blob: 1a8df19eefef25e42c9a196d7ba4a97064757fdb [file] [log] [blame]
//
// Copyright 2020 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.
//
// Test that invokes a usecase where there is a feedback loop but the framebuffer
// depth attachment is only read from
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class ReadOnlyFeedbackLoopTest : public ANGLETest<>
{
protected:
ReadOnlyFeedbackLoopTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthRangef(-1.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
};
class ReadOnlyFeedbackLoopTestES31 : public ReadOnlyFeedbackLoopTest
{};
// Fill out a depth texture to specific values and use it both as a sampler and a depth texture
// with depth write disabled. This is to test a "read-only feedback loop" that needs to be
// supported to match industry standard.
TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
const GLuint width = getWindowWidth();
const GLuint height = getWindowHeight();
GLTexture colorTex;
GLTexture depthTex;
GLTexture finalTex;
GLFramebuffer gbufferFbo;
GLFramebuffer finalFbo;
ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
EXPECT_GL_NO_ERROR();
// Attach a color and depth texture to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Set the color texture to blue and depth texture to 1.0f
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Enable Depth test with passing always to write depth.
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
// Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as
// previously cleared.
const GLfloat depthValue = 0.0f;
drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, finalTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, finalFbo);
EXPECT_GL_NO_ERROR();
// Enable Depth test without depth write.
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_GREATER);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, depthTex);
// Fill finalTex with values read from depthTex. This should work even though depthTex
// is also bound as the depth attachment, because depth write is disabled.
// The write to finalTex only succeeds for the middle region due to depth test.
drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f);
// Copy finalTex to default framebuffer for verification. Depth values written in the first
// draw call are expected in the middle, while the clear value in the clear before the
// second draw call are expected at the border.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, finalTex);
drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f);
EXPECT_GL_NO_ERROR();
GLint depthColorValue = (depthValue)*128 + 128;
EXPECT_NEAR(depthColorValue, angle::ReadColor(width / 2, height / 2).R, 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Tests that we can support a feedback loop between a depth textures and the depth buffer.
// The test emulates the read-only feedback loop in Manhattan.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopSupported)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 2;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth to 0.5.
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
// Disable depth. Although this does not remove the feedback loop as defined by the
// spec it mimics what gfxbench does in its rendering tests.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Verify we can sample the depth texture and get 0.5.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests corner cases with read-only depth-stencil feedback loops.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopStateChanges)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 2;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
glUseProgram(program);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLFramebuffer framebuffer1;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer framebuffer2;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Clear depth to 0.5.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
glFlush();
// Disable depth. Although this does not remove the feedback loop as defined by the
// spec it mimics what gfxbench does in its rendering tests.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Draw with loop.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Draw with no loop and second FBO. Starts RP in writable mode.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
glBindTexture(GL_TEXTURE_2D, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Draw with loop, restarts RP.
glBindTexture(GL_TEXTURE_2D, depthTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
}
// Tests depth/stencil clear after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilClear)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 2;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
glUseProgram(program);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth to 0.5.
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
// Disable depth to establish read-only depth/stencil feedback loop.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Verify we can sample the depth texture and get 0.5.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
// Clear depth to another value
glDepthMask(true);
glClearDepthf(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Make sure the last clear and the draw are not reordered by mistake.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
// Make sure depth is correctly cleared.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Tests scissored depth/stencil clear after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenScissoredDepthStencilClear)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 2;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
glUseProgram(program);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth to 0.5.
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
// Disable depth to establish read-only depth/stencil feedback loop.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Verify we can sample the depth texture and get 0.5.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
// Clear depth to another value in a scissor
glDepthMask(true);
glEnable(GL_SCISSOR_TEST);
glViewport(kSize / 2, kSize / 2, kSize / 2, kSize / 2);
glClearDepthf(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Make sure the draw worked.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
// Make sure depth is correctly cleared.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Tests depth/stencil blit after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 2;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
glUseProgram(program);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth to 0.5.
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
// Disable depth to establish read-only depth/stencil feedback loop.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Verify we can sample the depth texture and get 0.5.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
// Blit depth to another framebuffer.
GLFramebuffer framebuffer2;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer2);
GLTexture colorTexture2;
glBindTexture(GL_TEXTURE_2D, colorTexture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture2,
0);
GLTexture depthTexture2;
glBindTexture(GL_TEXTURE_2D, depthTexture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture2,
0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Make sure the draw worked.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
// Make sure depth is correctly blitted.
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer2);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.05f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
ASSERT_GL_NO_ERROR();
glDepthFunc(GL_LESS);
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(drawRed, essl1_shaders::PositionAttrib(), -0.05f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests that if the framebuffer is cleared, a feedback loop between a depth textures and the depth
// buffer is established, and a scissored clear is issued, that the clear is not mistakenly
// scissored.
TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopWithClearAndScissoredDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLuint kSize = 16;
glViewport(0, 0, kSize, kSize);
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D depth;
void main()
{
if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture colorTexture;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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, colorTexture, 0);
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color to blue and depth to 0.5.
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClearDepthf(0.5f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Disable depth. Although this does not remove the feedback loop as defined by the
// spec it mimics what gfxbench does in its rendering tests.
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Verify we can sample the depth texture and get 0.5. Use a scissor.
glScissor(0, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
// Make sure the scissored region passes the depth test and is changed to green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::green);
// Make sure the region outside the scissor is cleared to blue.
EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue);
}
// Tests that sampling from stencil while simultaneously bound as read-only attachment works. Depth
// is being written at the same time.
TEST_P(ReadOnlyFeedbackLoopTestES31, SampleStencilWhileReadOnlyAttachment)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLsizei kSize = 64;
// Create FBO with color, depth and stencil
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
GLTexture depthStencil;
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Initialize depth/stencil
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
glBindTexture(GL_TEXTURE_2D, 0);
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);
// Draw red with depth = 1 and stencil = 0xAA
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
ASSERT_GL_NO_ERROR();
// Break the render pass by making a copy of the color texture.
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
// Disable stencil output and bind stencil as sampler.
glDepthFunc(GL_LESS);
glStencilFunc(GL_EQUAL, 0xAA, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
constexpr char kVS[] = R"(#version 310 es
precision highp float;
in vec4 position;
out vec2 texCoord;
void main()
{
gl_Position = position;
texCoord = position.xy * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
precision mediump usampler2D;
in vec2 texCoord;
uniform usampler2D stencil;
out vec4 color;
void main()
{
bool stencilPass = texture(stencil, texCoord).x == 0xAAu;
color = vec4(0, stencilPass, 0, 1);
}
)";
ANGLE_GL_PROGRAM(validateStencil, kVS, kFS);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
ASSERT_GL_NO_ERROR();
glUseProgram(validateStencil);
glUniform1i(glGetUniformLocation(validateStencil, "stencil"), 0);
ASSERT_GL_NO_ERROR();
drawQuad(validateStencil, "position", 0.95);
ASSERT_GL_NO_ERROR();
// Break the render pass
glBindTexture(GL_TEXTURE_2D, copyTex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
GLFramebuffer readFramebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green);
// Validate that depth was overwritten in the previous render pass
glDepthFunc(GL_GREATER);
glDepthMask(GL_FALSE);
glUseProgram(drawColor);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue);
}
// Tests that sampling from depth while simultaneously bound as read-only attachment works. Stencil
// is being written at the same time.
TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthWhileReadOnlyAttachment)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLsizei kSize = 64;
// Create FBO with color, depth and stencil
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
GLTexture depthStencil;
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Initialize depth/stencil
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
glBindTexture(GL_TEXTURE_2D, 0);
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);
// Draw red with depth = 1 and stencil = 0xAA
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
ASSERT_GL_NO_ERROR();
// Break the render pass by making a copy of the color texture.
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
// Disable depth output and bind depth as sampler.
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 0xBB, 0xEE);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
constexpr char kVS[] = R"(#version 310 es
precision highp float;
in vec4 position;
out vec2 texCoord;
void main()
{
gl_Position = position;
texCoord = position.xy * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
in vec2 texCoord;
uniform sampler2D depth;
out vec4 color;
void main()
{
bool depthPass = abs(texture(depth, texCoord).x - 1.0) < 0.1;
color = vec4(0, depthPass, 0, 1);
}
)";
ANGLE_GL_PROGRAM(validateDepth, kVS, kFS);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glUseProgram(validateDepth);
glUniform1i(glGetUniformLocation(validateDepth, "depth"), 0);
ASSERT_GL_NO_ERROR();
drawQuad(validateDepth, "position", 0.95);
ASSERT_GL_NO_ERROR();
// Break the render pass
glBindTexture(GL_TEXTURE_2D, copyTex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
GLFramebuffer readFramebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green);
// Validate that stencil was overwritten in the previous render pass
glStencilFunc(GL_EQUAL, 0xBB, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glUseProgram(drawColor);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue);
}
// Tests that sampling from depth and stencil while simultaneously bound as read-only attachment
// works.
TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthAndStencilWhileReadOnlyAttachment)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
constexpr GLsizei kSize = 64;
// Create FBO with color, depth and stencil
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
GLTexture depthStencil;
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
// Initialize depth/stencil
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
glBindTexture(GL_TEXTURE_2D, 0);
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);
// Draw red with depth = 1 and stencil = 0xAA
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
ASSERT_GL_NO_ERROR();
// Break the render pass by making a copy of the color texture.
GLTexture copyTex;
glBindTexture(GL_TEXTURE_2D, copyTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
// Disable depth/stencil output and bind both depth and stencil as samplers.
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glStencilFunc(GL_EQUAL, 0xAA, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
constexpr char kVS[] = R"(#version 310 es
precision highp float;
in vec4 position;
out vec2 texCoord;
void main()
{
gl_Position = position;
texCoord = position.xy * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
precision mediump usampler2D;
in vec2 texCoord;
uniform sampler2D depth;
uniform usampler2D stencil;
out vec4 color;
void main()
{
// Note: Due to GL_DEPTH_STENCIL_TEXTURE_MODE, it is not possible to read both the depth and
// stencil aspects correctly. For the sake of test (reading both aspects), just make sure to
// sample from depth.
bool depthPass = !isinf(texture(depth, texCoord).x);
bool stencilPass = texture(stencil, texCoord).x == 0xAAu;
color = vec4(0, depthPass, stencilPass, 1);
}
)";
ANGLE_GL_PROGRAM(validateDepthStencil, kVS, kFS);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
ASSERT_GL_NO_ERROR();
glUseProgram(validateDepthStencil);
glUniform1i(glGetUniformLocation(validateDepthStencil, "depth"), 0);
glUniform1i(glGetUniformLocation(validateDepthStencil, "stencil"), 1);
ASSERT_GL_NO_ERROR();
drawQuad(validateDepthStencil, "position", 0.95);
ASSERT_GL_NO_ERROR();
// Break the render pass
glBindTexture(GL_TEXTURE_2D, copyTex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
ASSERT_GL_NO_ERROR();
GLFramebuffer readFramebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::cyan);
}
// Instantiate the test for ES3.
ANGLE_INSTANTIATE_TEST_ES3(ReadOnlyFeedbackLoopTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ReadOnlyFeedbackLoopTestES31);
ANGLE_INSTANTIATE_TEST_ES31(ReadOnlyFeedbackLoopTestES31);