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kc3-lang/angle/src/tests/gl_tests/DrawBuffersTest.cpp

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  • Author : Le Hoang Quyen
    Date : 2020-09-26 19:22:00
    Hash : 80d4901a
    Message : Metal: Support integer textures. Bug: angleproject:2634 Bug: angleproject:5154 Change-Id: Iffea26fe2c683557b4fa7c13fddf3523294b47d4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433329 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.cpp
  • //
    // 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 "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testTearDown() override
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteFramebuffers(1, &mReadFramebuffer);
            glDeleteTextures(4, mTextures);
        }
    
        // We must call a different DrawBuffers method depending on extension support. Use this
        // method instead of calling on directly.
        void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
        {
            if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
            {
                glDrawBuffersEXT(n, drawBufs);
            }
            else
            {
                ASSERT_GE(getClientMajorVersion(), 3);
                glDrawBuffers(n, drawBufs);
            }
        }
    
        // Use this method to filter if we can support these tests.
        bool setupTest()
        {
            if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") ||
                                                !EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit")))
            {
                return false;
            }
    
            // This test seems to fail on an nVidia machine when the window is hidden
            setWindowVisible(getOSWindow(), true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, nullptr);
            }
    
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
            glGenFramebuffers(1, &mReadFramebuffer);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
    
            return true;
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index
                           << ") "
                              "out vec4 value"
                           << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b
                           << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientMajorVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientMajorVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        const char *positionAttrib()
        {
            if (getClientMajorVersion() == 3)
            {
                return essl3_shaders::PositionAttrib();
            }
            else
            {
                return essl1_shaders::PositionAttrib();
            }
        }
    
        static GLColor getColorForIndex(unsigned int index)
        {
            GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
            GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
            GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
            return GLColor(r, g, b, 255u);
        }
    
        void verifyAttachment2DColor(unsigned int index,
                                     GLuint textureName,
                                     GLenum target,
                                     GLint level,
                                     GLColor color)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
                                   level);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
                << "index " << index;
        }
    
        void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
        }
    
        void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
        }
    
        void verifyAttachment3DOES(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
    
            glFramebufferTexture3DOES(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture,
                                      level, layer);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        GLuint mFBO             = 0;
        GLuint mReadFramebuffer = 0;
        GLuint mTextures[4]     = {};
        GLint mMaxDrawBuffers   = 0;
    };
    
    class DrawBuffersWebGL2Test : public DrawBuffersTest
    {
      public:
        DrawBuffersWebGL2Test()
        {
            setWebGLCompatibilityEnabled(true);
            setRobustResourceInit(true);
        }
    };
    
    // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
    TEST_P(DrawBuffersTest, VerifyD3DLimits)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
    
        ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
        if (platform.majorVersion == 9 && platform.minorVersion == 3)
        {
            // D3D11 Feature Level 9_3 supports 4 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 4);
        }
        else
        {
            // D3D11 Feature Level 10_0+ supports 8 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 8);
        }
    }
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = {false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        setDrawBuffers(2, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
    
        glDeleteProgram(program);
    }
    
    // Test that blend works with gaps
    TEST_P(DrawBuffersTest, BlendWithGaps)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        // http://anglebug.com/5154
        ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        ASSERT_GL_NO_ERROR();
    
        bool flags[8] = {false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        setDrawBuffers(2, bufs);
    
        // Draws green into attachment 1
        drawQuad(program, positionAttrib(), 0.5);
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
        ASSERT_GL_NO_ERROR();
    
        // Clear with red
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 0, 0, 255u));
    
        // Draw green into attachment 1 again but with blending, expecting yellow
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        drawQuad(program, positionAttrib(), 0.5);
        verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 255u, 0, 255u));
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that clear works with gaps
    TEST_P(DrawBuffersTest, ClearWithGaps)
    {
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, 4);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
    
        bool flags[8] = {true, false, false, true};
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(4, bufs);
    
        glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
        glEnable(GL_BLEND);
        glBlendFunc(GL_ZERO, GL_ONE);
        drawQuad(program, positionAttrib(), 0.5);
        EXPECT_GL_NO_ERROR();
    
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
        verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false, false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
    
        setDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        bool flags[8]  = {false};
        GLenum bufs[8] = {GL_NONE};
    
        GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex,
                                   GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + halfMaxDrawBuffers] = true;
            bufs[texIndex + halfMaxDrawBuffers]  = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(mMaxDrawBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that non-zero draw buffers can be queried on the default framebuffer
    TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
        GLint drawbuffer = 0;
        glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(GL_NONE, drawbuffer);
    }
    
    // Same as above but adds a state change from a program with different masks after a clear.
    TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
    {
        // TODO(http://anglebug.com/2872): Broken on the GL back-end.
        ANGLE_SKIP_TEST_IF(IsOpenGL());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, 4);
    
        bool flags[8]      = {false};
        GLenum someBufs[4] = {GL_NONE};
        GLenum allBufs[4]  = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
                             GL_COLOR_ATTACHMENT3};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            someBufs[texIndex] =
                texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        // Now set up a second simple program that draws to FragColor. Should be broadcast.
        ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        // Draw with simple program.
        drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Clear draw buffers.
        setDrawBuffers(kMaxBuffers, someBufs);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify first is drawn red, second is untouched, and last two are cleared green.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        // Draw with MRT program.
        setDrawBuffers(kMaxBuffers, someBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Only the last two attachments should be updated.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
    
        // Active draw buffers with no fragment output is not allowed.
        setDrawBuffers(kMaxBuffers, allBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        // Exception: when RASTERIZER_DISCARD is enabled.
        glEnable(GL_RASTERIZER_DISCARD);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        glDisable(GL_RASTERIZER_DISCARD);
        // Exception: when all 4 channels of color mask are set to false.
        glColorMask(false, false, false, false);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        glColorMask(false, true, false, false);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        glColorMask(true, true, true, true);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Clear again. All attachments should be cleared.
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        glDeleteProgram(program);
    }
    
    // Test clear with gaps in draw buffers, originally show up as
    // webgl_conformance_vulkan_passthrough_tests conformance/extensions/webgl-draw-buffers.html
    // failure. This is added for ease of debugging.
    TEST_P(DrawBuffersWebGL2Test, Clear)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        constexpr GLint kMaxBuffers = 4;
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, kMaxBuffers);
    
        GLenum drawBufs[kMaxBuffers] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
                                        GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
        }
    
        // Clear with all draw buffers.
        setDrawBuffers(kMaxBuffers, drawBufs);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Clear with first half none draw buffers.
        drawBufs[0] = GL_NONE;
        drawBufs[1] = GL_NONE;
        setDrawBuffers(kMaxBuffers, drawBufs);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify first is drawn red, second is untouched, and last two are cleared green.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        setDrawBuffers(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, BroadcastGLFragColor)
    {
        // Broadcast is not supported on GLES 3.0.
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets. gl_FragColor should be broadcast to both.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        constexpr char kFS[] =
            "#extension GL_EXT_draw_buffers : enable\n"
            "precision highp float;\n"
            "uniform float u_zero;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1, 0, 0, 1);\n"
            "    if (u_zero < 1.0)\n"
            "    {\n"
            "        return;\n"
            "    }\n"
            "}\n";
    
        GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS);
        if (program == 0)
        {
            FAIL() << "shader compilation failed.";
        }
    
        setDrawBuffers(2, bufs);
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 3D texture works correctly.
    // This is the same as DrawBuffersTestES3.3DTextures but is used for GL_OES_texture_3D extension
    // on GLES 2.0 instead.
    TEST_P(DrawBuffersTest, 3DTexturesOES)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                        getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture.get(), 0,
                                  0);
        glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_3D, texture.get(), 0,
                                  1);
        glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_3D, texture.get(), 0,
                                  2);
        glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_3D, texture.get(), 0,
                                  3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        setDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment3DOES(0, texture.get(), 0, 0);
        verifyAttachment3DOES(1, texture.get(), 0, 1);
        verifyAttachment3DOES(2, texture.get(), 0, 2);
        verifyAttachment3DOES(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    class DrawBuffersTestES3 : public DrawBuffersTest
    {};
    
    // Test that binding multiple layers of a 3D texture works correctly
    TEST_P(DrawBuffersTestES3, 3DTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                     0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 2D array texture works correctly
    TEST_P(DrawBuffersTestES3, 2DArrayTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                     getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Vulkan backend is setting per buffer color mask to false for draw buffers that set to GL_NONE.
    // These set of tests are to test draw buffer change followed by draw/clear/blit and followed by
    // draw buffer change are behaving correctly.
    class ColorMaskForDrawBuffersTest : public DrawBuffersTest
    {
      protected:
        void setupColorMaskForDrawBuffersTest()
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[0]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
                                   0);
            glBindTexture(GL_TEXTURE_2D, mTextures[1]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1],
                                   0);
            glBindTexture(GL_TEXTURE_2D, mTextures[2]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mTextures[2],
                                   0);
    
            constexpr char kFS_ESSL3[] =
                "#version 300 es\n"
                "precision highp float;\n"
                "uniform mediump vec4 u_color0;\n"
                "uniform mediump vec4 u_color1;\n"
                "uniform mediump vec4 u_color2;\n"
                "layout(location = 0) out vec4 out_color0;\n"
                "layout(location = 1) out vec4 out_color1;\n"
                "layout(location = 2) out vec4 out_color2;\n"
                "void main()\n"
                "{\n"
                "    out_color0 = u_color0;\n"
                "    out_color1 = u_color1;\n"
                "    out_color2 = u_color2;\n"
                "}\n";
            program = CompileProgram(essl3_shaders::vs::Simple(), kFS_ESSL3);
            glUseProgram(program);
    
            positionLocation = glGetAttribLocation(program, positionAttrib());
            ASSERT_NE(-1, positionLocation);
            color0UniformLocation = glGetUniformLocation(program, "u_color0");
            ASSERT_NE(color0UniformLocation, -1);
            color1UniformLocation = glGetUniformLocation(program, "u_color1");
            ASSERT_NE(color1UniformLocation, -1);
            color2UniformLocation = glGetUniformLocation(program, "u_color2");
            ASSERT_NE(color2UniformLocation, -1);
    
            glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data());
            glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data());
            glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data());
    
            // First draw into both buffers so that buffer0 is red and buffer1 is green
            resetDrawBuffers();
            drawQuad(program, positionAttrib(), 0.5);
            EXPECT_GL_NO_ERROR();
    
            for (int i = 0; i < 4; i++)
            {
                drawBuffers[i] = GL_NONE;
            }
        }
    
        void resetDrawBuffers()
        {
            drawBuffers[0] = GL_COLOR_ATTACHMENT0;
            drawBuffers[1] = GL_COLOR_ATTACHMENT1;
            drawBuffers[2] = GL_COLOR_ATTACHMENT2;
            drawBuffers[3] = GL_NONE;
            setDrawBuffers(4, drawBuffers);
        }
    
        GLenum drawBuffers[4];
        GLuint program;
        GLint positionLocation;
        GLint color0UniformLocation;
        GLint color1UniformLocation;
        GLint color2UniformLocation;
    };
    
    // Test draw buffer state change followed draw call
    TEST_P(ColorMaskForDrawBuffersTest, DrawQuad)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
        setupColorMaskForDrawBuffersTest();
    
        // Draw blue into attachment0. Buffer0 should be blue and buffer1 should remain green
        drawBuffers[0] = GL_COLOR_ATTACHMENT0;
        setDrawBuffers(4, drawBuffers);
        glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
        glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
        drawQuad(program, positionAttrib(), 0.5);
    
        resetDrawBuffers();
        glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data());
        glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data());
        glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
        drawQuad(program, positionAttrib(), 0.5);
        EXPECT_GL_NO_ERROR();
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
                               0);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
                               0);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::white);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test draw buffer state change followed clear
    TEST_P(ColorMaskForDrawBuffersTest, Clear)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
        setupColorMaskForDrawBuffersTest();
    
        // Clear attachment1. Buffer0 should retain red and buffer1 should be blue
        drawBuffers[1] = GL_COLOR_ATTACHMENT1;
        setDrawBuffers(4, drawBuffers);
        GLfloat *clearColor = GLColor::blue.toNormalizedVector().data();
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::blue);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test draw buffer state change followed scissored clear
    TEST_P(ColorMaskForDrawBuffersTest, ScissoredClear)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
        setupColorMaskForDrawBuffersTest();
    
        // Clear attachment1. Buffer0 should retain red and buffer1 should be blue
        drawBuffers[1] = GL_COLOR_ATTACHMENT1;
        setDrawBuffers(4, drawBuffers);
        GLfloat *clearColor = GLColor::blue.toNormalizedVector().data();
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glScissor(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
        glEnable(GL_SCISSOR_TEST);
        glClear(GL_COLOR_BUFFER_BIT);
    
        resetDrawBuffers();
        clearColor = GLColor::magenta.toNormalizedVector().data();
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_GL_NO_ERROR();
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
                               0);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
                               0);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test draw buffer state change followed FBO blit
    TEST_P(ColorMaskForDrawBuffersTest, Blit)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
        setupColorMaskForDrawBuffersTest();
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[2],
                               0);
    
        // BLIT mTexture[2] to attachment0. Buffer0 should remain red and buffer1 should be yellow
        drawBuffers[0] = GL_COLOR_ATTACHMENT0;
        setDrawBuffers(4, drawBuffers);
        glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
                          getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                           ANGLE_ALL_TEST_PLATFORMS_ES2,
                           ANGLE_ALL_TEST_PLATFORMS_ES3,
                           WithNoTransformFeedback(ES2_VULKAN()));
    ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test);
    
    ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);
    
    ANGLE_INSTANTIATE_TEST_ES3(ColorMaskForDrawBuffersTest);