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kc3-lang/angle/tests/angle_tests/ClearTest.cpp

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  • Author : Jamie Madill
    Date : 2014-11-05 16:13:22
    Hash : 9abdc2d8
    Message : Fix fuzzy color check in ClearTest. This test was failing on some systems because of overly stringent color expectations. BUG=angle:809 Change-Id: I817de315ff6de46fb87f8ed1c21e3bb62c133176 Reviewed-on: https://chromium-review.googlesource.com/225262 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org>

  • tests/angle_tests/ClearTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(ClearTest, ES2_D3D9, ES2_D3D11, ES3_D3D11);
    ANGLE_TYPED_TEST_CASE(ClearTestES3, ES3_D3D11);
    
    template<typename T>
    class ClearTestBase : public ANGLETest
    {
      protected:
        ClearTestBase() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
    
                void main()
                {
                    gl_Position = position;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenFramebuffers(1, &mFBO);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mProgram);
            glDeleteFramebuffers(1, &mFBO);
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLuint mFBO;
    };
    
    template <typename T>
    class ClearTest : public ClearTestBase<T>
    {};
    
    template <typename T>
    class ClearTestES3 : public ClearTestBase<T>
    {};
    
    TYPED_TEST(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, mFBO);
    
        GLuint rbo;
        glGenRenderbuffers(1, &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);
    
        drawQuad(mProgram, "position", 0.5f);
    
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    }
    
    // Requires ES3
    // This tests a bug where in a masked clear when calling "ClearBuffer", we would
    // mistakenly clear every channel (including the masked-out ones)
    TYPED_TEST(ClearTestES3, MaskedClearBufferBug)
    {
        unsigned char pixelData[] = { 255, 255, 255, 255 };
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
    
        GLuint textures[2];
        glGenTextures(2, &textures[0]);
    
        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);
    
        // TODO: glReadBuffer support
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        //TODO(jmadill): Robust handling of pixel test error ranges
        EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
    
        glDeleteTextures(2, textures);
    }
    
    TYPED_TEST(ClearTestES3, BadFBOSerialBug)
    {
        // First make a simple framebuffer, and clear it to green
        glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
    
        GLuint textures[2];
        glGenTextures(2, &textures[0]);
    
        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_EQ(0, 0, 0, 255, 0, 255);
    
        // Next make a second framebuffer, and draw it to red
        // (Triggers bad applied render target serial)
        GLuint fbo2;
        glGenFramebuffers(1, &fbo2);
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
    
        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);
    
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Check that the first framebuffer is still green.
        glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        glDeleteTextures(2, textures);
        glDeleteFramebuffers(1, &fbo2);
    }