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

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  • Author : Jamie Madill
    Date : 2017-02-23 14:14:47
    Hash : a02315b0
    Message : WebGL Compat: Add DEPTH_STENCIL attachments. This is a special WebGL 1 binding point, that does not correspond to any native functionality. Due to particularities in validation we need to represent this with additional state in the Framebuffer. WebGL 2 fixes this oddity by resolving to the GLES 3 native spec. In order to pass the WebGL framebuffer objects test, we will also need a chromium-side CL to work with the additional state tracking it does in the blink layer, and an additional patch to ANGLE to clear the depth buffer before the first use (robust resource init). BUG=angleproject:1708 Change-Id: I111f8f5a451cce7de6cf281a6bc335b92dd2daf2 Reviewed-on: https://chromium-review.googlesource.com/444095 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/WebGLFramebufferTest.cpp
  • //
    // Copyright 2017 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.
    //
    
    // WebGLFramebufferTest.cpp : Framebuffer tests for GL_ANGLE_webgl_compatibility.
    // Based on WebGL 1 test renderbuffers/framebuffer-object-attachment.
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    
    namespace angle
    {
    
    class WebGLFramebufferTest : public ANGLETest
    {
      protected:
        WebGLFramebufferTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setWebGLCompatibilityEnabled(true);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
            glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
                eglGetProcAddress("glRequestExtensionANGLE"));
        }
    
        void TearDown() override { ANGLETest::TearDown(); }
    
        void drawUByteColorQuad(GLuint program, GLint uniformLoc, const GLColor &color);
        void testDepthStencilDepthStencil(GLint width, GLint height);
        void testDepthStencilRenderbuffer(GLint width,
                                          GLint height,
                                          GLRenderbuffer *colorBuffer,
                                          GLbitfield allowedStatuses);
        void testRenderingAndReading(GLuint program);
        void testUsingIncompleteFramebuffer(GLenum depthFormat, GLenum depthAttachment);
    
        PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
    };
    
    constexpr GLint ALLOW_COMPLETE              = 0x1;
    constexpr GLint ALLOW_UNSUPPORTED           = 0x2;
    constexpr GLint ALLOW_INCOMPLETE_ATTACHMENT = 0x4;
    
    void checkFramebufferForAllowedStatuses(GLbitfield allowedStatuses)
    {
        // If the framebuffer is in an error state for multiple reasons,
        // we can't guarantee which one will be reported.
        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        bool statusAllowed =
            ((allowedStatuses & ALLOW_COMPLETE) && (status == GL_FRAMEBUFFER_COMPLETE)) ||
            ((allowedStatuses & ALLOW_UNSUPPORTED) && (status == GL_FRAMEBUFFER_UNSUPPORTED)) ||
            ((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) &&
             (status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
        EXPECT_TRUE(statusAllowed);
    }
    
    void checkBufferBits(GLenum attachment0, GLenum attachment1)
    {
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
            return;
    
        bool haveDepthBuffer =
            attachment0 == GL_DEPTH_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT ||
            attachment1 == GL_DEPTH_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT;
        bool haveStencilBuffer =
            attachment0 == GL_STENCIL_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT ||
            attachment1 == GL_STENCIL_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT;
    
        GLint redBits     = 0;
        GLint greenBits   = 0;
        GLint blueBits    = 0;
        GLint alphaBits   = 0;
        GLint depthBits   = 0;
        GLint stencilBits = 0;
        glGetIntegerv(GL_RED_BITS, &redBits);
        glGetIntegerv(GL_GREEN_BITS, &greenBits);
        glGetIntegerv(GL_BLUE_BITS, &blueBits);
        glGetIntegerv(GL_ALPHA_BITS, &alphaBits);
        glGetIntegerv(GL_DEPTH_BITS, &depthBits);
        glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
    
        EXPECT_GE(redBits + greenBits + blueBits + alphaBits, 16);
    
        if (haveDepthBuffer)
            EXPECT_GE(depthBits, 16);
        else
            EXPECT_EQ(0, depthBits);
    
        if (haveStencilBuffer)
            EXPECT_GE(stencilBits, 8);
        else
            EXPECT_EQ(0, stencilBits);
    }
    
    // Tests that certain required combinations work in WebGL compatiblity.
    TEST_P(WebGLFramebufferTest, TestFramebufferRequiredCombinations)
    {
        // Per discussion with the OpenGL ES working group, the following framebuffer attachment
        // combinations are required to work in all WebGL implementations:
        // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
        // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
        // renderbuffer
        // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
        // renderbuffer
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    
        constexpr int width  = 64;
        constexpr int height = 64;
    
        // 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        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_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_GL_NO_ERROR();
        checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
        checkBufferBits(GL_NONE, GL_NONE);
    
        // 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
        // renderbuffer
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
        EXPECT_GL_NO_ERROR();
        checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
        checkBufferBits(GL_DEPTH_ATTACHMENT, GL_NONE);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
    
        // 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
        // renderbuffer
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuffer);
        EXPECT_GL_NO_ERROR();
        checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
        checkBufferBits(GL_DEPTH_STENCIL_ATTACHMENT, GL_NONE);
    }
    
    void testAttachment(GLint width,
                        GLint height,
                        GLRenderbuffer *colorBuffer,
                        GLenum attachment,
                        GLRenderbuffer *buffer,
                        GLbitfield allowedStatuses)
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, *buffer);
        EXPECT_GL_NO_ERROR();
        checkFramebufferForAllowedStatuses(allowedStatuses);
        if ((allowedStatuses & ALLOW_COMPLETE) == 0)
        {
            std::vector<uint8_t> tempBuffer(width * height * 4);
    
            glClear(GL_COLOR_BUFFER_BIT);
            EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
            glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, tempBuffer.data());
            EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
        checkBufferBits(attachment, GL_NONE);
    }
    
    void testAttachments(GLRenderbuffer &colorBuffer,
                         GLenum attachment0,
                         GLRenderbuffer &buffer0,
                         GLenum attachment1,
                         GLRenderbuffer &buffer1,
                         GLbitfield allowedStatuses)
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment0, GL_RENDERBUFFER, buffer0);
        EXPECT_GL_NO_ERROR();
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment1, GL_RENDERBUFFER, buffer1);
        EXPECT_GL_NO_ERROR();
        checkFramebufferForAllowedStatuses(allowedStatuses);
        checkBufferBits(attachment0, attachment1);
    }
    
    void testColorRenderbuffer(GLint width,
                               GLint height,
                               GLenum internalformat,
                               GLbitfield allowedStatuses)
    {
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height);
        EXPECT_GL_NO_ERROR();
        testAttachment(width, height, &colorBuffer, GL_COLOR_ATTACHMENT0, &colorBuffer,
                       allowedStatuses);
    }
    
    GLint getRenderbufferParameter(GLenum paramName)
    {
        GLint paramValue = 0;
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, paramName, &paramValue);
        return paramValue;
    }
    
    void WebGLFramebufferTest::drawUByteColorQuad(GLuint program,
                                                  GLint uniformLoc,
                                                  const GLColor &color)
    {
        Vector4 vecColor = color.toNormalizedVector();
        glUseProgram(program);
        glUniform4fv(uniformLoc, 1, vecColor.data());
        drawQuad(program, "position", 0.5f, 1.0f, true);
    }
    
    void WebGLFramebufferTest::testDepthStencilDepthStencil(GLint width, GLint height)
    {
        const std::string &vertexShader =
            "attribute vec4 position;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "}";
        const std::string &fragmentShader =
            "precision mediump float;\n"
            "uniform vec4 color;\n"
            "void main() {\n"
            "    gl_FragColor = color;\n"
            "}";
    
        if (width == 0 || height == 0)
        {
            return;
        }
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        GLint uniformLoc = glGetUniformLocation(program.get(), "color");
        ASSERT_NE(-1, uniformLoc);
    
        struct TestInfo
        {
            GLenum firstFormat;
            GLenum firstAttach;
            GLenum secondFormat;
            GLenum secondAttach;
        };
    
        TestInfo tests[2] = {
            {GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT},
            {GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT}};
    
        for (const TestInfo &test : tests)
        {
            for (GLint opIndex = 0; opIndex < 2; ++opIndex)
            {
                GLFramebuffer fbo;
                GLTexture tex;
                GLRenderbuffer firstRb;
    
                // test: firstFormat vs secondFormat with unbind or delete.
    
                glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                // attach texture as color
                glBindTexture(GL_TEXTURE_2D, tex);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                             nullptr);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
    
                // attach first
                glBindRenderbuffer(GL_RENDERBUFFER, firstRb);
                glRenderbufferStorage(GL_RENDERBUFFER, test.firstFormat, width, height);
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.firstAttach, GL_RENDERBUFFER, firstRb);
    
                EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
                // TODO(jmadill): Remove clear - this should be implicit in WebGL_
                glClear(GL_DEPTH_BUFFER_BIT);
    
                glEnable(GL_DEPTH_TEST);
                // Test it works
                drawUByteColorQuad(program.get(), uniformLoc, GLColor::green);
                // should not draw since DEPTH_FUNC == LESS
                drawUByteColorQuad(program.get(), uniformLoc, GLColor::red);
                // should be green
                EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
                GLuint secondRb = 0;
                glGenRenderbuffers(1, &secondRb);
    
                // attach second
                glBindRenderbuffer(GL_RENDERBUFFER, secondRb);
                glRenderbufferStorage(GL_RENDERBUFFER, test.secondFormat, width, height);
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.secondAttach, GL_RENDERBUFFER, secondRb);
    
                if (opIndex == 0)
                {
                    // now delete it
                    glDeleteRenderbuffers(1, &secondRb);
                    secondRb = 0;
                }
                else
                {
                    // unbind it
                    glFramebufferRenderbuffer(GL_FRAMEBUFFER, test.secondAttach, GL_RENDERBUFFER, 0);
                }
    
                // If the first attachment is not restored this may fail
                EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
                EXPECT_GL_NO_ERROR();
    
                // If the first attachment is not restored this may fail.
                glClear(GL_DEPTH_BUFFER_BIT);
                drawUByteColorQuad(program.get(), uniformLoc, GLColor::green);
                // should not draw since DEPTH_FUNC == LESS
                drawUByteColorQuad(program.get(), uniformLoc, GLColor::red);
                // should be green
                EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
                glDisable(GL_DEPTH_TEST);
    
                if (opIndex == 1)
                {
                    glDeleteRenderbuffers(1, &secondRb);
                    secondRb = 0;
                }
            }
        }
        EXPECT_GL_NO_ERROR();
    }
    
    void WebGLFramebufferTest::testDepthStencilRenderbuffer(GLint width,
                                                            GLint height,
                                                            GLRenderbuffer *colorBuffer,
                                                            GLbitfield allowedStatuses)
    {
        GLRenderbuffer depthStencilBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
        EXPECT_GL_NO_ERROR();
    
        // OpenGL itself doesn't seem to guarantee that e.g. a 2 x 0
        // renderbuffer will report 2 for its width when queried.
        if (!(height == 0 && width > 0))
            EXPECT_EQ(width, getRenderbufferParameter(GL_RENDERBUFFER_WIDTH));
        if (!(width == 0 && height > 0))
            EXPECT_EQ(height, getRenderbufferParameter(GL_RENDERBUFFER_HEIGHT));
        EXPECT_EQ(GL_DEPTH_STENCIL, getRenderbufferParameter(GL_RENDERBUFFER_INTERNAL_FORMAT));
        EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_RED_SIZE));
        EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_GREEN_SIZE));
        EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_BLUE_SIZE));
        EXPECT_EQ(0, getRenderbufferParameter(GL_RENDERBUFFER_ALPHA_SIZE));
    
        // Avoid verifying these for zero-sized renderbuffers for the time
        // being since it appears that even OpenGL doesn't guarantee them.
        if (width > 0 && height > 0)
        {
            EXPECT_GT(getRenderbufferParameter(GL_RENDERBUFFER_DEPTH_SIZE), 0);
            EXPECT_GT(getRenderbufferParameter(GL_RENDERBUFFER_STENCIL_SIZE), 0);
        }
        EXPECT_GL_NO_ERROR();
        testAttachment(width, height, colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &depthStencilBuffer,
                       allowedStatuses);
        testDepthStencilDepthStencil(width, height);
    }
    
    // Test various attachment combinations with WebGL framebuffers.
    TEST_P(WebGLFramebufferTest, TestAttachments)
    {
        for (GLint width = 2; width <= 2; width += 2)
        {
            for (GLint height = 2; height <= 2; height += 2)
            {
                // Dimensions width x height.
                GLRenderbuffer colorBuffer;
                glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, width, height);
                EXPECT_GL_NO_ERROR();
    
                GLRenderbuffer depthBuffer;
                glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
                EXPECT_GL_NO_ERROR();
    
                GLRenderbuffer stencilBuffer;
                glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
                EXPECT_GL_NO_ERROR();
    
                GLRenderbuffer depthStencilBuffer;
                glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
                EXPECT_GL_NO_ERROR();
    
                GLbitfield allowedStatusForGoodCase =
                    (width == 0 || height == 0) ? ALLOW_INCOMPLETE_ATTACHMENT : ALLOW_COMPLETE;
    
                // some cases involving stencil seem to be implementation-dependent
                GLbitfield allowedStatusForImplDependentCase =
                    allowedStatusForGoodCase | ALLOW_UNSUPPORTED;
    
                // Attach depth using DEPTH_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &depthBuffer,
                               allowedStatusForGoodCase);
    
                // Attach depth using STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &depthBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                // Attach depth using DEPTH_STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &depthBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                // Attach stencil using STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &stencilBuffer,
                               allowedStatusForImplDependentCase);
    
                // Attach stencil using DEPTH_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &stencilBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                // Attach stencil using DEPTH_STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &stencilBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                // Attach depthStencil using DEPTH_STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT,
                               &depthStencilBuffer, allowedStatusForGoodCase);
    
                // Attach depthStencil using DEPTH_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &depthStencilBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                // Attach depthStencil using STENCIL_ATTACHMENT.
                testAttachment(width, height, &colorBuffer, GL_STENCIL_ATTACHMENT, &depthStencilBuffer,
                               ALLOW_INCOMPLETE_ATTACHMENT);
    
                GLbitfield allowedStatusForConflictedAttachment =
                    (width == 0 || height == 0) ? ALLOW_UNSUPPORTED | ALLOW_INCOMPLETE_ATTACHMENT
                                                : ALLOW_UNSUPPORTED;
    
                // Attach depth, then stencil, causing conflict.
                testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer, GL_STENCIL_ATTACHMENT,
                                stencilBuffer, allowedStatusForConflictedAttachment);
    
                // Attach stencil, then depth, causing conflict.
                testAttachments(colorBuffer, GL_STENCIL_ATTACHMENT, stencilBuffer, GL_DEPTH_ATTACHMENT,
                                depthBuffer, allowedStatusForConflictedAttachment);
    
                // Attach depth, then depthStencil, causing conflict.
                testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer,
                                GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
                                allowedStatusForConflictedAttachment);
    
                // Attach depthStencil, then depth, causing conflict.
                testAttachments(colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
                                GL_DEPTH_ATTACHMENT, depthBuffer, allowedStatusForConflictedAttachment);
    
                // Attach stencil, then depthStencil, causing conflict.
                testAttachments(colorBuffer, GL_DEPTH_ATTACHMENT, depthBuffer,
                                GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
                                allowedStatusForConflictedAttachment);
    
                // Attach depthStencil, then stencil, causing conflict.
                testAttachments(colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilBuffer,
                                GL_STENCIL_ATTACHMENT, stencilBuffer,
                                allowedStatusForConflictedAttachment);
    
                // Attach color renderbuffer with internalformat == RGBA4.
                testColorRenderbuffer(width, height, GL_RGBA4, allowedStatusForGoodCase);
    
                // Attach color renderbuffer with internalformat == RGB5_A1.
                // This particular format seems to be bugged on NVIDIA Retina. http://crbug.com/635081
                // TODO(jmadill): Figure out if we can add a format workaround.
                if (!(IsNVIDIA() && IsOSX() && IsOpenGL()))
                {
                    testColorRenderbuffer(width, height, GL_RGB5_A1, allowedStatusForGoodCase);
                }
    
                // Attach color renderbuffer with internalformat == RGB565.
                testColorRenderbuffer(width, height, GL_RGB565, allowedStatusForGoodCase);
    
                // Create and attach depthStencil renderbuffer.
                testDepthStencilRenderbuffer(width, height, &colorBuffer, allowedStatusForGoodCase);
            }
        }
    }
    
    bool tryDepth(GLRenderbuffer *depthBuffer,
                  GLenum *depthFormat,
                  GLenum *depthAttachment,
                  GLenum try_format,
                  GLenum try_attachment)
    {
        if (*depthAttachment != GL_NONE)
        {
            // If we've tried once unattach the old one.
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, *depthAttachment, GL_RENDERBUFFER, 0);
        }
        *depthFormat     = try_format;
        *depthAttachment = try_attachment;
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, *depthAttachment, GL_RENDERBUFFER, *depthBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, *depthFormat, 16, 16);
        EXPECT_GL_NO_ERROR();
        return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
    }
    
    bool checkValidColorDepthCombination(GLenum *depthFormat, GLenum *depthAttachment)
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
    
        GLRenderbuffer depthBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
    
        return tryDepth(&depthBuffer, depthFormat, depthAttachment, GL_DEPTH_COMPONENT16,
                        GL_DEPTH_ATTACHMENT) ||
               tryDepth(&depthBuffer, depthFormat, depthAttachment, GL_DEPTH_STENCIL,
                        GL_DEPTH_STENCIL_ATTACHMENT);
    }
    
    // glCheckFramebufferStatus(GL_FRAMEBUFFER) should be either complete or (unsupported/expected).
    void checkFramebuffer(GLenum expected)
    {
        GLenum actual = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        EXPECT_TRUE(actual == expected ||
                    (expected != GL_FRAMEBUFFER_COMPLETE && actual == GL_FRAMEBUFFER_UNSUPPORTED));
    }
    
    void WebGLFramebufferTest::testRenderingAndReading(GLuint program)
    {
        EXPECT_GL_NO_ERROR();
    
        // drawArrays with incomplete framebuffer
        drawQuad(program, "position", 0.5f, 1.0f, true);
        EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
    
        // readPixels from incomplete framebuffer
        std::vector<uint8_t> dummyBuffer(4);
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, dummyBuffer.data());
        EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
    
        // copyTexImage and copyTexSubImage can be either INVALID_FRAMEBUFFER_OPERATION because
        // the framebuffer is invalid OR INVALID_OPERATION because in the case of no attachments
        // the framebuffer is not of a compatible type.
    
        // copyTexSubImage2D from incomplete framebuffer
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
        GLenum error = glGetError();
        EXPECT_TRUE(error == GL_INVALID_FRAMEBUFFER_OPERATION || error == GL_INVALID_OPERATION);
    
        // copyTexImage2D from incomplete framebuffer
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
        error = glGetError();
        EXPECT_TRUE(error == GL_INVALID_FRAMEBUFFER_OPERATION || error == GL_INVALID_OPERATION);
    
        // clear with incomplete framebuffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
    }
    
    // Test drawing or reading from an incomplete framebuffer
    void WebGLFramebufferTest::testUsingIncompleteFramebuffer(GLenum depthFormat,
                                                              GLenum depthAttachment)
    {
        // Simple draw program.
        const std::string &vertexShader =
            "attribute vec4 position; void main() { gl_Position = position; }";
        const std::string &fragmentShader = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
    
        GLRenderbuffer depthBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, depthAttachment, GL_RENDERBUFFER, depthBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
        EXPECT_GL_NO_ERROR();
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        // We pick this combination because it works on desktop OpenGL but should not work on OpenGL ES
        // 2.0
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 32, 16);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
    
        // Drawing or reading from an incomplete framebuffer should generate
        // INVALID_FRAMEBUFFER_OPERATION.
        testRenderingAndReading(program.get());
    
        GLFramebuffer fbo2;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    
        // Drawing or reading from an incomplete framebuffer should generate
        // INVALID_FRAMEBUFFER_OPERATION.
        testRenderingAndReading(program.get());
    
        GLRenderbuffer colorBuffer2;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer2);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer2);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 0, 0);
    
        // Drawing or reading from an incomplete framebuffer should generate
        // INVALID_FRAMEBUFFER_OPERATION.
        testRenderingAndReading(program.get());
    }
    
    void testFramebufferIncompleteAttachment(GLenum depthFormat)
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        // Wrong storage type for type of attachment be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0
        // 4.4.5).
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
    
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        // 0 size attachment should be FRAMEBUFFER_INCOMPLETE_ATTACHMENT (OpenGL ES 2.0 4.4.5).
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 0, 0);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // No attachments should be INCOMPLETE_FRAMEBUFFER_MISSING_ATTACHMENT (OpenGL ES 2.0 4.4.5).
    void testFramebufferIncompleteMissingAttachment()
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Attachments of different sizes should be FRAMEBUFFER_INCOMPLETE_DIMENSIONS (OpenGL ES 2.0 4.4.5).
    void testFramebufferIncompleteDimensions(GLenum depthFormat, GLenum depthAttachment)
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        GLRenderbuffer colorBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
    
        GLRenderbuffer depthBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, depthAttachment, GL_RENDERBUFFER, depthBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
        EXPECT_GL_NO_ERROR();
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 32, 16);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
        glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
        glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 32);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 16, 16);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
        EXPECT_GL_NO_ERROR();
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
        EXPECT_GL_NO_ERROR();
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        {
            return;
        }
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        checkFramebuffer(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        checkFramebuffer(GL_FRAMEBUFFER_COMPLETE);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test drawing or reading from a missing framebuffer attachment.
    void testReadingFromMissingAttachment()
    {
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    
        constexpr int size = 16;
    
        // The only scenario we can verify is an attempt to read or copy
        // from a missing color attachment while the framebuffer is still
        // complete.
        GLRenderbuffer depthBuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
    
        // After depth renderbuffer setup
        EXPECT_GL_NO_ERROR();
    
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        {
            // Unable to allocate a framebuffer with just a depth attachment; this is legal.
            // Try just a depth/stencil renderbuffer
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
            GLRenderbuffer depthStencilBuffer;
            glBindRenderbuffer(GL_RENDERBUFFER, depthStencilBuffer);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                      depthStencilBuffer);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, size, size);
            // After depth+stencil renderbuffer setup
            EXPECT_GL_NO_ERROR();
            // Unable to allocate a framebuffer with just a depth+stencil attachment; this is legal.
            if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
            {
                return;
            }
        }
    
        // The FBO has no color attachment. ReadPixels, CopyTexImage2D,
        // and CopyTexSubImage2D should all generate INVALID_OPERATION.
    
        // Before ReadPixels from missing attachment
        std::vector<uint8_t> dummyBuffer(4);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, dummyBuffer.data());
        // After ReadPixels from missing attachment
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        // Before CopyTexImage2D from missing attachment
        EXPECT_GL_NO_ERROR();
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, size, size, 0);
        // After CopyTexImage2D from missing attachment
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        // Before CopyTexSubImage2D from missing attachment
        EXPECT_GL_NO_ERROR();
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
        // After CopyTexSubImage2D from missing attachment
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Determine if we can attach both color and depth or color and depth_stencil
    TEST_P(WebGLFramebufferTest, CheckValidColorDepthCombination)
    {
        GLenum depthFormat     = GL_NONE;
        GLenum depthAttachment = GL_NONE;
    
        if (checkValidColorDepthCombination(&depthFormat, &depthAttachment))
        {
            testFramebufferIncompleteDimensions(depthFormat, depthAttachment);
            testFramebufferIncompleteAttachment(depthFormat);
            testFramebufferIncompleteMissingAttachment();
            testUsingIncompleteFramebuffer(depthFormat, depthAttachment);
            testReadingFromMissingAttachment();
        }
    }
    
    // Only run against WebGL 1 validation, since much was changed in 2.
    ANGLE_INSTANTIATE_TEST(WebGLFramebufferTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());
    
    }  // namespace