retColorUShort;
retColorUShort.R = gl::floatToNormalized<uint16_t>(colorFloat.R);
retColorUShort.G = gl::floatToNormalized<uint16_t>(colorFloat.G);
retColorUShort.B = gl::floatToNormalized<uint16_t>(colorFloat.B);
retColorUShort.A = gl::floatToNormalized<uint16_t>(colorFloat.A);
return retColorUShort;
}
case GL_UNSIGNED_SHORT_5_6_5:
{
GLushort retColor565;
retColor565 = gl::shiftData<5, 11>(gl::floatToNormalized<5, uint16_t>(colorFloat.R)) |
gl::shiftData<6, 5>(gl::floatToNormalized<6, uint16_t>(colorFloat.G)) |
gl::shiftData<5, 0>(gl::floatToNormalized<5, uint16_t>(colorFloat.B));
return retColor565;
}
case GL_UNSIGNED_SHORT_5_5_5_1:
{
GLushort retColor5551;
retColor5551 = gl::shiftData<5, 11>(gl::floatToNormalized<5, uint16_t>(colorFloat.R)) |
gl::shiftData<5, 6>(gl::floatToNormalized<5, uint16_t>(colorFloat.G)) |
gl::shiftData<5, 1>(gl::floatToNormalized<5, uint16_t>(colorFloat.B)) |
gl::shiftData<1, 0>(gl::floatToNormalized<1, uint16_t>(colorFloat.A));
return retColor5551;
}
case GL_UNSIGNED_SHORT_4_4_4_4:
{
GLushort retColor4444;
retColor4444 = gl::shiftData<4, 12>(gl::floatToNormalized<4, uint16_t>(colorFloat.R)) |
gl::shiftData<4, 8>(gl::floatToNormalized<4, uint16_t>(colorFloat.G)) |
gl::shiftData<4, 4>(gl::floatToNormalized<4, uint16_t>(colorFloat.B)) |
gl::shiftData<4, 0>(gl::floatToNormalized<4, uint16_t>(colorFloat.A));
return retColor4444;
}
case GL_SHORT:
{
GLColorT<int16_t> retColorShort;
retColorShort.R = gl::floatToNormalized<int16_t>(colorFloat.R);
retColorShort.G = gl::floatToNormalized<int16_t>(colorFloat.G);
retColorShort.B = gl::floatToNormalized<int16_t>(colorFloat.B);
retColorShort.A = gl::floatToNormalized<int16_t>(colorFloat.A);
return retColorShort;
}
case GL_UNSIGNED_INT:
{
GLColor32UI retColorUInt;
retColorUInt.R = gl::floatToNormalized<uint32_t>(colorFloat.R);
retColorUInt.G = gl::floatToNormalized<uint32_t>(colorFloat.G);
retColorUInt.B = gl::floatToNormalized<uint32_t>(colorFloat.B);
retColorUInt.A = gl::floatToNormalized<uint32_t>(colorFloat.A);
return retColorUInt;
}
case GL_UNSIGNED_INT_10F_11F_11F_REV:
{
GLuint retColor101011;
retColor101011 = (GLuint)gl::float32ToFloat11(colorFloat.R) |
(GLuint)(gl::float32ToFloat11(colorFloat.G) << 11) |
(GLuint)(gl::float32ToFloat10(colorFloat.B) << 22);
return retColor101011;
}
case GL_UNSIGNED_INT_2_10_10_10_REV:
{
GLuint retColor1010102;
retColor1010102 = gl::floatToNormalized<10, uint32_t>(colorFloat.R) |
(gl::floatToNormalized<10, uint32_t>(colorFloat.G) << 10) |
(gl::floatToNormalized<10, uint32_t>(colorFloat.B) << 20) |
(gl::floatToNormalized<2, uint32_t>(colorFloat.A) << 30);
return retColor1010102;
}
case GL_UNSIGNED_INT_5_9_9_9_REV:
{
GLuint retColor9995;
retColor9995 = gl::convertRGBFloatsTo999E5(colorFloat.R, colorFloat.G, colorFloat.B);
return retColor9995;
}
case GL_INT:
{
GLColor32I retColorInt;
retColorInt.R = gl::floatToNormalized<int32_t>(colorFloat.R);
retColorInt.G = gl::floatToNormalized<int32_t>(colorFloat.G);
retColorInt.B = gl::floatToNormalized<int32_t>(colorFloat.B);
retColorInt.A = gl::floatToNormalized<int32_t>(colorFloat.A);
return retColorInt;
}
case GL_HALF_FLOAT:
{
GLColor16 retColorHFloat;
retColorHFloat.R = gl::float32ToFloat16(colorFloat.R);
retColorHFloat.G = gl::float32ToFloat16(colorFloat.G);
retColorHFloat.B = gl::float32ToFloat16(colorFloat.B);
retColorHFloat.A = gl::float32ToFloat16(colorFloat.A);
return retColorHFloat;
}
case GL_FLOAT:
{
return colorFloat;
}
default:
{
return color;
}
}
}
ColorTypes ClearTextureEXTTestES31::convertColorType(const GLenum &format,
const GLenum &type,
GLColor color)
{
// LUMINANCE, LUMINANCE_ALPHA and ALPHA are special.
switch (format)
{
case GL_LUMINANCE:
{
color.G = color.B = color.A = 0;
break;
}
case GL_LUMINANCE_ALPHA:
{
color.G = color.A;
color.B = color.A = 0;
break;
}
case GL_ALPHA:
{
color.R = color.A;
color.G = color.B = color.A = 0;
break;
}
default:
{
// Other formats do nothing.
break;
}
}
return convertColorTypeInternal(type, color);
}
GLColor ClearTextureEXTTestES31::getClearColor(GLenum format, GLColor full)
{
switch (format)
{
case GL_RED_INTEGER:
case GL_RED:
return GLColor(full.R, 0, 0, 255u);
case GL_RG_INTEGER:
case GL_RG:
return GLColor(full.R, full.G, 0, 255u);
case GL_RGB_INTEGER:
case GL_RGB:
return GLColor(full.R, full.G, full.B, 255u);
case GL_RGBA_INTEGER:
case GL_RGBA:
return full;
case GL_LUMINANCE:
return GLColor(full.R, full.R, full.R, 255u);
case GL_ALPHA:
return GLColor(0, 0, 0, full.A);
case GL_LUMINANCE_ALPHA:
return GLColor(full.R, full.R, full.R, full.A);
default:
EXPECT_TRUE(false);
return GLColor::white;
}
}
void ClearTextureEXTTestES31::colorCheckType(const FormatTableElement &fmt,
const int &x,
const int &y,
const int &width,
const int &height,
GLColor &color)
{
if (fmt.isInt())
{
GLColor32UI colorUInt;
GLColor32I colorInt;
switch (fmt.type)
{
case GL_UNSIGNED_BYTE:
{
colorUInt.R = static_cast<uint32_t>(color.R);
colorUInt.G = static_cast<uint32_t>(color.G);
colorUInt.B = static_cast<uint32_t>(color.B);
colorUInt.A = static_cast<uint32_t>(color.A);
if (fmt.format != GL_RGBA_INTEGER)
{
colorUInt.A = 1;
}
EXPECT_PIXEL_RECT32UI_EQ(x, y, width, height, colorUInt);
return;
}
case GL_UNSIGNED_SHORT:
{
GLColor16 colorUShort =
std::get<GLColor16>(convertColorTypeInternal(GL_UNSIGNED_SHORT, color));
colorUInt.R = static_cast<uint32_t>(colorUShort.R);
colorUInt.G = static_cast<uint32_t>(colorUShort.G);
colorUInt.B = static_cast<uint32_t>(colorUShort.B);
colorUInt.A = static_cast<uint32_t>(colorUShort.A);
if (fmt.format != GL_RGBA_INTEGER)
{
colorUInt.A = 1;
}
EXPECT_PIXEL_RECT32UI_EQ(x, y, width, height, colorUInt);
return;
}
case GL_UNSIGNED_INT:
{
colorUInt = std::get<GLColor32UI>(convertColorTypeInternal(GL_UNSIGNED_INT, color));
if (fmt.format != GL_RGBA_INTEGER)
{
colorUInt.A = 1;
}
EXPECT_PIXEL_RECT32UI_EQ(x, y, width, height, colorUInt);
return;
}
case GL_BYTE:
{
GLColorT<int8_t> colorByte =
std::get<GLColorT<int8_t>>(convertColorTypeInternal(GL_BYTE, color));
colorInt.R = static_cast<int32_t>(colorByte.R);
colorInt.G = static_cast<int32_t>(colorByte.G);
colorInt.B = static_cast<int32_t>(colorByte.B);
colorInt.A = static_cast<int32_t>(colorByte.A);
if (fmt.format != GL_RGBA_INTEGER)
{
colorInt.A = 1;
}
EXPECT_PIXEL_RECT32I_EQ(x, y, width, height, colorInt);
return;
}
case GL_SHORT:
{
GLColorT<int16_t> colorShort =
std::get<GLColorT<int16_t>>(convertColorTypeInternal(GL_SHORT, color));
colorInt.R = static_cast<int32_t>(colorShort.R);
colorInt.G = static_cast<int32_t>(colorShort.G);
colorInt.B = static_cast<int32_t>(colorShort.B);
colorInt.A = static_cast<int32_t>(colorShort.A);
if (fmt.format != GL_RGBA_INTEGER)
{
colorInt.A = 1;
}
EXPECT_PIXEL_RECT32I_EQ(x, y, width, height, colorInt);
return;
}
case GL_INT:
{
colorInt = std::get<GLColor32I>(convertColorTypeInternal(GL_INT, color));
if (fmt.format != GL_RGBA_INTEGER)
{
colorInt.A = 1;
}
EXPECT_PIXEL_RECT32I_EQ(x, y, width, height, colorInt);
return;
}
default:
{
UNREACHABLE();
}
}
}
else
{
switch (fmt.type)
{
case GL_UNSIGNED_INT_10F_11F_11F_REV:
case GL_HALF_FLOAT:
case GL_FLOAT:
{
GLColor32F colorFloat =
std::get<GLColor32F>(convertColorTypeInternal(GL_FLOAT, color));
EXPECT_PIXEL_RECT32F_EQ(x, y, width, height, colorFloat);
return;
}
default:
{
EXPECT_PIXEL_RECT_EQ(x, y, width, height, color);
return;
}
}
}
}
bool ClearTextureEXTTestES31::requiredNorm16(GLint internalformat)
{
switch (internalformat)
{
case GL_R16_EXT:
case GL_RG16_EXT:
case GL_RGB16_EXT:
case GL_RGBA16_EXT:
case GL_R16_SNORM_EXT:
case GL_RG16_SNORM_EXT:
case GL_RGB16_SNORM_EXT:
case GL_RGBA16_SNORM_EXT:
return true;
default:
return false;
}
}
const std::string ClearTextureEXTTestES31::getVertexShader(const GLenum &target)
{
std::string uniform = "";
std::string texcoord = " texcoord = (a_position.xy * 0.5) + 0.5;\n";
if (target == GL_TEXTURE_2D_MULTISAMPLE || target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
uniform = "uniform vec2 texsize;\n";
texcoord =
" texcoord = (a_position.xy * 0.5) + 0.5;\n"
" texcoord.x = texcoord.x * texsize.x;\n"
" texcoord.y = texcoord.y * texsize.y;\n";
}
return "#version 310 es\n"
"out vec2 texcoord;\n"
"in vec4 a_position;\n" +
uniform +
"void main()\n"
"{\n"
" gl_Position = vec4(a_position.xy, 0.0, 1.0);\n" +
texcoord + "}\n";
}
const std::string ClearTextureEXTTestES31::getFragmentShader(const GLenum &target,
bool isInteger,
bool isUInteger)
{
std::string version = "";
std::string sampler = "";
std::string uniform = "";
std::string mainCode = "";
std::string ui = "";
if (isInteger)
{
if (isUInteger)
{
ui = "u";
}
else
{
ui = "i";
}
}
switch (target)
{
case GL_TEXTURE_2D:
{
sampler = "uniform highp " + ui + "sampler2D tex;\n";
mainCode = " fragColor = vec4(texture(tex, texcoord));\n";
break;
}
case GL_TEXTURE_2D_ARRAY:
{
sampler = "uniform highp " + ui + "sampler2DArray tex;\n";
uniform = "uniform int slice;\n";
mainCode = " fragColor = vec4(texture(tex, vec3(texcoord, float(slice))));\n";
break;
}
case GL_TEXTURE_3D:
{
sampler = "uniform highp " + ui + "sampler3D tex;\n";
uniform = "uniform float slice;\n";
mainCode = " fragColor = vec4(texture(tex, vec3(texcoord, slice)));\n";
break;
}
case GL_TEXTURE_CUBE_MAP:
{
sampler = sampler = "uniform highp " + ui + "samplerCube tex;\n";
uniform = "uniform int cubeFace;\n";
mainCode =
" vec2 scaled = texcoord.xy * 2. - 1.;\n"
" vec3 cubecoord = vec3(1, -scaled.yx);\n"
" if (cubeFace == 1)\n"
" cubecoord = vec3(-1, -scaled.y, scaled.x);\n"
" if (cubeFace == 2)\n"
" cubecoord = vec3(scaled.x, 1, scaled.y);\n"
" if (cubeFace == 3)\n"
" cubecoord = vec3(scaled.x, -1, -scaled.y);\n"
" if (cubeFace == 4)\n"
" cubecoord = vec3(scaled.x, -scaled.y, 1);\n"
" if (cubeFace == 5)\n"
" cubecoord = vec3(-scaled.xy, -1);\n"
" fragColor = vec4(texture(tex, cubecoord));\n";
break;
}
case GL_TEXTURE_CUBE_MAP_ARRAY:
{
version = "#extension GL_EXT_texture_cube_map_array : enable\n";
sampler = "uniform highp " + ui + "samplerCubeArray tex;\n";
uniform =
"uniform int cubeFace;\n"
"uniform int layer;\n";
mainCode =
" vec2 scaled = texcoord.xy * 2. - 1.;\n"
" vec3 cubecoord = vec3(1, -scaled.yx);\n"
" if (cubeFace == 1)\n"
" cubecoord = vec3(-1, -scaled.y, scaled.x);\n"
" if (cubeFace == 2)\n"
" cubecoord = vec3(scaled.x, 1, scaled.y);\n"
" if (cubeFace == 3)\n"
" cubecoord = vec3(scaled.x, -1, -scaled.y);\n"
" if (cubeFace == 4)\n"
" cubecoord = vec3(scaled.x, -scaled.y, 1);\n"
" if (cubeFace == 5)\n"
" cubecoord = vec3(-scaled.xy, -1);\n"
" fragColor = vec4(texture(tex, vec4(cubecoord, layer)));\n";
break;
}
case GL_TEXTURE_2D_MULTISAMPLE:
{
sampler = "uniform highp " + ui + "sampler2DMS tex;\n";
uniform = "uniform int s;\n";
mainCode = " fragColor = vec4(texelFetch(tex, ivec2(texcoord), s));\n";
break;
}
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
{
version = "#extension GL_OES_texture_storage_multisample_2d_array : require\n";
sampler = "uniform highp " + ui + "sampler2DMSArray tex;\n";
uniform =
"uniform int s;\n"
"uniform int slice;\n";
mainCode = " fragColor = vec4(texelFetch(tex, ivec3(texcoord, slice), s));\n";
break;
}
default:
{
UNREACHABLE();
}
}
return "#version 310 es\n" + version + "precision highp float;\n" + sampler + uniform +
"in vec2 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n" +
mainCode + "}\n";
}
void ClearTextureEXTTestES31::initTexture(int levelNum, FormatTableElement &fmt, GLTexture &tex)
{
// Create a texture widthxheightxdepth with 0x33.
std::vector<uint8_t> initColor(mWidth * mHeight * mDepth * 4 * sizeof(fmt.type), 0x33);
glBindTexture(mTarget, tex);
if (1 == levelNum)
{
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
else
{
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
}
glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_ERROR(GL_NO_ERROR);
// For each level, initialize the texture color.
for (int level = 0; level < levelNum; ++level)
{
int w = std::max(mWidth >> level, 1);
int h = std::max(mHeight >> level, 1);
int d = (mTarget == GL_TEXTURE_3D ? std::max(mDepth >> level, 1) : mDepth);
if (mTarget == GL_TEXTURE_2D)
{
glTexImage2D(mTarget, level, fmt.internalformat, w, h, 0, fmt.format, fmt.type,
initColor.data());
}
else if (mTarget == GL_TEXTURE_CUBE_MAP)
{
for (int f = 0; f < 6; ++f)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, level, fmt.internalformat, w, h, 0,
fmt.format, fmt.type, initColor.data());
}
}
else
{
glTexImage3D(mTarget, level, fmt.internalformat, w, h, d, 0, fmt.format, fmt.type,
initColor.data());
}
}
}
void ClearTextureEXTTestES31::clearCheckRenderable(int level,
int width,
int height,
int depth,
const GLTexture &tex,
const FormatTableElement &fmt,
GLColor &fullColorRef,
ColorTypes &fullColor,
GLColor &partialColorRef,
ColorTypes &partialColor)
{
// Clear the entire texture.
glClearTexImageEXT(tex, level, fmt.format, fmt.type, &fullColor);
for (int z = 0; z < depth; ++z)
{
if (mHasLayer)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, level, z);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, level);
}
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
colorCheckType(fmt, 0, 0, width, height, fullColorRef);
}
// Partial clear the texture.
int clearXOffset = width >> 2;
int clearYOffset = height >> 2;
int clearZOffset = depth >> 2;
int clearWidth = std::max(width >> 1, 1);
int clearHeight = std::max(height >> 1, 1);
int clearDepth = std::max(depth >> 1, 1);
glClearTexSubImageEXT(tex, level, clearXOffset, clearYOffset, clearZOffset, clearWidth,
clearHeight, clearDepth, fmt.format, fmt.type, &partialColor);
for (int z = 0; z < depth; ++z)
{
if (mHasLayer)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, level, z);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, level);
}
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
if (z >= clearZOffset && z < (clearZOffset + clearDepth))
{
colorCheckType(fmt, clearXOffset, clearYOffset, clearWidth, clearHeight,
partialColorRef);
}
else
{
colorCheckType(fmt, clearXOffset, clearYOffset, clearWidth, clearHeight, fullColorRef);
}
}
}
void ClearTextureEXTTestES31::clearCheckUnrenderable(int level,
int width,
int height,
int depth,
const GLTexture &tex,
const FormatTableElement &fmt,
GLuint program,
const std::vector<int> &loc,
GLColor &fullColorRef,
ColorTypes &fullColor,
GLColor &partialColorRef,
ColorTypes &partialColor)
{
// Clear the entire texture.
glClearTexImageEXT(tex, level, fmt.format, fmt.type, &fullColor);
glTexParameteri(mTarget, GL_TEXTURE_BASE_LEVEL, level);
int sampleNum = 1;
if (mTarget == GL_TEXTURE_2D_MULTISAMPLE || mTarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
glGetInternalformativ(mTarget, fmt.internalformat, GL_SAMPLES, 1, &sampleNum);
sampleNum = std::min(sampleNum, 4);
}
for (int z = 0; z < depth; ++z)
{
if (mHasLayer)
{
if (mTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
{
glUniform1i(loc[0], z % 6);
glUniform1i(loc[1], z / 6);
}
else if (mTarget == GL_TEXTURE_3D)
{
glUniform1f(loc[0], (z + 0.5f) / depth);
}
else if (mTarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
glUniform1i(loc[1], z);
}
else
{
glUniform1i(loc[0], z);
}
}
for (int sample = 0; sample < sampleNum; ++sample)
{
if (sampleNum != 1)
{
glUniform1i(loc[0], sample);
}
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), fullColorRef);
}
}
// Partial clear the texture.
int clearXOffset = width >> 2;
int clearYOffset = height >> 2;
int clearZOffset = depth >> 2;
int clearWidth = std::max(width >> 1, 1);
int clearHeight = std::max(height >> 1, 1);
int clearDepth = std::max(depth >> 1, 1);
int pixelXOffset =
static_cast<int>(clearXOffset * getWindowWidth() / static_cast<float>(width) + 0.5);
int pixelYOffset =
static_cast<int>(clearYOffset * getWindowHeight() / static_cast<float>(height) + 0.5);
int pixelWidth =
static_cast<int>(
(clearXOffset + clearWidth) * getWindowWidth() / static_cast<float>(width) + 0.5) -
pixelXOffset;
int pixelHeight =
static_cast<int>(
(clearYOffset + clearHeight) * getWindowHeight() / static_cast<float>(height) + 0.5) -
pixelYOffset;
glClearTexSubImageEXT(tex, level, clearXOffset, clearYOffset, clearZOffset, clearWidth,
clearHeight, clearDepth, fmt.format, fmt.type, &partialColor);
for (int z = 0; z < depth; ++z)
{
if (mHasLayer)
{
if (mTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
{
glUniform1i(loc[0], z % 6);
glUniform1i(loc[1], z / 6);
}
else if (mTarget == GL_TEXTURE_3D)
{
glUniform1f(loc[0], (z + 0.5f) / depth);
}
else if (mTarget == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
glUniform1i(loc[1], z);
}
else
{
glUniform1i(loc[0], z);
}
}
for (int sample = 0; sample < sampleNum; ++sample)
{
if (sampleNum != 1)
{
glUniform1i(loc[0], sample);
}
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
if (z >= clearZOffset && z < (clearZOffset + clearDepth))
{
EXPECT_PIXEL_RECT_EQ(pixelXOffset, pixelYOffset, pixelWidth, pixelHeight,
partialColorRef);
}
else
{
EXPECT_PIXEL_RECT_EQ(pixelXOffset, pixelYOffset, pixelWidth, pixelHeight,
fullColorRef);
}
}
}
}
class ClearTextureEXTTestES31Renderable : public ClearTextureEXTTestES31
{
protected:
std::vector<FormatTableElement> mFormats = {
{GL_R8, GL_RED, GL_UNSIGNED_BYTE},
{GL_R16F, GL_RED, GL_HALF_FLOAT},
{GL_R16F, GL_RED, GL_FLOAT},
{GL_R32F, GL_RED, GL_FLOAT},
{GL_RG8, GL_RG, GL_UNSIGNED_BYTE},
{GL_RG16F, GL_RG, GL_HALF_FLOAT},
{GL_RG16F, GL_RG, GL_FLOAT},
{GL_RG32F, GL_RG, GL_FLOAT},
{GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE},
{GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5},
{GL_RGB565, GL_RGB, GL_UNSIGNED_BYTE},
{GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV},
{GL_R11F_G11F_B10F, GL_RGB, GL_HALF_FLOAT},
{GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT},
{GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE},
{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_BYTE},
{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1},
{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV},
{GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE},
{GL_RGBA4, GL_RGBA, GL_UNSIGNED_BYTE},
{GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4},
{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV},
{GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT},
{GL_RGBA16F, GL_RGBA, GL_FLOAT},
{GL_RGBA32F, GL_RGBA, GL_FLOAT},
{GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT},
{GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT},
{GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT},
{GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE},
{GL_R8I, GL_RED_INTEGER, GL_BYTE},
{GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT},
{GL_R16I, GL_RED_INTEGER, GL_SHORT},
{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT},
{GL_R32I, GL_RED_INTEGER, GL_INT},
{GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE},
{GL_RG8I, GL_RG_INTEGER, GL_BYTE},
{GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT},
{GL_RG16I, GL_RG_INTEGER, GL_SHORT},
{GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT},
{GL_RG32I, GL_RG_INTEGER, GL_INT},
{GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE},
{GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE},
{GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT},
{GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT},
{GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT},
{GL_RGBA32I, GL_RGBA_INTEGER, GL_INT},
};
void testRenderable()
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_clear_texture") || !mExtraSupport);
const auto test = [&](FormatTableElement &fmt) {
// Update MAX level numbers.
if (mTarget == GL_TEXTURE_3D)
{
mLevels = std::max(mLevels, static_cast<int>(std::log2(mDepth)) + 1);
}
GLTexture tex;
initTexture(mLevels, fmt, tex);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Calculate specific clear color value.
GLColor fullColorRef = getClearColor(fmt.format, mFullColorRef);
ColorTypes fullColor = convertColorType(fmt.format, fmt.type, fullColorRef);
GLColor partialColorRef = getClearColor(fmt.format, mPartialColorRef);
ColorTypes partialColor = convertColorType(fmt.format, fmt.type, partialColorRef);
for (int level = 0; level < mLevels; ++level)
{
int width = std::max(mWidth >> level, 1);
int height = std::max(mHeight >> level, 1);
int depth = mIsArray ? mDepth : std::max(mDepth >> level, 1);
clearCheckRenderable(level, width, height, depth, tex, fmt, fullColorRef, fullColor,
partialColorRef, partialColor);
}
};
bool supportNorm16 = IsGLExtensionEnabled("GL_EXT_texture_norm16");
for (auto fmt : mFormats)
{
if (!supportNorm16 && requiredNorm16(fmt.internalformat))
{
continue;
}
test(fmt);
}
}
void testMS()
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_clear_texture") || !mExtraSupport);
const auto test = [&](FormatTableElement &fmt) {
// Initialize the texture.
GLTexture tex;
glBindTexture(mTarget, tex);
int sampleNum = 0;
glGetInternalformativ(mTarget, fmt.internalformat, GL_SAMPLES, 1, &sampleNum);
sampleNum = std::min(sampleNum, 4);
if (mIsArray)
{
glTexStorage3DMultisampleOES(mTarget, sampleNum, fmt.internalformat, mWidth,
mHeight, mDepth, GL_TRUE);
}
else
{
glTexStorage2DMultisample(mTarget, sampleNum, fmt.internalformat, mWidth, mHeight,
GL_TRUE);
}
EXPECT_GL_ERROR(GL_NO_ERROR);
ANGLE_GL_PROGRAM(initProgram, essl31_shaders::vs::Simple(),
essl31_shaders::fs::Green());
glUseProgram(initProgram);
drawQuad(initProgram, essl31_shaders::PositionAttrib(), 0.5f);
// Calculate specific clear color value.
GLColor fullColorRef = getClearColor(fmt.format, mFullColorRef);
ColorTypes fullColor = convertColorType(fmt.format, fmt.type, fullColorRef);
GLColor partialColorRef = getClearColor(fmt.format, mPartialColorRef);
ColorTypes partialColor = convertColorType(fmt.format, fmt.type, partialColorRef);
ANGLE_GL_PROGRAM(program, getVertexShader(mTarget).c_str(),
getFragmentShader(mTarget, fmt.isInt(), fmt.isUInt()).c_str());
glUseProgram(program);
std::vector<int> uniformLocs = {0, 0, 0};
uniformLocs[0] = glGetUniformLocation(program, "s");
ASSERT_NE(-1, uniformLocs[0]);
uniformLocs[2] = glGetUniformLocation(program, "texsize");
ASSERT_NE(-1, uniformLocs[2]);
glUniform2f(uniformLocs[2], static_cast<float>(mWidth), static_cast<float>(mHeight));
if (mIsArray)
{
uniformLocs[1] = glGetUniformLocation(program, "slice");
ASSERT_NE(-1, uniformLocs[1]);
}
clearCheckUnrenderable(0, mWidth, mHeight, mDepth, tex, fmt, program, uniformLocs,
fullColorRef, fullColor, partialColorRef, partialColor);
};
bool supportNorm16 = IsGLExtensionEnabled("GL_EXT_texture_norm16");
for (auto fmt : mFormats)
{
if (!supportNorm16 && requiredNorm16(fmt.internalformat))
{
continue;
}
test(fmt);
}
}
};
class ClearTextureEXTTestES31Unrenderable : public ClearTextureEXTTestES31
{
protected:
std::vector<FormatTableElement> mFormats = {
{GL_RGB16F, GL_RGB, GL_HALF_FLOAT},
{GL_RGB16F, GL_RGB, GL_FLOAT},
{GL_RGB8UI, GL_RGB_INTEGER, GL_UNSIGNED_BYTE},
{GL_RGB8I, GL_RGB_INTEGER, GL_BYTE},
{GL_RGB16UI, GL_RGB_INTEGER, GL_UNSIGNED_SHORT},
{GL_RGB16I, GL_RGB_INTEGER, GL_SHORT},
{GL_RGB32UI, GL_RGB_INTEGER, GL_UNSIGNED_INT},
{GL_RGB32I, GL_RGB_INTEGER, GL_INT},
{GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE},
{GL_R8_SNORM, GL_RED, GL_BYTE},
{GL_RG8_SNORM, GL_RG, GL_BYTE},
{GL_RGB8_SNORM, GL_RGB, GL_BYTE},
{GL_RGB32F, GL_RGB, GL_FLOAT},
{GL_RGBA8_SNORM, GL_RGBA, GL_BYTE},
{GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT},
{GL_R16_SNORM_EXT, GL_RED, GL_SHORT},
{GL_RG16_SNORM_EXT, GL_RG, GL_SHORT},
{GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT},
{GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE},
{GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE},
{GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE},
};
std::vector<FormatTableElement> mFormatsRGB9E5 = {
{GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV},
{GL_RGB9_E5, GL_RGB, GL_HALF_FLOAT},
{GL_RGB9_E5, GL_RGB, GL_FLOAT},
};
void testUnrenderable(std::vector<FormatTableElement> &formats)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 ||
!IsGLExtensionEnabled("GL_EXT_clear_texture") || !mExtraSupport);
const auto test = [&](FormatTableElement &fmt) {
// Update MAX level numbers.
if (mTarget == GL_TEXTURE_3D)
{
mLevels = std::max(mLevels, static_cast<int>(std::log2(mDepth)) + 1);
}
GLTexture tex;
initTexture(mLevels, fmt, tex);
// Calculate specific clear color value.
GLColor fullColorRef = getClearColor(fmt.format, mFullColorRef);
ColorTypes fullColor = convertColorType(fmt.format, fmt.type, fullColorRef);
GLColor partialColorRef = getClearColor(fmt.format, mPartialColorRef);
ColorTypes partialColor = convertColorType(fmt.format, fmt.type, partialColorRef);
ANGLE_GL_PROGRAM(program, getVertexShader(mTarget).c_str(),
getFragmentShader(mTarget, fmt.isInt(), fmt.isUInt()).c_str());
glUseProgram(program);
std::vector<int> uniformLocs = {0, 0};
if (mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_3D)
{
uniformLocs[0] = glGetUniformLocation(program, "slice");
ASSERT_NE(-1, uniformLocs[0]);
}
else if (mTarget == GL_TEXTURE_CUBE_MAP)
{
uniformLocs[0] = glGetUniformLocation(program, "cubeFace");
}
else if (mTarget == GL_TEXTURE_CUBE_MAP_ARRAY)
{
uniformLocs[0] = glGetUniformLocation(program, "cubeFace");
ASSERT_NE(-1, uniformLocs[0]);
uniformLocs[1] = glGetUniformLocation(program, "layer");
ASSERT_NE(-1, uniformLocs[1]);
}
// For each level, clear the texture.
for (int level = 0; level < mLevels; ++level)
{
int width = std::max(mWidth >> level, 1);
int height = std::max(mHeight >> level, 1);
int depth = mIsArray ? mDepth : std::max(mDepth >> level, 1);
clearCheckUnrenderable(level, width, height, depth, tex, fmt, program, uniformLocs,
fullColorRef, fullColor, partialColorRef, partialColor);
}
};
bool supportNorm16 = IsGLExtensionEnabled("GL_EXT_texture_norm16");
for (auto fmt : formats)
{
if (!supportNorm16 && requiredNorm16(fmt.internalformat))
{
continue;
}
test(fmt);
}
}
};
// Each int parameter can have three values: don't clear, clear, or masked clear. The bool
// parameter controls scissor.
using MaskedScissoredClearVariationsTestParams =
std::tuple<angle::PlatformParameters, int, int, int, bool>;
void ParseMaskedScissoredClearVariationsTestParams(
const MaskedScissoredClearVariationsTestParams &params,
bool *clearColor,
bool *clearDepth,
bool *clearStencil,
bool *maskColor,
bool *maskDepth,
bool *maskStencil,
bool *scissor)
{
int colorClearInfo = std::get<1>(params);
int depthClearInfo = std::get<2>(params);
int stencilClearInfo = std::get<3>(params);
*clearColor = colorClearInfo > 0;
*clearDepth = depthClearInfo > 0;
*clearStencil = stencilClearInfo > 0;
*maskColor = colorClearInfo > 1;
*maskDepth = depthClearInfo > 1;
*maskStencil = stencilClearInfo > 1;
*scissor = std::get<4>(params);
}
std::string MaskedScissoredClearVariationsTestPrint(
const ::testing::TestParamInfo<MaskedScissoredClearVariationsTestParams> &paramsInfo)
{
const MaskedScissoredClearVariationsTestParams &params = paramsInfo.param;
std::ostringstream out;
out << std::get<0>(params);
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
&maskColor, &maskDepth, &maskStencil, &scissor);
if (scissor || clearColor || clearDepth || clearStencil || maskColor || maskDepth ||
maskStencil)
{
out << "_";
}
if (scissor)
{
out << "_scissored";
}
if (clearColor || clearDepth || clearStencil)
{
out << "_clear_";
if (clearColor)
{
out << "c";
}
if (clearDepth)
{
out << "d";
}
if (clearStencil)
{
out << "s";
}
}
if (maskColor || maskDepth || maskStencil)
{
out << "_mask_";
if (maskColor)
{
out << "c";
}
if (maskDepth)
{
out << "d";
}
if (maskStencil)
{
out << "s";
}
}
return out.str();
}
class MaskedScissoredClearTestBase : public ANGLETest<MaskedScissoredClearVariationsTestParams>
{
protected:
MaskedScissoredClearTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void maskedScissoredColorDepthStencilClear(
const MaskedScissoredClearVariationsTestParams &params);
bool mHasDepth = true;
bool mHasStencil = true;
};
class MaskedScissoredClearTest : public MaskedScissoredClearTestBase
{};
// Overrides a feature to force emulation of stencil-only and depth-only formats with a packed
// depth/stencil format
class VulkanClearTest : public MaskedScissoredClearTestBase
{
protected:
void testSetUp() override
{
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
// Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
0);
glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mStencilTexture);
ASSERT_GL_NO_ERROR();
// Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2.
if (getClientMajorVersion() >= 3)
{
// Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
mDepthTexture);
}
ASSERT_GL_NO_ERROR();
}
void bindColorStencilFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
mHasDepth = false;
}
void bindColorDepthFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
mHasStencil = false;
}
private:
GLFramebuffer mColorStencilFBO;
GLFramebuffer mColorDepthFBO;
GLTexture mColorTexture;
GLRenderbuffer mDepthTexture;
GLRenderbuffer mStencilTexture;
};
// Test clearing the default framebuffer
TEST_P(ClearTest, DefaultFramebuffer)
{
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
}
// Test clearing the default framebuffer with scissor and mask
// This forces down path that uses draw to do clear
TEST_P(ClearTest, EmptyScissor)
{
// These configs have bug that fails this test.
// These configs are unmaintained so skipping.
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
ANGLE_SKIP_TEST_IF(IsIntel() && IsMac() && IsOpenGL());
glClearColor(0.25f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(-10, 0, 5, 5);
glClearColor(0.5f, 0.25f, 0.75f, 0.5f);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared
TEST_P(ClearTestRGB, DefaultFramebufferRGB)
{
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Invalidate the RGB default framebuffer and verify that the alpha channel is not cleared, and
// stays set after drawing.
TEST_P(ClearTestRGB_ES3, InvalidateDefaultFramebufferRGB)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that even though Alpha is cleared to 0.0 for this RGB FBO, it should be read back as
// 1.0, since the glReadPixels() is issued with GL_RGBA.
// OpenGL ES 3.2 spec:
// 16.1.3 Obtaining Pixels from the Framebuffer
// If G, B, or A values are not present in the internal format, they are taken to be zero,
// zero, and one respectively.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
const GLenum discards[] = {GL_COLOR};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Don't explicitly clear, but draw blue (make sure alpha is not cleared)
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Draw with a shader that outputs alpha=0.5. Readback and ensure that alpha=1.
TEST_P(ClearTestRGB_ES3, ShaderOutputsAlphaVerifyReadingAlphaIsOne)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(blueProgram);
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
GLint colorUniformLocation =
glGetUniformLocation(blueProgram, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f);
ASSERT_GL_NO_ERROR();
// Don't explicitly clear, but draw blue (make sure alpha is not cleared)
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test clearing a RGBA8 Framebuffer
TEST_P(ClearTest, RGBA8Framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// Test clearing a BGRA8 Framebuffer
TEST_P(ClearTest, BGRA8Framebuffer)
{
ANGLE_SKIP_TEST_IF(getEGLWindow()->isFeatureEnabled(Feature::BgraTexImageFormatsBroken));
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, getWindowWidth(), getWindowHeight(), 0, GL_BGRA_EXT,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 0, 255, 0, 255, 1.0);
}
// Test uploading a texture and then clearing a RGBA8 Framebuffer
TEST_P(ClearTest, TextureUploadAndRGBA8Framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
constexpr uint32_t kSize = 16;
std::vector<GLColor> pixelData(kSize * kSize, GLColor::blue);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_PIXEL_NEAR(0, 0, 0, 0, 255, 255, 1.0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still
// have a correct behavior after.
TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB)
{
// http://anglebug.com/40096508
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
// http://anglebug.com/40644765
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL() && IsIntel());
ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(),
angle::essl1_shaders::fs::UniformColor());
setupQuadVertexBuffer(0.5f, 1.0f);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib());
ASSERT_NE(positionLocation, -1);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Initially clear to black.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear with masked color.
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClearColor(0.5f, 0.5f, 0.5f, 0.75f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere.
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 192, 1.0);
// In the Vulkan backend, RGB textures are emulated with an RGBA texture format
// underneath and we keep a special mask to know that we shouldn't touch the alpha
// channel when we have that emulated texture. This test exists to validate that
// this mask gets updated correctly when the framebuffer attachment changes.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
}
// Test clearing a RGB8 Framebuffer with a color mask.
TEST_P(ClearTest, RGB8WithMaskFramebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.2f, 0.4f, 0.6f, 0.8f);
glClear(GL_COLOR_BUFFER_BIT);
// Since there's no alpha, we expect to get 255 back instead of the clear value (204).
EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(0.1f, 0.3f, 0.5f, 0.7f);
glClear(GL_COLOR_BUFFER_BIT);
// The blue channel was masked so its value should be unchanged.
EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0);
// Restore default.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
TEST_P(ClearTest, ClearIssue)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16);
EXPECT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
EXPECT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Regression test for a bug where "glClearDepthf"'s argument was not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, ClearIsClamped)
{
glClearDepthf(5.0f);
GLfloat clear_depth;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_EQ(1.0f, clear_depth);
}
// Regression test for a bug where "glDepthRangef"'s arguments were not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, DepthRangefIsClamped)
{
glDepthRangef(1.1f, -4.0f);
GLfloat depth_range[2];
glGetFloatv(GL_DEPTH_RANGE, depth_range);
EXPECT_EQ(1.0f, depth_range[0]);
EXPECT_EQ(0.0f, depth_range[1]);
}
// Test scissored clears on Depth16
TEST_P(ClearTest, Depth16Scissored)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize,
kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearDepthf(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearDepthf(perc);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
// Test scissored clears on Stencil8
TEST_P(ClearTest, Stencil8Scissored)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearStencil(static_cast<int>(perc * 255.0f));
glClear(GL_STENCIL_BUFFER_BIT);
}
}
// Covers a bug in the Vulkan back-end where starting a new command buffer in
// the masked clear would not trigger descriptor sets to be re-bound.
TEST_P(ClearTest, MaskedClearThenDrawWithUniform)
{
// Initialize a program with a uniform.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(-1, uniLoc);
glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Initialize a simple FBO.
constexpr GLsizei kSize = 2;
GLTexture clearTexture;
glBindTexture(GL_TEXTURE_2D, clearTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
glViewport(0, 0, kSize, kSize);
// Clear and draw to flush out dirty bits.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Flush to trigger a new serial.
glFlush();
// Enable color mask and draw again to trigger the bug.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Clear with a mask to verify that masked clear is done properly
// (can't use inline or RenderOp clear when some color channels are masked)
TEST_P(ClearTestES3, ClearPlusMaskDrawAndClear)
{
// Initialize a program with a uniform.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(-1, uniLoc);
glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Initialize a simple FBO.
constexpr GLsizei kSize = 2;
GLTexture clearTexture;
glBindTexture(GL_TEXTURE_2D, clearTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, kSize, kSize);
// Clear and draw to flush out dirty bits.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw green rectangle
glDrawArrays(GL_TRIANGLES, 0, 6);
// Enable color mask and draw again to trigger the bug.
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw purple-ish rectangle, green should be masked off
glUniform4f(uniLoc, 1.0f, 0.25f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Test that clearing all buffers through glClearColor followed by a clear of a specific buffer
// clears to the correct values.
TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne)
{
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
GLColor clearValues[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Clear all targets.
angle::Vector4 clearColor = clearValues[0].toNormalizedVector();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Clear odd targets individually.
for (uint32_t i = 1; i < kAttachmentCount; i += 2)
{
clearColor = clearValues[i].toNormalizedVector();
glClearBufferfv(GL_COLOR, i, clearColor.data());
}
// Even attachments should be cleared to color 0, while odd attachments are cleared to their
// respective color.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
uint32_t clearIndex = i % 2 == 0 ? 0 : i;
const GLColor &expect = clearValues[clearIndex];
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
}
// Test that clearing each render target individually works. In the Vulkan backend, this should be
// done in a single render pass.
TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually)
{
// http://anglebug.com/40096714
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 2;
constexpr float kDepthClearValue = 0.125f;
constexpr int32_t kStencilClearValue = 0x67;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
GLColor clearValues[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data());
}
glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
ASSERT_GL_NO_ERROR();
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
const GLColor &expect = clearValues[i];
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kSize);
verifyStencil(kStencilClearValue, kSize);
}
// Test that clearing multiple attachments in the presence of a color mask, scissor or both
// correctly clears all the attachments.
TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments)
{
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 2;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Masked clear
GLColor clearColorMasked(31, 63, 255, 191);
angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// All attachments should be cleared, with the blue channel untouched
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked);
}
// Masked scissored clear
GLColor clearColorMaskedScissored(63, 127, 255, 31);
clearColor = GLColor(63, 127, 191, 31).toNormalizedVector();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glEnable(GL_SCISSOR_TEST);
glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// The corners should keep the previous value while the center is cleared, except its blue
// channel.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored);
}
// Scissored clear
GLColor clearColorScissored(127, 191, 31, 63);
clearColor = GLColor(127, 191, 31, 63).toNormalizedVector();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// The corners should keep the old value while all channels of the center are cleared.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored);
}
}
// Test clearing multiple attachments in the presence of an indexed color mask.
TEST_P(ClearTestES3, MaskedIndexedClearMultipleAttachments)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Masked clear
GLColor clearColorMasked(31, 63, 255, 191);
angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
// Block blue channel for all attachements
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
// Unblock blue channel for attachments 0 and 1
glColorMaskiOES(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaskiOES(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// All attachments should be cleared, with the blue channel untouched for all attachments but 1.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
const GLColor attachmentColor = (i > 1) ? clearColorMasked : clearColor;
EXPECT_PIXEL_COLOR_EQ(0, 0, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, attachmentColor);
}
}
// Test that clearing multiple attachments of different nature (float, int and uint) in the
// presence of a color mask works correctly. In the Vulkan backend, this exercises clearWithDraw
// and the relevant internal shaders.
TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments)
{
// http://anglebug.com/40096714
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 3;
constexpr float kDepthClearValue = 0.256f;
constexpr int32_t kStencilClearValue = 0x1D;
constexpr GLenum kAttachmentFormats[kAttachmentCount] = {
GL_RGBA8,
GL_RGBA8I,
GL_RGBA8UI,
};
constexpr GLenum kDataFormats[kAttachmentCount] = {
GL_RGBA,
GL_RGBA_INTEGER,
GL_RGBA_INTEGER,
};
constexpr GLenum kDataTypes[kAttachmentCount] = {
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_UNSIGNED_BYTE,
};
std::vector<unsigned char> pixelData(kSize * kSize * 4, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i],
kDataTypes[i], pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
// Mask out red for all clears
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
GLColor clearValuef = {25, 50, 75, 100};
glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data());
int clearValuei[4] = {10, -20, 30, -40};
glClearBufferiv(GL_COLOR, 1, clearValuei);
uint32_t clearValueui[4] = {50, 60, 70, 80};
glClearBufferuiv(GL_COLOR, 2, clearValueui);
ASSERT_GL_NO_ERROR();
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
ASSERT_GL_NO_ERROR();
GLColor expect = clearValuef;
expect.R = 0;
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT2);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2],
clearValueui[3]);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kSize);
verifyStencil(kStencilClearValue, kSize);
}
// Test that clearing multiple attachments of different nature (float, int and uint) in the
// presence of a scissor test works correctly. In the Vulkan backend, this exercises clearWithDraw
// and the relevant internal shaders.
TEST_P(ClearTestES3, ScissoredClearHeterogeneousAttachments)
{
// http://anglebug.com/40096714
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// http://anglebug.com/42263682
ANGLE_SKIP_TEST_IF(IsWindows() && (IsOpenGL() || IsD3D11()) && IsAMD());
// http://anglebug.com/42263790
ANGLE_SKIP_TEST_IF(IsWindows7() && IsD3D11() && IsNVIDIA());
constexpr uint32_t kSize = 16;
constexpr uint32_t kHalfSize = kSize / 2;
constexpr uint32_t kAttachmentCount = 3;
constexpr float kDepthClearValue = 0.256f;
constexpr int32_t kStencilClearValue = 0x1D;
constexpr GLenum kAttachmentFormats[kAttachmentCount] = {
GL_RGBA8,
GL_RGBA8I,
GL_RGBA8UI,
};
constexpr GLenum kDataFormats[kAttachmentCount] = {
GL_RGBA,
GL_RGBA_INTEGER,
GL_RGBA_INTEGER,
};
constexpr GLenum kDataTypes[kAttachmentCount] = {
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_UNSIGNED_BYTE,
};
std::vector<unsigned char> pixelData(kSize * kSize * 4, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i],
kDataTypes[i], pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
// Enable scissor test
glScissor(0, 0, kHalfSize, kHalfSize);
glEnable(GL_SCISSOR_TEST);
GLColor clearValuef = {25, 50, 75, 100};
angle::Vector4 clearValuefv = clearValuef.toNormalizedVector();
glClearColor(clearValuefv.x(), clearValuefv.y(), clearValuefv.z(), clearValuefv.w());
glClearDepthf(kDepthClearValue);
// clear stencil.
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
// clear float color attachment & depth together
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// clear integer attachment.
int clearValuei[4] = {10, -20, 30, -40};
glClearBufferiv(GL_COLOR, 1, clearValuei);
// clear unsigned integer attachment
uint32_t clearValueui[4] = {50, 60, 70, 80};
glClearBufferuiv(GL_COLOR, 2, clearValueui);
ASSERT_GL_NO_ERROR();
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
ASSERT_GL_NO_ERROR();
GLColor expect = clearValuef;
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kHalfSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, kHalfSize - 1, expect);
EXPECT_PIXEL_EQ(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8I(0, 0, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(0, kHalfSize - 1, clearValuei[0], clearValuei[1], clearValuei[2],
clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize - 1, 0, clearValuei[0], clearValuei[1], clearValuei[2],
clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize - 1, kHalfSize - 1, clearValuei[0], clearValuei[1],
clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT2);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8UI(0, 0, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(0, kHalfSize - 1, clearValueui[0], clearValueui[1], clearValueui[2],
clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize - 1, 0, clearValueui[0], clearValueui[1], clearValueui[2],
clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize - 1, kHalfSize - 1, clearValueui[0], clearValueui[1],
clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kHalfSize);
verifyStencil(kStencilClearValue, kHalfSize);
}
// This tests a bug where in a masked clear when calling "ClearBuffer", we would
// mistakenly clear every channel (including the masked-out ones)
TEST_P(ClearTestES3, MaskedClearBufferBug)
{
unsigned char pixelData[] = {255, 255, 255, 255};
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
float clearValue[] = {0, 0.5f, 0.5f, 1.0f};
GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearBufferfv(GL_COLOR, 1, clearValue);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
}
// Test that stencil clears works if reference and write mask have no common bits. The write mask
// is the only thing that dictates which bits should be written to, and this is a regression test
// for a bug where the clear was no-oped if the (reference & writemask) == 0 instead of just
// writemask == 0.
TEST_P(ClearTestES3, ClearStencilWithNonOverlappingWriteMaskAndReferenceBits)
{
constexpr uint32_t kSize = 16;
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures;
GLRenderbuffer depthStencil;
glBindTexture(GL_TEXTURE_2D, textures);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures, 0);
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// Initialize the stencil buffer.
glClearDepthf(0);
glClearStencil(0xEC);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
verifyStencil(0xEC, kSize);
// Clear the color buffer again to make sure there are no stale data.
glClearColor(0.25, 0.5, 0.75, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 63, 127, 191, 255, 1.0);
// Set the stencil write mask to 0xF0
glStencilMask(0xF0);
// Set the stencil reference to 0x0F. It shouldn't matter
glStencilFunc(GL_EQUAL, 0x55, 0x0F);
glStencilOp(GL_INCR, GL_INCR, GL_INCR);
// Clear stencil again. Only the top four bits should be written.
const GLint kStencilClearValue = 0x59;
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
verifyStencil(0x5C, kSize);
}
// Regression test for a serial tracking bug.
TEST_P(ClearTestES3, BadFBOSerialBug)
{
// First make a simple framebuffer, and clear it to green
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, clearValues1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Next make a second framebuffer, and draw it to red
// (Triggers bad applied render target serial)
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
glDrawBuffers(1, drawBuffers);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Check that the first framebuffer is still green.
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that SRGB framebuffers clear to the linearized clear color
TEST_P(ClearTestES3, SRGBClear)
{
// First make a simple framebuffer, and clear it
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
}
// Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
// attachment
TEST_P(ClearTestES3, MixedSRGBClear)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
// Clear both textures
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
// Check value of texture0
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
// Check value of texture1
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync
// before a draw call. The test draws small quads to a larger FBO (the default back buffer).
// Before each blit to the back buffer it clears the quad to a certain color using
// ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to
// flush or finish after ClearBufferfv or each draw.
TEST_P(ClearTestES3, RepeatedClear)
{
// Fails on 431.02 driver. http://anglebug.com/40644697
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
constexpr char kVS[] =
"#version 300 es\n"
"in highp vec2 position;\n"
"out highp vec2 v_coord;\n"
"void main(void)\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" vec2 texCoord = (position * 0.5) + 0.5;\n"
" v_coord = texCoord;\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"in highp vec2 v_coord;\n"
"out highp vec4 color;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" color = texture(tex, v_coord);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
mTextures.resize(1, 0);
glGenTextures(1, mTextures.data());
GLenum format = GL_RGBA8;
const int numRowsCols = 3;
const int cellSize = 32;
const int fboSize = cellSize;
const int backFBOSize = cellSize * numRowsCols;
const float fmtValueMin = 0.0f;
const float fmtValueMax = 1.0f;
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// larger fbo bound -- clear to transparent black
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, uniLoc);
glUniform1i(uniLoc, 0);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
glUseProgram(program);
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glClearBufferfv(GL_COLOR, 0, color.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Method 1: Set viewport and draw full-viewport quad
glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
drawQuad(program, "position", 0.5f);
// Uncommenting the glFinish call seems to make the test pass.
// glFinish();
}
}
std::vector<GLColor> pixelData(backFBOSize * backFBOSize);
glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
GLColor expectedColor(color);
int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1;
GLColor actualColor = pixelData[testN];
EXPECT_NEAR(expectedColor.R, actualColor.R, 1);
EXPECT_NEAR(expectedColor.G, actualColor.G, 1);
EXPECT_NEAR(expectedColor.B, actualColor.B, 1);
EXPECT_NEAR(expectedColor.A, actualColor.A, 1);
}
}
ASSERT_GL_NO_ERROR();
}
// Test that clearing RGB8 attachments work when verified through sampling.
TEST_P(ClearTestES3, ClearRGB8)
{
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the texture through framebuffer.
const GLubyte kClearColor[] = {63, 127, 191, 55};
glClearColor(kClearColor[0] / 255.0f, kClearColor[1] / 255.0f, kClearColor[2] / 255.0f,
kClearColor[3] / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Sample from it and verify clear is done.
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLocation);
GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, lodLocation);
glUniform1i(textureLocation, 0);
glUniform1f(lodLocation, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_NEAR(0, 0, kClearColor[0], kClearColor[1], kClearColor[2], 255, 1);
ASSERT_GL_NO_ERROR();
}
// Test that clearing RGB8 attachments from a 2D texture array does not cause
// VUID-VkImageMemoryBarrier-oldLayout-01197
TEST_P(ClearTestES3, TextureArrayRGB8)
{
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGB8, 1, 1, 2);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, tex, 0, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, &bufs[0]);
glClearColor(1.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
EXPECT_GL_NO_ERROR();
}
void MaskedScissoredClearTestBase::maskedScissoredColorDepthStencilClear(
const MaskedScissoredClearVariationsTestParams &params)
{
// Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug.
// TODO(jmadill): Re-enable when possible. http://anglebug.com/42261257
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid());
const int w = getWindowWidth();
const int h = getWindowHeight();
const int wthird = w / 3;
const int hthird = h / 3;
constexpr float kPreClearDepth = 0.9f;
constexpr float kClearDepth = 0.5f;
constexpr uint8_t kPreClearStencil = 0xFF;
constexpr uint8_t kClearStencil = 0x16;
constexpr uint8_t kStencilMask = 0x59;
constexpr uint8_t kMaskedClearStencil =
(kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask);
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
&maskColor, &maskDepth, &maskStencil, &scissor);
// Clear to a random color, 0.9 depth and 0x00 stencil
Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f);
GLColor color1RGB(color1);
glClearColor(color1[0], color1[1], color1[2], color1[3]);
glClearDepthf(kPreClearDepth);
glClearStencil(kPreClearStencil);
if (!clearColor)
{
// If not asked to clear color, clear it anyway, but individually. The clear value is
// still used to verify that the depth/stencil clear happened correctly. This allows
// testing for depth/stencil-only clear implementations.
glClear(GL_COLOR_BUFFER_BIT);
}
glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
ASSERT_GL_NO_ERROR();
// Verify color was cleared correctly.
EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1);
if (scissor)
{
glEnable(GL_SCISSOR_TEST);
glScissor(wthird / 2, hthird / 2, wthird, hthird);
}
// Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil.
Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f);
GLColor color2RGB(color2);
glClearColor(color2[0], color2[1], color2[2], color2[3]);
glClearDepthf(kClearDepth);
glClearStencil(kClearStencil);
if (maskColor)
{
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
}
if (maskDepth)
{
glDepthMask(GL_FALSE);
}
if (maskStencil)
{
glStencilMask(kStencilMask);
}
glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
ASSERT_GL_NO_ERROR();
GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]);
// If not clearing color, the original color should be left both in the center and corners. If
// using a scissor, the corners should be left to the original color, while the center is
// possibly changed. If using a mask, the center (and corners if not scissored), changes to
// the masked results.
GLColor expectedCenterColorRGB = !clearColor ? color1RGB
: maskColor ? color2MaskedRGB
: color2RGB;
GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB;
// Verify second clear color mask worked as expected.
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
// If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage,
// so no particular behavior can be expected.
if (clearDepth || !mHasDepth)
{
// We use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL);
// - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer.
// - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer.
// - If depth is not cleared, the if above ensures there is no depth buffer at all,
// which means depth test will always pass.
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect blue to be written to the center.
expectedCenterColorRGB = GLColor::blue;
// If there is no depth, depth test always passes so the whole image must be blue. Same if
// depth write is masked.
expectedCornerColorRGB =
mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue;
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
}
// If there is stencil, but it's not asked to be cleared, there is similarly no expectation.
if (clearStencil || !mHasStencil)
{
// And another small shader to verify stencil.
ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
glEnable(GL_STENCIL_TEST);
// - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil
// buffer.
// - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil
// buffer.
// - If stencil is not cleared, the if above ensures there is no stencil buffer at all,
// which means stencil test will always pass.
glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF);
drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
glDisable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect green to be written to the center.
expectedCenterColorRGB = GLColor::green;
// If there is no stencil, stencil test always passes so the whole image must be green.
expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green;
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
}
}
// Tests combinations of color, depth, stencil clears with or without masks or scissor.
TEST_P(MaskedScissoredClearTest, Test)
{
maskedScissoredColorDepthStencilClear(GetParam());
}
// Tests combinations of color, depth, stencil clears with or without masks or scissor.
//
// This uses depth/stencil attachments that are single-channel, but are emulated with a format
// that has both channels.
TEST_P(VulkanClearTest, Test)
{
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth,
&clearStencil, &maskColor, &maskDepth,
&maskStencil, &scissor);
// We only care about clearing depth xor stencil.
if (clearDepth == clearStencil)
{
return;
}
if (clearDepth)
{
// Creating a depth-only renderbuffer is an ES3 feature.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
}
else
{
bindColorStencilFBO();
}
maskedScissoredColorDepthStencilClear(GetParam());
}
// Tests that clearing a non existing attachment works.
TEST_P(ClearTest, ClearColorThenClearNonExistingDepthStencil)
{
constexpr GLsizei kSize = 16;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear depth/stencil.
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Read back color.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests that clearing a non existing attachment works.
TEST_P(ClearTestES3, ClearDepthStencilThenClearNonExistingColor)
{
constexpr GLsizei kSize = 16;
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth/stencil.
glClearDepthf(1.0f);
glClearStencil(0xAA);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Clear color.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
// Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an
// assert.
TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert)
{
std::vector<GLuint> testUint(4);
glClearBufferuiv(GL_COLOR, 1, testUint.data());
std::vector<GLint> testInt(4);
glClearBufferiv(GL_COLOR, 1, testInt.data());
std::vector<GLfloat> testFloat(4);
glClearBufferfv(GL_COLOR, 1, testFloat.data());
EXPECT_GL_NO_ERROR();
}
// Clears many small concentric rectangles using scissor regions.
TEST_P(ClearTest, InceptionScissorClears)
{
angle::RNG rng;
constexpr GLuint kSize = 16;
// Create a square user FBO so we have more control over the dimensions.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glViewport(0, 0, kSize, kSize);
// Draw small concentric squares using scissor.
std::vector<GLColor> expectedColors;
for (GLuint index = 0; index < (kSize - 1) / 2; index++)
{
// Do the first clear without the scissor.
if (index > 0)
{
glEnable(GL_SCISSOR_TEST);
glScissor(index, index, kSize - (index * 2), kSize - (index * 2));
}
GLColor color = RandomColor(&rng);
expectedColors.push_back(color);
Vector4 floatColor = color.toNormalizedVector();
glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
std::vector<GLColor> actualColors(expectedColors.size());
glReadPixels(0, kSize / 2, actualColors.size(), 1, GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
EXPECT_EQ(expectedColors, actualColors);
}
// Clears many small concentric rectangles using scissor regions.
TEST_P(ClearTest, DrawThenInceptionScissorClears)
{
angle::RNG rng;
constexpr GLuint kSize = 16;
// Create a square user FBO so we have more control over the dimensions.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glViewport(0, 0, kSize, kSize);
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Draw small concentric squares using scissor.
std::vector<GLColor> expectedColors;
for (GLuint index = 0; index < (kSize - 1) / 2; index++)
{
// Do the first clear without the scissor.
if (index > 0)
{
glEnable(GL_SCISSOR_TEST);
glScissor(index, index, kSize - (index * 2), kSize - (index * 2));
}
GLColor color = RandomColor(&rng);
expectedColors.push_back(color);
Vector4 floatColor = color.toNormalizedVector();
glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
std::vector<GLColor> actualColors(expectedColors.size());
glReadPixels(0, kSize / 2, actualColors.size(), 1, GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
EXPECT_EQ(expectedColors, actualColors);
}
// Test that clearBuffer with disabled non-zero drawbuffer or disabled read source doesn't cause an
// assert.
TEST_P(ClearTestES3, ClearDisabledNonZeroAttachmentNoAssert)
{
// http://anglebug.com/40644728
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rb);
glDrawBuffers(0, nullptr);
glReadBuffer(GL_NONE);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
float clearColorf[4] = {0.5, 0.5, 0.5, 0.5};
glClearBufferfv(GL_COLOR, 1, clearColorf);
GLuint clearColorui[4] = {255, 255, 255, 255};
glClearBufferuiv(GL_COLOR, 1, clearColorui);
GLint clearColori[4] = {-127, -127, -127, -127};
glClearBufferiv(GL_COLOR, 1, clearColori);
EXPECT_GL_NO_ERROR();
}
// Test that having a framebuffer with maximum number of attachments and clearing color, depth and
// stencil works.
TEST_P(ClearTestES3, ClearMaxAttachments)
{
// http://anglebug.com/40644728
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
// http://anglebug.com/42263935
ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
constexpr GLsizei kSize = 16;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_GE(maxDrawBuffers, 4);
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
std::vector<GLRenderbuffer> color(maxDrawBuffers);
std::vector<GLenum> drawBuffers(maxDrawBuffers);
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex;
}
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that every color attachment is cleared correctly.
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Verify that depth and stencil attachments are cleared correctly.
GLFramebuffer fbVerify;
glBindFramebuffer(GL_FRAMEBUFFER, fbVerify);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x55, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Draw green.
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f);
// Verify that green was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
}
// Test that having a framebuffer with maximum number of attachments and clearing color, depth and
// stencil after a draw call works.
TEST_P(ClearTestES3, ClearMaxAttachmentsAfterDraw)
{
// http://anglebug.com/40644728
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
constexpr GLsizei kSize = 16;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_GE(maxDrawBuffers, 4);
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
std::vector<GLRenderbuffer> color(maxDrawBuffers);
std::vector<GLenum> drawBuffers(maxDrawBuffers);
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex;
}
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
// Issue a draw call to render blue, depth=0 and stencil 0x3C to the attachments.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x3C, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
// Generate shader for this framebuffer.
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "layout(location = " << colorIndex << ") out vec4 value" << colorIndex << ";\n";
}
strstr << "void main()\n"
"{\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "value" << colorIndex << " = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n";
}
strstr << "}\n";
ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), strstr.str().c_str());
drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that every color attachment is cleared correctly.
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << colorIndex;
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red) << colorIndex;
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red) << colorIndex;
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red) << colorIndex;
}
// Verify that depth and stencil attachments are cleared correctly.
GLFramebuffer fbVerify;
glBindFramebuffer(GL_FRAMEBUFFER, fbVerify);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// If depth is not cleared to 1, rendering would fail.
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x55, rendering would fail.
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Draw green.
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f);
// Verify that green was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
}
// Test that mixed masked clear works after clear.
TEST_P(ClearTestES3, ClearThenMixedMaskedClear)
{
constexpr GLsizei kSize = 16;
// Setup framebuffer.
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color and depth/stencil
glClearColor(0.1f, 1.0f, 0.0f, 0.7f);
glClearDepthf(0.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Clear again, but with color and stencil masked
glClearColor(1.0f, 0.2f, 0.6f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x3C);
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
glStencilMask(0xF0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Issue a draw call to verify color, depth and stencil.
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x35, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x35, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Blend half-transparent blue into the color buffer.
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
// Verify that the color buffer is now gray
const GLColor kExpected(127, 127, 127, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
}
// Test that clearing stencil after a draw call works.
TEST_P(ClearTestES3, ClearStencilAfterDraw)
{
// http://anglebug.com/40644728
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
constexpr GLsizei kSize = 16;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_GE(maxDrawBuffers, 4);
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
std::vector<GLRenderbuffer> color(maxDrawBuffers);
std::vector<GLenum> drawBuffers(maxDrawBuffers);
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex;
}
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
// Issue a draw call to render blue and stencil 0x3C to the attachments.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x3C, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
// Generate shader for this framebuffer.
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "layout(location = " << colorIndex << ") out vec4 value" << colorIndex << ";\n";
}
strstr << "void main()\n"
"{\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "value" << colorIndex << " = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n";
}
strstr << "}\n";
ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), strstr.str().c_str());
drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that every color attachment is cleared correctly.
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Verify that depth and stencil attachments are cleared correctly.
GLFramebuffer fbVerify;
glBindFramebuffer(GL_FRAMEBUFFER, fbVerify);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// If stencil is not cleared to 0x55, rendering would fail.
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Draw green.
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f);
// Verify that green was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
}
// Test that mid-render pass clearing of mixed used and unused color attachments works.
TEST_P(ClearTestES3, MixedRenderPassClearMixedUsedUnusedAttachments)
{
// http://anglebug.com/40644728
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
constexpr GLsizei kSize = 16;
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer color[2];
for (GLint colorIndex = 0; colorIndex < 2; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
}
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Disable color attachment 0.
GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
// Draw into color attachment 1
constexpr char kFS[] = R"(#version 300 es
precision highp float;
layout(location = 0) out vec4 color0;
layout(location = 1) out vec4 color1;
void main()
{
color0 = vec4(0, 0, 1, 1);
color1 = vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), kFS);
drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Color attachment 0 is now uninitialized, while color attachment 1 is red.
// Re-enable color attachment 0 and clear both attachments to green.
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(2, drawBuffers);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that both color attachments are now green.
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_GL_NO_ERROR();
}
// Test that draw without state change after masked clear works
TEST_P(ClearTestES3, DrawClearThenDrawWithoutStateChange)
{
swapBuffers();
constexpr GLsizei kSize = 16;
// Setup framebuffer.
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color initially.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Mask color.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(drawColor, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Draw red.
glViewport(0, 0, kSize, kSize);
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 0.5f);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Clear to green without any state change.
glClear(GL_COLOR_BUFFER_BIT);
// Draw red again without any state change.
glDrawArrays(GL_TRIANGLES, 0, 6);
// Verify that the color buffer is now red
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Test that clear stencil value is correctly masked to 8 bits.
TEST_P(ClearTest, ClearStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
glClearStencil(0x142);
glClear(GL_STENCIL_BUFFER_BIT);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferiv correctly masks the clear stencil value.
TEST_P(ClearTestES3, ClearBufferivStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
const GLint kStencilClearValue = 0x142;
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferfi correctly masks the clear stencil value.
TEST_P(ClearTestES3, ClearBufferfiStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x142);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferfi works when stencil attachment is not present.
TEST_P(ClearTestES3, ClearBufferfiNoStencilAttachment)
{
constexpr GLsizei kSize = 16;
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kSize, kSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear depth/stencil with glClearBufferfi. Note that the stencil attachment doesn't exist.
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x55);
EXPECT_GL_NO_ERROR();
// Verify depth is cleared correctly.
verifyDepth(0.5f, kSize);
}
// Test that scissored clear followed by non-scissored draw works. Ensures that when scissor size
// is expanded, the clear operation remains limited to the scissor region. Written to catch
// potential future bugs if loadOp=CLEAR is used in the Vulkan backend for a small render pass and
// then the render area is mistakenly enlarged.
TEST_P(ClearTest, ScissoredClearThenNonScissoredDraw)
{
constexpr GLsizei kSize = 16;
const std::vector<GLColor> kInitialData(kSize * kSize, GLColor::red);
// Setup framebuffer. Initialize color with red.
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kInitialData.data());
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Issue a scissored clear to green.
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glScissor(kSize / 2, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
// Expand the scissor and blend blue into the framebuffer.
glScissor(0, 0, kSize, kSize);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the left half is magenta, and the right half is cyan.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::cyan);
}
// Test that clear followed by a scissored masked clear works.
TEST_P(ClearTest, ClearThenScissoredMaskedClear)
{
constexpr GLsizei kSize = 16;
// Setup framebuffer
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear to red.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Mask red and clear to green with a scissor
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glScissor(0, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that the left half is yellow, and the right half is red.
EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::red);
}
// Test that a scissored stencil clear followed by a full clear works.
TEST_P(ClearTestES3, StencilScissoredClearThenFullClear)
{
constexpr GLsizei kSize = 128;
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
// Clear stencil value must be masked to 0x42
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x142);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Shrink the render area.
glScissor(kSize / 2, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
// Clear stencil.
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x64);
// Grow the render area.
glScissor(0, 0, kSize, kSize);
glEnable(GL_SCISSOR_TEST);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Scissored region is green, outside is red (clear color)
glStencilFunc(GL_EQUAL, 0x64, 0xFF);
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
glUseProgram(drawGreen);
drawQuad(drawGreen, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::red);
EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::green);
// Outside scissored region is blue.
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
glUseProgram(drawBlue);
drawQuad(drawBlue, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// This is a test that must be verified visually.
//
// Tests that clear of the default framebuffer applies to the window.
TEST_P(ClearTest, DISABLED_ClearReachesWindow)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Draw blue.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
swapBuffers();
// Use glClear to clear to red. Regression test for the Vulkan backend where this clear
// remained "deferred" and didn't make it to the window on swap.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
// Wait for visual verification.
angle::Sleep(2000);
}
// Tests that masked clear after a no-op framebuffer binding change with an open render pass works.
TEST_P(ClearTest, DrawThenChangeFBOBindingAndBackThenMaskedClear)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Draw blue.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Change framebuffer and back
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Masked clear
glColorMask(1, 0, 0, 1);
glClearColor(1.0f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
}
// Test that clearing slices of a 3D texture and reading them back works.
TEST_P(ClearTestES3, ClearAndReadPixels3DTexture)
{
constexpr uint32_t kWidth = 128;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kDepth = 7;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
std::array<GLColor, kDepth> clearColors = {
GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow,
GLColor::cyan, GLColor::magenta, GLColor::white,
};
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
glClearBufferfv(GL_COLOR, 0, clearColors[z].toNormalizedVector().data());
}
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColors[z]);
}
}
// Test that clearing stencil with zero first byte in mask doesn't crash.
TEST_P(ClearTestES3, ClearStencilZeroFirstByteMask)
{
glStencilMask(0xe7d6a900);
glClear(GL_STENCIL_BUFFER_BIT);
}
// Same test as ClearStencilZeroFirstByteMask, but using glClearBufferiv.
TEST_P(ClearTestES3, ClearBufferStencilZeroFirstByteMask)
{
glStencilMask(0xe7d6a900);
const GLint kStencilClearValue = 0x55;
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
}
// Test that mid render pass clear after draw sets the render pass size correctly.
TEST_P(ClearTestES3, ScissoredDrawThenFullClear)
{
const int w = getWindowWidth();
const int h = getWindowHeight();
// Use viewport to imply scissor on the draw call
glViewport(w / 4, h / 4, w / 2, h / 2);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
// Mid-render-pass clear without scissor or viewport change, which covers the whole framebuffer.
glClearColor(1, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::yellow);
}
// Test that mid render pass clear after masked clear sets the render pass size correctly.
TEST_P(ClearTestES3, MaskedScissoredClearThenFullClear)
{
const int w = getWindowWidth();
const int h = getWindowHeight();
// Use viewport to imply a small scissor on (non-existing) draw calls. This is important to
// make sure render area that's derived from scissor+viewport for draw calls doesn't
// accidentally fix render area derived from scissor for clear calls.
glViewport(w / 2, h / 2, 1, 1);
glEnable(GL_SCISSOR_TEST);
glScissor(w / 4, h / 4, w / 2, h / 2);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
glClearColor(0.13, 0.38, 0.87, 0.65);
glClear(GL_COLOR_BUFFER_BIT);
// Mid-render-pass clear without scissor, which covers the whole framebuffer.
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(1, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::yellow);
}
// Test that mid render pass masked clear after masked clear sets the render pass size correctly.
TEST_P(ClearTestES3, MaskedScissoredClearThenFullMaskedClear)
{
const int w = getWindowWidth();
const int h = getWindowHeight();
// Make sure the framebuffer is initialized.
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Use viewport to imply a small scissor on (non-existing) draw calls This is important to
// make sure render area that's derived from scissor+viewport for draw calls doesn't
// accidentally fix render area derived from scissor for clear calls.
glViewport(w / 2, h / 2, 1, 1);
glEnable(GL_SCISSOR_TEST);
glScissor(w / 4, h / 4, w / 2, h / 2);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
glClearColor(1, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Mid-render-pass clear without scissor, which covers the whole framebuffer.
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 4, h, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 4, 0, w / 2, h / 4, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 4, 3 * h / 4, w / 2, h / 4, GLColor::green);
EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 4, h / 4, w / 2, h / 2, GLColor::yellow);
}
// Test that reclearing color to the same value works.
TEST_P(ClearTestES3, RepeatedColorClear)
{
glClearColor(1, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing depth to the same value works.
TEST_P(ClearTestES3, RepeatedDepthClear)
{
glClearDepthf(0.25f);
glClear(GL_DEPTH_BUFFER_BIT);
verifyDepth(0.25f, 1);
glClear(GL_DEPTH_BUFFER_BIT);
verifyDepth(0.25f, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing stencil to the same value works.
TEST_P(ClearTestES3, RepeatedStencilClear)
{
glClearStencil(0xE4);
glClear(GL_STENCIL_BUFFER_BIT);
verifyStencil(0xE4, 1);
glClear(GL_STENCIL_BUFFER_BIT);
verifyStencil(0xE4, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing color to the same value works if color was written to in between with a draw
// call.
TEST_P(ClearTestES3, RepeatedColorClearWithDrawInBetween)
{
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing depth to the same value works if depth was written to in between with a draw
// call.
TEST_P(ClearTestES3, RepeatedDepthClearWithDrawInBetween)
{
glClearDepthf(0.25f);
glClear(GL_DEPTH_BUFFER_BIT);
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f);
glClear(GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_FALSE);
verifyDepth(0.25f, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing stencil to the same value works if stencil was written to in between with a
// draw call.
TEST_P(ClearTestES3, RepeatedStencilClearWithDrawInBetween)
{
glClearStencil(0xE4);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0x3C, 0xFF);
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f);
glClear(GL_STENCIL_BUFFER_BIT);
verifyStencil(0xE4, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing color to the same value works if color was written to in between with
// glCopyTexSubImage2D.
TEST_P(ClearTestES3, RepeatedColorClearWithCopyInBetween)
{
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the texture
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Replace the framebuffer texture
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the new texture and copy it to the old texture
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, color);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, getWindowWidth(), getWindowHeight());
// Attach the original texture back to the framebuffer and verify the copy.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clear to the original value and make sure it's applied.
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing color to the same value works if color was written to in between with a
// blit.
TEST_P(ClearTestES3, RepeatedColorClearWithBlitInBetween)
{
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the texture
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Create another framebuffer as blit src
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the new framebuffer and blit it to the old one
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Verify the copy is done correctly.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clear to the original value and make sure it's applied.
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing depth to the same value works if depth was written to in between with a
// blit.
TEST_P(ClearTestES3, RepeatedDepthClearWithBlitInBetween)
{
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth
glClearDepthf(0.25f);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
verifyDepth(0.25f, 1);
// Create another framebuffer as blit src
GLRenderbuffer depth2;
glBindRenderbuffer(GL_RENDERBUFFER, depth2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
getWindowHeight());
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth2);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the new framebuffer and blit it to the old one
glClearDepthf(0.75f);
glClear(GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Verify the copy is done correctly.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
verifyDepth(0.75f, 1);
// Clear to the original value and make sure it's applied.
glClearDepthf(0.25f);
glClear(GL_DEPTH_BUFFER_BIT);
verifyDepth(0.25f, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing stencil to the same value works if stencil was written to in between with a
// blit.
TEST_P(ClearTestES3, RepeatedStencilClearWithBlitInBetween)
{
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLRenderbuffer stencil;
glBindRenderbuffer(GL_RENDERBUFFER, stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear stencil
glClearStencil(0xE4);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
verifyStencil(0xE4, 1);
// Create another framebuffer as blit src
GLRenderbuffer stencil2;
glBindRenderbuffer(GL_RENDERBUFFER, stencil2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil2);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the new framebuffer and blit it to the old one
glClearStencil(0x35);
glClear(GL_STENCIL_BUFFER_BIT);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST);
// Verify the copy is done correctly.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
verifyStencil(0x35, 1);
// Clear to the original value and make sure it's applied.
glClearStencil(0xE4);
glClear(GL_STENCIL_BUFFER_BIT);
verifyStencil(0xE4, 1);
ASSERT_GL_NO_ERROR();
}
// Test that reclearing color to the same value works if color was written to in between with a
// compute shader.
TEST_P(ClearTestES31, RepeatedColorClearWithDispatchInBetween)
{
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the texture
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Write to the texture with a compute shader.
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(rgba8) uniform highp writeonly image2D imageOut;
void main()
{
imageStore(imageOut, ivec2(gl_GlobalInvocationID.xy), vec4(0, 1, 0, 1));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
glBindImageTexture(0, color, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glDispatchCompute(getWindowWidth(), getWindowHeight(), 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Verify the compute shader overwrites the image correctly.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clear to the original value and make sure it's applied.
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that clearing a 3D image bound to a layered framebuffer works using only attachment 0.
TEST_P(ClearTestES31, Bind3DTextureAndClearUsingAttachment0)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<GLColor> pixelData(kSize * kSize * kAttachmentCount, GLColor::white);
GLTexture texture3D;
glBindTexture(GL_TEXTURE_3D, texture3D);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, kSize, kSize, kAttachmentCount, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixelData.data());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, kAttachmentCount);
glFramebufferTextureEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
}
// Test that clearing a 3D image bound to a layered framebuffer works using multiple attachments.
TEST_P(ClearTestES31, Bind3DTextureAndClearUsingMultipleAttachments)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<GLColor> pixelData(kSize * kSize * kAttachmentCount, GLColor::white);
GLTexture texture3D;
glBindTexture(GL_TEXTURE_3D, texture3D);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, kSize, kSize, kAttachmentCount, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixelData.data());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, kAttachmentCount);
glFramebufferTextureEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0);
ASSERT_GL_NO_ERROR();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
const GLenum usedAttachment[kAttachmentCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT1};
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, usedAttachment[i], texture3D, 0, i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
}
// Test that reclearing depth to the same value works if depth is blit after clear, and depth is
// modified in between with a draw call.
TEST_P(ClearTestES3, RepeatedDepthClearWithBlitAfterClearAndDrawInBetween)
{
glClearDepthf(0.25f);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Make sure clear is flushed.
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(),
getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Draw to depth, and break the render pass.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clear back to the original value
glClear(GL_DEPTH_BUFFER_BIT);
// Blit again.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Make sure the cleared value is in destination, not the modified value.
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
verifyDepth(0.25f, 1);
ASSERT_GL_NO_ERROR();
}
// Test that gaps in framebuffer attachments do not cause race
// conditions when a clear op is followed by a draw call.
TEST_P(ClearTestES3, DrawAfterClearWithGaps)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main() {
vec2 offset = vec2((gl_VertexID & 1) == 0 ? -1.0 : 1.0, (gl_VertexID & 2) == 0 ? -1.0 : 1.0);
gl_Position = vec4(offset * 0.125 - 0.5, 0.0, 1.0);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
layout(location=0) out vec4 color0;
layout(location=2) out vec4 color2;
void main() {
color0 = vec4(1, 0, 1, 1);
color2 = vec4(1, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
constexpr int kSize = 1024;
GLRenderbuffer rb0;
glBindRenderbuffer(GL_RENDERBUFFER, rb0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer rb2;
glBindRenderbuffer(GL_RENDERBUFFER, rb2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rb2);
GLenum bufs[3] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, bufs);
glReadBuffer(GL_COLOR_ATTACHMENT2);
glClearColor(0, 1, 0, 1);
glViewport(0, 0, kSize, kSize);
// Draw immediately after clear
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
std::vector<GLColor> pixels(kSize * kSize, GLColor::transparentBlack);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_GL_NO_ERROR();
for (int y = 0; y < kSize; ++y)
{
for (int x = 0; x < kSize; ++x)
{
const GLColor color = pixels[y * kSize + x];
if (x > 192 && x < 319 && y > 192 && y < 319)
{
EXPECT_EQ(color, GLColor::yellow) << "at " << x << ", " << y;
}
else if (x < 191 || x > 320 || y < 191 || y > 320)
{
EXPECT_EQ(color, GLColor::green) << "at " << x << ", " << y;
}
}
}
}
// Test that mid render pass clears work with gaps in locations.
TEST_P(ClearTestES3, MidRenderPassClearWithGaps)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main() {
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
layout(location=0) out vec4 color0;
layout(location=2) out vec4 color2;
uniform vec4 color0in;
uniform vec4 color1in;
void main() {
color0 = color0in;
color2 = color1in;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
const GLint color0InLoc = glGetUniformLocation(program, "color0in");
const GLint color1InLoc = glGetUniformLocation(program, "color1in");
ASSERT_NE(color0InLoc, -1);
ASSERT_NE(color1InLoc, -1);
constexpr int kSize = 23;
GLRenderbuffer rb0;
glBindRenderbuffer(GL_RENDERBUFFER, rb0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer rb2;
glBindRenderbuffer(GL_RENDERBUFFER, rb2);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rb2);
GLenum bufs[3] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, bufs);
glViewport(0, 0, kSize, kSize);
// Start with a draw call
glUniform4f(color0InLoc, 0.1, 0.2, 0.3, 0.4);
glUniform4f(color1InLoc, 0.05, 0.15, 0.25, 0.35);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Clear in the middle of the render pass
glClearColor(1, 0, 0, 0.6);
glClear(GL_COLOR_BUFFER_BIT);
// Draw with blend, and verify results
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glUniform4f(color0InLoc, 0, 1, 0, 0.5);
glUniform4f(color1InLoc, 0, 0, 1, 0.5);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::yellow);
glReadBuffer(GL_COLOR_ATTACHMENT2);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::magenta);
}
// Test that reclearing stencil to the same value works if stencil is blit after clear, and stencil
// is modified in between with a draw call.
TEST_P(ClearTestES3, RepeatedStencilClearWithBlitAfterClearAndDrawInBetween)
{
glClearStencil(0xE4);
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Make sure clear is flushed.
GLRenderbuffer stencil;
glBindRenderbuffer(GL_RENDERBUFFER, stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(),
getWindowHeight());
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST);
// Draw to stencil, and break the render pass.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green());
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0x3C, 0xFF);
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clear back to the original value
glClear(GL_STENCIL_BUFFER_BIT);
// Blit again.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST);
// Make sure the cleared value is in destination, not the modified value.
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
verifyStencil(0xE4, 1);
ASSERT_GL_NO_ERROR();
}
// Test basic functionality of clearing a 2D texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2D)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the entire texture
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Clear each corner to a different color
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan);
glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::transparentBlack);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow);
}
// Test basic functionality of clearing a 2D RGB texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2DRGB)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the entire texture
glClearTexImageEXT(tex, 0, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Clear each corner to a different color
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::blue);
glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::cyan);
glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::black);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow);
}
// Test basic functionality of clearing a part of a 2D texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2DSubImage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the center to a different color
glClearTexSubImageEXT(tex, 0, 4, 4, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(4, 4, 8, 8, GLColor::cyan);
}
// Test clearing a 2D RGBA4 texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2DRGBA4)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 16, 16, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the entire texture, then clear each corner to a different color.
GLushort colorRed = 0xF00F;
GLushort colorGreen = 0x0F0F;
GLushort colorBlue = 0x00FF;
GLushort colorYellow = 0xFF0F;
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorGreen);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green);
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr);
glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorBlue);
glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorRed);
glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
&colorYellow);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::transparentBlack);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow);
}
// Test clearing a 2D RGB8 Snorm texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2DRGB8Snorm)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 16, 16, 0, GL_RGB, GL_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Clear the entire texture.
GLint colorGreenRGBSnorm = 0x007F00;
glClearTexImageEXT(tex, 0, GL_RGB, GL_BYTE, &colorGreenRGBSnorm);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::green);
}
// Test clearing a corner of a 2D RGB8 Snorm texture with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Clear2DRGB8SnormCorner)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 4x4 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 4, 4, 0, GL_RGB, GL_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Clear one corner of the texture.
GLint colorGreenRGBSnorm = 0x007F00;
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 2, 2, 1, GL_RGB, GL_BYTE, &colorGreenRGBSnorm);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
}
// Test basic functionality of clearing 2D textures with GL_EXT_clear_texture using nullptr.
TEST_P(ClearTextureEXTTest, Clear2DWithNull)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create two 16x16 textures with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, redBlock.data());
GLTexture tex2;
glBindTexture(GL_TEXTURE_2D, tex2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
// Clear the RGB texture.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLColor outputColor;
glClearTexImageEXT(tex, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glReadPixels(0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &outputColor);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::black);
// Clear the RGBA texture.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &outputColor);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::transparentBlack);
}
// Test basic functionality of clearing a 2D texture while bound to another.
TEST_P(ClearTextureEXTTest, Clear2DDifferentBinding)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create two 16x16 textures with no data.
GLTexture tex1;
glBindTexture(GL_TEXTURE_2D, tex1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture tex2;
glBindTexture(GL_TEXTURE_2D, tex2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Use clear on both textures while none are bound.
glBindTexture(GL_TEXTURE_2D, 0);
glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
// Bind to one texture while clearing the other.
glBindTexture(GL_TEXTURE_2D, tex2);
glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
}
// Test basic functionality of clearing 2D textures without binding to them.
TEST_P(ClearTextureEXTTest, Clear2DNoBinding)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create two 16x16 textures with no data.
GLTexture tex1;
glBindTexture(GL_TEXTURE_2D, tex1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture tex2;
glBindTexture(GL_TEXTURE_2D, tex2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Use clear on both textures while bound to neither.
glBindTexture(GL_TEXTURE_2D, 0);
glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
}
// Test basic functionality of clearing a 2D texture with prior staged update.
TEST_P(ClearTextureEXTTest, Clear2DOverwritePriorContent)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with some data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the entire texture.
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
}
// Test clearing a 2D texture using a depth of zero.
TEST_P(ClearTextureEXTTest, Clear2DWithZeroDepth)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture and fully clear it.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
// Clear the 2D texture using depth of zero.
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green);
}
// Test basic functionality of clearing a 2D texture defined using glTexStorage().
TEST_P(ClearTextureEXTTest, Clear2DTexStorage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 mipmap texture.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 16, 16);
// Define texture mip levels by clearing them.
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
glClearTexImageEXT(tex, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
glClearTexImageEXT(tex, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::magenta);
ASSERT_GL_NO_ERROR();
// Bind to framebuffer and verify.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::green);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 2);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 4, GLColor::blue);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 3);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::magenta);
}
// Test that a single full clear for the 3D texture works.
TEST_P(ClearTextureEXTTest, Clear3DSingleFull)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
constexpr uint32_t kDepth = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white);
}
}
// Test that a simple clear for the entire texture works.
TEST_P(ClearTextureEXTTest, Clear3DWhole)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
constexpr uint32_t kDepth = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white);
}
glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green);
}
}
// Test that clearing slices of a 3D texture and reading them back works.
TEST_P(ClearTextureEXTTest, Clear3DLayers)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 128;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kDepth = 7;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
std::array<GLColor, kDepth> clearColors = {
GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow,
GLColor::cyan, GLColor::magenta, GLColor::white,
};
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
for (uint32_t z = 0; z < kDepth; ++z)
{
glClearTexSubImageEXT(texture, 0, 0, 0, z, kWidth, kHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE,
&clearColors[z]);
}
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[z]);
}
}
// Test that clearing slices of a 3D texture with dimensions of zero does not change it.
TEST_P(ClearTextureEXTTest, Clear3DZeroDims)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 4;
constexpr uint32_t kHeight = 4;
constexpr uint32_t kDepth = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white);
// Dimensions of zero for clear are valid. However, they should not change the texture.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearTexSubImageEXT(texture, 0, 0, 0, 0, 0, kHeight, kDepth, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::red);
ASSERT_GL_NO_ERROR();
glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, 0, kDepth, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
ASSERT_GL_NO_ERROR();
glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::blue);
ASSERT_GL_NO_ERROR();
glClearTexSubImageEXT(texture, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white);
}
}
// Test that clearing blocks of a 3D texture and reading them back works.
TEST_P(ClearTextureEXTTest, Clear3DBlocks)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 16;
constexpr uint32_t kHeight = 16;
constexpr uint32_t kDepth = 16;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
std::array<GLColor, 8> clearColors = {GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow, GLColor::cyan, GLColor::magenta,
GLColor::white, GLColor::red};
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (uint32_t k = 0; k < 2; ++k)
{
for (uint32_t j = 0; j < 2; ++j)
{
for (uint32_t i = 0; i < 2; ++i)
{
glClearTexSubImageEXT(texture, 0, i * kWidth / 2, j * kHeight / 2, k * kDepth / 2,
kWidth / 2, kHeight / 2, kDepth / 2, GL_RGBA,
GL_UNSIGNED_BYTE, &clearColors[(k << 2) + (j << 1) + i]);
}
}
}
for (uint32_t z = 0; z < kDepth / 2; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth / 2, kHeight / 2, clearColors[0]);
EXPECT_PIXEL_RECT_EQ(kWidth / 2, 0, kWidth / 2, kHeight / 2, clearColors[1]);
EXPECT_PIXEL_RECT_EQ(0, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[2]);
EXPECT_PIXEL_RECT_EQ(kWidth / 2, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[3]);
}
for (uint32_t z = kDepth / 2; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth / 2, kHeight / 2, clearColors[4]);
EXPECT_PIXEL_RECT_EQ(kWidth / 2, 0, kWidth / 2, kHeight / 2, clearColors[5]);
EXPECT_PIXEL_RECT_EQ(0, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[6]);
EXPECT_PIXEL_RECT_EQ(kWidth / 2, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[7]);
}
}
// Test that clearing slices of a 3D texture and reading them back works.
TEST_P(ClearTextureEXTTest, Clear2DArray)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr uint32_t kWidth = 64;
constexpr uint32_t kHeight = 64;
constexpr uint32_t kDepth = 4;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, kWidth, kHeight, kDepth);
std::array<GLColor, kDepth> clearColors = {GLColor::red, GLColor::green, GLColor::blue,
GLColor::yellow};
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
for (uint32_t z = 0; z < kDepth; ++z)
{
glClearTexSubImageEXT(texture, 0, 0, 0, z, kWidth, kHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE,
&clearColors[z]);
}
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[z]);
}
}
// Test that luminance alpha textures are cleared correctly with GL_EXT_clear_texture. Regression
// test for emulated luma formats.
TEST_P(ClearTextureEXTTest, Luma)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
// Clear the entire texture to transparent black and test
GLubyte luminanceClearValue = 192;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
nullptr);
glClearTexImageEXT(tex, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &luminanceClearValue);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(
0, 0, getWindowWidth(), getWindowHeight(),
GLColor(luminanceClearValue, luminanceClearValue, luminanceClearValue, 255));
GLubyte lumaClearValue[2] = {128, 64};
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 16, 16, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(tex, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, &lumaClearValue);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(
0, 0, getWindowWidth(), getWindowHeight(),
GLColor(lumaClearValue[0], lumaClearValue[0], lumaClearValue[0], lumaClearValue[1]));
}
// Test that luminance alpha float textures are cleared correctly with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, LumaAlphaFloat)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
GLfloat lumaClearValue[2] = {0.5, 0.25};
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_FLOAT,
nullptr);
glClearTexImageEXT(tex, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, &lumaClearValue);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0,
GLColor(lumaClearValue[0] * 255, lumaClearValue[0] * 255,
lumaClearValue[0] * 255, lumaClearValue[1] * 255),
1);
}
// Test that interleaving glClearTexImageEXT and glTexSubImage2D calls produces the correct texture
// data.
TEST_P(ClearTextureEXTTest, InterleavedUploads)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
// Clear the entire texture to transparent black and test
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::transparentBlack);
// TexSubImage a corner
std::vector<GLColor> redBlock(8 * 8, GLColor::red);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
// Clear and tex sub image together
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight() / 2,
GLColor::blue);
}
// Test clearing integer textures with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, IntegerTexture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLColor32I rgba32iTestValue(-128, 256, -512, 1024);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 16, 16, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
glClearTexImageEXT(tex, 0, GL_RGBA_INTEGER, GL_INT, &rgba32iTestValue);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_32I_COLOR(0, 0, rgba32iTestValue);
GLColor32UI rgba32uiTestValue(128, 256, 512, 1024);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 16, 16, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT,
nullptr);
glClearTexImageEXT(tex, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &rgba32uiTestValue);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_32UI_COLOR(0, 0, rgba32uiTestValue);
}
// Test clearing float32 textures with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Float32Texture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLColor32F rgba32fTestValue(0.1, 0.2, 0.3, 0.4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 16, 16, 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImageEXT(tex, 0, GL_RGBA, GL_FLOAT, &rgba32fTestValue);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_32F_EQ(0, 0, rgba32fTestValue.R, rgba32fTestValue.G, rgba32fTestValue.B,
rgba32fTestValue.A);
}
// Test clearing depth textures with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, DepthTexture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
const GLuint depthClearZero = 0;
const GLuint depthClearOne = std::numeric_limits<GLuint>::max();
// Draw doesn't pass the depth test. Texture has 0.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearZero);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the depth test. Texture has 1.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side passes, right side fails
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
&depthClearZero);
glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
&depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue);
}
// Test clearing float depth textures (32-bit) with GL_EXT_clear_texture
TEST_P(ClearTextureEXTTest, Depth32FTexture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 16, 16, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
const GLfloat depthClearZero = 0.0;
const GLfloat depthClearOne = 1.0;
// Draw doesn't pass the depth test. Texture has 0.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearZero);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the depth test. Texture has 1.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side passes, right side fails
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
&depthClearZero);
glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
&depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue);
}
// Test clearing 16-bit depth textures with GL_EXT_clear_texture
TEST_P(ClearTextureEXTTest, Depth16Texture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 16, 16, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_SHORT, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
const GLushort depthClearZero = 0;
const GLushort depthClearOne = std::numeric_limits<GLushort>::max();
// Draw doesn't pass the depth test. Texture has 0.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearZero);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the depth test. Texture has 1.0.
glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side passes, right side fails
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
&depthClearZero);
glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
&depthClearOne);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue);
}
// Test clearing stencil textures with GL_EXT_clear_texture
TEST_P(ClearTextureEXTTest, StencilTexture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_stencil8"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture stencilTex;
glBindTexture(GL_TEXTURE_2D, stencilTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_STENCIL_INDEX8, 16, 16);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_LESS, 0xCC, 0xFF);
const GLint stencilClearAA = 0xAA;
const GLint stencilClearEE = 0xEE;
// Draw doesn't pass the stencil test.
glClearTexImageEXT(stencilTex, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearAA);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the stencil test.
glClearTexImageEXT(stencilTex, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearEE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side passes, right side fails
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(stencilTex, 0, 0, 0, 0, 8, 16, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
&stencilClearAA);
glClearTexSubImageEXT(stencilTex, 0, 8, 0, 0, 8, 16, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
&stencilClearEE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue);
}
// Test clearing depth24/stencil8 textures with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Depth24Stencil8Texture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture dsTex;
glBindTexture(GL_TEXTURE_2D, dsTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 16, 16);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dsTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_LESS, 0xCC, 0xFF);
GLuint dsValue0 = 0x000000AA;
GLuint dsValue1 = 0x000000EE;
GLuint dsValue2 = 0xFFFFFFAA;
GLuint dsValue3 = 0xFFFFFFEE;
// Draw doesn't pass the test.
glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the stencil test.
glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue3);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side fails the depth test. Top side fails the stencil test.
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(dsTex, 0, 0, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
&dsValue0);
glClearTexSubImageEXT(dsTex, 0, 0, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
&dsValue1);
glClearTexSubImageEXT(dsTex, 0, 8, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
&dsValue2);
glClearTexSubImageEXT(dsTex, 0, 8, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
&dsValue3);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 8, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::blue);
}
// Test clearing depth32/stencil textures with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Depth32FStencilTexture)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
GLTexture dsTex;
glBindTexture(GL_TEXTURE_2D, dsTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH32F_STENCIL8, 16, 16);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dsTex, 0);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_LESS, 0xCC, 0xFF);
struct DSClearValue
{
GLfloat depth;
GLuint stencil;
};
DSClearValue dsValue0 = {0, 0xAA};
DSClearValue dsValue1 = {0, 0xEE};
DSClearValue dsValue2 = {1, 0xAA};
DSClearValue dsValue3 = {1, 0xEE};
// Draw doesn't pass the test.
glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
// Draw passes the stencil test.
glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue3);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
// Left side fails the depth test. Top side fails the stencil test.
glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glClearTexSubImageEXT(dsTex, 0, 0, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue0);
glClearTexSubImageEXT(dsTex, 0, 0, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue1);
glClearTexSubImageEXT(dsTex, 0, 8, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue2);
glClearTexSubImageEXT(dsTex, 0, 8, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue3);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 8, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red);
EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::blue);
}
// Test clearing different sets of cube map texture faces with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, ClearCubeFaces)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (size_t i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Clear the entire texture
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
for (size_t i = 0; i < 6; i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
}
// Clear different ranges of faces to different colors:
// [0, 1] -> green
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
// [1, 2] -> blue (partially overlaps previous clear)
glClearTexSubImageEXT(tex, 0, 0, 0, 1, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
// [3, 5] -> cyan
glClearTexSubImageEXT(tex, 0, 0, 0, 3, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan);
// Test the colors
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 0,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 1,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 2,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 3,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 4,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 5,
tex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan);
}
// Test clearing different sets of cube map array texture layer-faces with GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, ClearCubeMapArray)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_cube_map_array"));
// Create a 16x16 texture with no data.
GLTexture tex;
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex);
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA, 16, 16, 24, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Clear the entire texture
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
for (size_t i = 0; i < 24; i++)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red);
}
// Clear different ranges of faces to different colors:
// [0, 4] -> green
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 5, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
// [4, 6] -> blue (partially overlaps previous clear)
glClearTexSubImageEXT(tex, 0, 0, 0, 4, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
// [12, 17] -> cyan
glClearTexSubImageEXT(tex, 0, 0, 0, 12, 16, 16, 6, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan);
// Test the colors
for (size_t i = 0; i < 4; i++)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green);
}
for (size_t i = 4; i < 7; i++)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue);
}
for (size_t i = 12; i < 18; i++)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i);
EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan);
}
}
// Test clearing one level, then uploading an update to the same level and then drawing.
TEST_P(ClearTextureEXTTest, ClearOneLevelThenPartialUpdateAndDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
std::vector<GLColor> greenBlock(16 * 16, GLColor::green);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
// Clear one level and add another update on top of it.
glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue);
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data());
// Draw.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(),
GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2,
GLColor::blue);
}
// Test drawing, then partially clearing the texture and drawing again.
TEST_P(ClearTextureEXTTest, DrawThenClearPartiallyThenDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
// Draw.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red);
// Clear a portion of the texture and draw again.
glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(),
GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2,
GLColor::red);
}
// Test partially clearing a mip level, applying an overlapping update and then drawing with it.
TEST_P(ClearTextureEXTTest, PartialClearThenOverlappingUploadThenDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
std::vector<GLColor> greenBlock(16 * 16, GLColor::green);
std::vector<GLColor> blueBlock(16 * 16, GLColor::blue);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
// Clear one level and add another update on top of it.
glClearTexSubImageEXT(tex, 1, 2, 2, 0, 4, 4, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data());
// Draw and verify.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 4, getWindowWidth() / 2, getWindowWidth() / 2,
getWindowHeight() / 4, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, getWindowWidth() / 4, getWindowWidth() / 4,
getWindowHeight() / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ((3 * getWindowWidth()) / 4, 0, getWindowWidth() / 4, getWindowHeight(),
GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, (3 * getWindowHeight()) / 4, getWindowWidth(), getWindowHeight() / 4,
GLColor::red);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 4,
GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth() / 4, getWindowHeight() / 2,
GLColor::red);
}
// Test clearing a mip level and generating mipmap based on its previous level and draw.
TEST_P(ClearTextureEXTTest, ClearLevelThenGenerateMipmapOnBaseThenDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
std::vector<GLColor> greenBlock(16 * 16, GLColor::green);
std::vector<GLColor> blueBlock(16 * 16, GLColor::blue);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data());
// Clear level 1 and then generate mipmap for the texture.
glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
glGenerateMipmap(GL_TEXTURE_2D);
// Draw.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red);
}
// Test clearing a mip level and generating mipmap based on that level and draw.
TEST_P(ClearTextureEXTTest, ClearLevelThenGenerateMipmapOnLevelThenDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Create a 16x16 texture with prior data.
std::vector<GLColor> redBlock(16 * 16, GLColor::red);
std::vector<GLColor> greenBlock(16 * 16, GLColor::green);
std::vector<GLColor> blueBlock(16 * 16, GLColor::blue);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data());
// Clear level 1 and then generate mipmap for the texture based on level 1.
glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glGenerateMipmap(GL_TEXTURE_2D);
// Draw.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::yellow);
}
// Test clearing a large 2D texture.
TEST_P(ClearTextureEXTTest, LargeTexture)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
constexpr GLsizei kTexWidth = 2048;
constexpr GLsizei kTexHeight = 2048;
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTexWidth, kTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, 0, kTexWidth, kTexHeight, GLColor::red);
}
// Test that clearing works correctly after swizzling the texture components.
TEST_P(ClearTextureEXTTest, ClearDrawSwizzleClearDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Initialize texture and draw.
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::cyan);
// Change swizzling; left rotation of the RGB components.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
// Clear again and draw.
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
}
// Test validation of GL_EXT_clear_texture.
TEST_P(ClearTextureEXTTest, Validation)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Texture 0 is invalid
glClearTexImageEXT(0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Texture is not the name of a texture object
glClearTexImageEXT(1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLTexture tex2D;
glBindTexture(GL_TEXTURE_2D, tex2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Out of bounds
glClearTexSubImageEXT(tex2D, 0, 1, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexSubImageEXT(tex2D, 0, 0, 1, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexSubImageEXT(tex2D, 1, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexSubImageEXT(tex2D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexSubImageEXT(tex2D, 0, 0, 0, 0, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Negative offsets
glClearTexSubImageEXT(tex2D, 0, 4, 4, 0, -2, -2, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLTexture texCube;
glBindTexture(GL_TEXTURE_CUBE_MAP, texCube);
// First and third cube faces are specified
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 0, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 2, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
// Unspecified cube face
glClearTexSubImageEXT(texCube, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Cube range with an unspecified face
glClearTexSubImageEXT(texCube, 0, 0, 0, 0, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Undefined level
GLTexture tex1Level;
glBindTexture(GL_TEXTURE_2D, tex1Level);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(tex1Level, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Compressed texture
GLTexture tex2DCompressed;
glBindTexture(GL_TEXTURE_2D, tex2DCompressed);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 128, nullptr);
glClearTexImageEXT(tex2DCompressed, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Buffer texture
if (IsGLExtensionEnabled("GL_EXT_texture_buffer"))
{
GLTexture texBuffer;
glBindTexture(GL_TEXTURE_BUFFER_EXT, texBuffer);
glClearTexImageEXT(texBuffer, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// internal format is integer and format does not specify integer data
GLTexture texInt;
glBindTexture(GL_TEXTURE_2D, texInt);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glClearTexImageEXT(texInt, 0, GL_RGBA, GL_FLOAT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// internal format is not integer and format does specify integer data
GLTexture texFloat;
glBindTexture(GL_TEXTURE_2D, texFloat);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 16, 16, 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImageEXT(texFloat, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// internal format is DEPTH_COMPONENT and format is not DEPTH_COMPONENT
GLTexture texDepth;
glBindTexture(GL_TEXTURE_2D, texDepth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 16, 16, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
nullptr);
glClearTexImageEXT(texDepth, 0, GL_RGBA, GL_FLOAT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// internal format is DEPTH_STENCIL and format is not DEPTH_STENCIL
GLTexture texDepthStencil;
glBindTexture(GL_TEXTURE_2D, texDepthStencil);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 16, 16, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glClearTexImageEXT(texDepthStencil, 0, GL_RGBA, GL_UNSIGNED_INT_24_8, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// internal format is STENCIL_INDEX and format is not STENCIL_INDEX
GLTexture texStencil;
glBindTexture(GL_TEXTURE_2D, texStencil);
glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, 16, 16, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
nullptr);
glClearTexImageEXT(texStencil, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// internal format is RGBA and the <format> is DEPTH_COMPONENT, STENCIL_INDEX, or DEPTH_STENCIL
GLTexture texRGBA;
glBindTexture(GL_TEXTURE_2D, texRGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 16, 16, 0, GL_RGBA, GL_FLOAT, nullptr);
glClearTexImageEXT(texRGBA, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexImageEXT(texRGBA, 0, GL_STENCIL_INDEX, GL_FLOAT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearTexImageEXT(texRGBA, 0, GL_DEPTH_STENCIL, GL_FLOAT, &GLColor::red);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Covers a driver bug that leaks color mask state into clear texture ops.
TEST_P(ClearTextureEXTTest, ClearTextureAfterMaskedClearBug)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture"));
// Perform a masked clear
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
// Create a new texture with data, clear it, and sample
{
constexpr uint32_t kSize = 16;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
}
}
// Test clearing renderable format textures with GL_EXT_clear_texture for TEXTURE_2D.
TEST_P(ClearTextureEXTTestES31Renderable, Clear2D)
{
mDepth = 1;
mTarget = GL_TEXTURE_2D;
mIsArray = mHasLayer = false;
testRenderable();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for TEXTURE_2D.
TEST_P(ClearTextureEXTTestES31Unrenderable, Clear2D)
{
mDepth = 1;
mTarget = GL_TEXTURE_2D;
mIsArray = mHasLayer = false;
testUnrenderable(mFormats);
}
// Test clearing renderable format textures with GL_EXT_clear_texture for TEXTURE_2D_ARRAY.
TEST_P(ClearTextureEXTTestES31Renderable, Clear2DArray)
{
mTarget = GL_TEXTURE_2D_ARRAY;
testRenderable();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for TEXTURE_2D_ARRAY.
TEST_P(ClearTextureEXTTestES31Unrenderable, Clear2DArray)
{
mTarget = GL_TEXTURE_2D_ARRAY;
testUnrenderable(mFormats);
}
// Test clearing renderable format textures with GL_EXT_clear_texture for TEXTURE_3D.
TEST_P(ClearTextureEXTTestES31Renderable, Clear3D)
{
mTarget = GL_TEXTURE_3D;
mIsArray = false;
testRenderable();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for TEXTURE_3D.
TEST_P(ClearTextureEXTTestES31Unrenderable, Clear3D)
{
mTarget = GL_TEXTURE_3D;
mIsArray = false;
testUnrenderable(mFormats);
}
// Test clearing renderable format textures with GL_EXT_clear_texture for TEXTURE_CUBE_MAP.
TEST_P(ClearTextureEXTTestES31Renderable, ClearCubeMap)
{
mHeight = mWidth;
mDepth = 6;
mLevels = std::log2(mWidth) + 1;
mTarget = GL_TEXTURE_CUBE_MAP;
testRenderable();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for TEXTURE_CUBE_MAP.
TEST_P(ClearTextureEXTTestES31Unrenderable, ClearCubeMap)
{
mHeight = mWidth;
mDepth = 6;
mLevels = std::log2(mWidth) + 1;
mTarget = GL_TEXTURE_CUBE_MAP;
testUnrenderable(mFormats);
}
// Test clearing renderable format textures with GL_EXT_clear_texture for
// TEXTURE_CUBE_MAP_ARRAY.
TEST_P(ClearTextureEXTTestES31Renderable, ClearCubeMapArray)
{
mHeight = mWidth;
mDepth = 2 * 6;
mLevels = std::log2(mWidth) + 1;
mTarget = GL_TEXTURE_CUBE_MAP_ARRAY;
mExtraSupport = IsGLExtensionEnabled("GL_EXT_texture_cube_map_array");
testRenderable();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for
// TEXTURE_CUBE_MAP_ARRAY.
TEST_P(ClearTextureEXTTestES31Unrenderable, ClearCubeMapArray)
{
mHeight = mWidth;
mDepth = 2 * 6;
mLevels = std::log2(mWidth) + 1;
mTarget = GL_TEXTURE_CUBE_MAP_ARRAY;
mExtraSupport = IsGLExtensionEnabled("GL_EXT_texture_cube_map_array");
testUnrenderable(mFormats);
}
// Test clearing GL_RGB9_E5 format.
TEST_P(ClearTextureEXTTestES31Unrenderable, ClearRGB9E5)
{
// Test for TEXTURE_2D_ARRAY.
mTarget = GL_TEXTURE_2D_ARRAY;
testUnrenderable(mFormatsRGB9E5);
// Test for TEXTURE_3D.
mTarget = GL_TEXTURE_3D;
mIsArray = false;
testUnrenderable(mFormatsRGB9E5);
// Test for TEXTURE_2D.
mDepth = 1;
mLevels = std::log2(std::max(mWidth, mHeight)) + 1;
mTarget = GL_TEXTURE_2D;
mIsArray = mHasLayer = false;
testUnrenderable(mFormatsRGB9E5);
// Test for TEXTURE_CUBE_MAP.
mHeight = mWidth;
mDepth = 6;
mLevels = std::log2(mWidth) + 1;
mTarget = GL_TEXTURE_CUBE_MAP;
mIsArray = mHasLayer = true;
testUnrenderable(mFormatsRGB9E5);
// Test for TEXTURE_CUBE_MAP_ARRAY.
mDepth = 2 * 6;
mTarget = GL_TEXTURE_CUBE_MAP_ARRAY;
mExtraSupport = IsGLExtensionEnabled("GL_EXT_texture_cube_map_array");
testUnrenderable(mFormatsRGB9E5);
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for TEXTURE_2D_MULTISAMPLE.
TEST_P(ClearTextureEXTTestES31Renderable, ClearMultisample)
{
mDepth = 1;
mTarget = GL_TEXTURE_2D_MULTISAMPLE;
mIsArray = mHasLayer = false;
testMS();
}
// Test clearing unrenderable format textures with GL_EXT_clear_texture for
// TEXTURE_2D_MULTISAMPLE_ARRAY.
TEST_P(ClearTextureEXTTestES31Renderable, ClearMultisampleArray)
{
mTarget = GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES;
mExtraSupport = EnsureGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array");
testMS();
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND(
ClearTest,
ES3_VULKAN().enable(Feature::ForceFallbackFormat),
ES3_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments),
ES2_WEBGPU());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestES3);
ANGLE_INSTANTIATE_TEST_ES3_AND(
ClearTestES3,
ES3_VULKAN().enable(Feature::ForceFallbackFormat),
ES3_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestES31);
ANGLE_INSTANTIATE_TEST_ES31_AND(
ClearTestES31,
ES31_VULKAN().enable(Feature::ForceFallbackFormat),
ES31_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments));
ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest,
MaskedScissoredClearVariationsTestPrint,
testing::Range(0, 3),
testing::Range(0, 3),
testing::Range(0, 3),
testing::Bool(),
ANGLE_ALL_TEST_PLATFORMS_ES2,
ANGLE_ALL_TEST_PLATFORMS_ES3,
ES3_VULKAN()
.disable(Feature::SupportsExtendedDynamicState)
.disable(Feature::SupportsExtendedDynamicState2),
ES3_VULKAN().disable(Feature::SupportsExtendedDynamicState2));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(VulkanClearTest);
ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest,
MaskedScissoredClearVariationsTestPrint,
testing::Range(0, 3),
testing::Range(0, 3),
testing::Range(0, 3),
testing::Bool(),
ES2_VULKAN().enable(Feature::ForceFallbackFormat),
ES2_VULKAN_SWIFTSHADER().enable(Feature::ForceFallbackFormat),
ES3_VULKAN().enable(Feature::ForceFallbackFormat),
ES3_VULKAN_SWIFTSHADER().enable(Feature::ForceFallbackFormat));
// Not all ANGLE backends support RGB backbuffers
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB);
ANGLE_INSTANTIATE_TEST(ClearTestRGB,
ES2_D3D11(),
ES3_D3D11(),
ES2_VULKAN(),
ES3_VULKAN(),
ES2_METAL(),
ES3_METAL());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB_ES3);
ANGLE_INSTANTIATE_TEST(ClearTestRGB_ES3, ES3_D3D11(), ES3_VULKAN(), ES3_METAL());
ANGLE_INSTANTIATE_TEST_ES3(ClearTextureEXTTest);
ANGLE_INSTANTIATE_TEST_ES31(ClearTextureEXTTestES31Renderable);
ANGLE_INSTANTIATE_TEST_ES31(ClearTextureEXTTestES31Unrenderable);
} // anonymous namespace