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

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  • Author : Michael Spang
    Date : 2019-01-29 15:35:09
    Hash : d8506c7e
    Message : Disable broken tests on Fuchsia (reland) This disables tests that do not work on Fuchsia. Most of them are related to cube maps which currently crash inside the intel driver. Reland disabling -Wextra-semi. BUG=angleproject:2475, angleproject:3145, angleproject:3081 TEST=angle_end2end_tests on Fuchsia Change-Id: I65ad84f43c88e8ee83c581cc2f41046d00bbae7f Reviewed-on: https://chromium-review.googlesource.com/c/1467604 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Michael Spang <spang@chromium.org>

  • src/tests/gl_tests/ClearTest.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 "platform/FeaturesVk.h"
    #include "test_utils/gl_raii.h"
    #include "util/random_utils.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    Vector4 RandomVec4(int seed, float minValue, float maxValue)
    {
        RNG rng(seed);
        srand(seed);
        return Vector4(
            rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue),
            rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue));
    }
    
    GLColor Vec4ToColor(const Vector4 &vec)
    {
        GLColor color;
        color.R = static_cast<uint8_t>(vec.x() * 255.0f);
        color.G = static_cast<uint8_t>(vec.y() * 255.0f);
        color.B = static_cast<uint8_t>(vec.z() * 255.0f);
        color.A = static_cast<uint8_t>(vec.w() * 255.0f);
        return color;
    }
    
    class ClearTestBase : public ANGLETest
    {
      protected:
        ClearTestBase()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mFBOs.resize(2, 0);
            glGenFramebuffers(2, mFBOs.data());
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            if (!mFBOs.empty())
            {
                glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
            }
    
            if (!mTextures.empty())
            {
                glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
            }
    
            ANGLETest::TearDown();
        }
    
        std::vector<GLuint> mFBOs;
        std::vector<GLuint> mTextures;
    };
    
    class ClearTest : public ClearTestBase
    {
      protected:
        void MaskedScissoredColorDepthStencilClear(bool mask,
                                                   bool scissor,
                                                   bool clearDepth,
                                                   bool clearStencil);
    
        bool mHasDepth   = true;
        bool mHasStencil = true;
    };
    
    class ClearTestES3 : public ClearTestBase
    {};
    
    class ClearTestRGB : public ANGLETest
    {
      protected:
        ClearTestRGB()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
        }
    };
    
    class ScissoredClearTest : public ClearTest
    {};
    
    class VulkanClearTest : public ClearTest
    {
      protected:
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glBindTexture(GL_TEXTURE_2D, mColorTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, nullptr);
    
            // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil.
            glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
    
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
                                   0);
            glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(),
                                  getWindowHeight());
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                      mStencilTexture);
    
            ASSERT_GL_NO_ERROR();
    
            // Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2.
            if (getClientMajorVersion() >= 3)
            {
                // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil.
                glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
    
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                       mColorTexture, 0);
                glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
                                      getWindowHeight());
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                          mDepthTexture);
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void bindColorStencilFBO()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
            mHasDepth = false;
        }
    
        void bindColorDepthFBO()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
            mHasStencil = false;
        }
    
        // Override a feature to force emulation of stencil-only and depth-only formats with a packed
        // depth/stencil format
        void overrideFeaturesVk(FeaturesVk *featuresVk) override
        {
            featuresVk->forceFallbackFormat = true;
        }
    
      private:
        GLFramebuffer mColorStencilFBO;
        GLFramebuffer mColorDepthFBO;
        GLTexture mColorTexture;
        GLRenderbuffer mDepthTexture;
        GLRenderbuffer mStencilTexture;
    };
    
    // Test clearing the default framebuffer
    TEST_P(ClearTest, DefaultFramebuffer)
    {
        glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
    }
    
    // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared
    TEST_P(ClearTestRGB, DefaultFramebufferRGB)
    {
        glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
    }
    
    // Test clearing a RGBA8 Framebuffer
    TEST_P(ClearTest, RGBA8Framebuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
    }
    
    // Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still
    // have a correct behavior after.
    TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB)
    {
        // http://anglebug.com/2689
        ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES()));
        ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL());
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
    
        ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(),
                         angle::essl1_shaders::fs::UniformColor());
        setupQuadVertexBuffer(0.5f, 1.0f);
        glUseProgram(program);
        GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib());
        ASSERT_NE(positionLocation, -1);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        GLint colorUniformLocation =
            glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
        ASSERT_NE(colorUniformLocation, -1);
    
        glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
        glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere.
        EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 128, 1.0);
    
        // In the Vulkan backend, RGB textures are emulated with an RGBA texture format
        // underneath and we keep a special mask to know that we shouldn't touch the alpha
        // channel when we have that emulated texture. This test exists to validate that
        // this mask gets updated correctly when the framebuffer attachment changes.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
    }
    
    // Test clearing a RGB8 Framebuffer with a color mask.
    TEST_P(ClearTest, RGB8WithMaskFramebuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.2f, 0.4f, 0.6f, 0.8f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Since there's no alpha, we expect to get 255 back instead of the clear value (204).
        EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0);
    
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
        glClearColor(0.1f, 0.3f, 0.5f, 0.7f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // The blue channel was masked so its value should be unchanged.
        EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0);
    
        // Restore default.
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    }
    
    TEST_P(ClearTest, ClearIssue)
    {
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);
    
        glClearColor(0.0, 1.0, 0.0, 1.0);
        glClearDepthf(0.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLRenderbuffer rbo;
        glBindRenderbuffer(GL_RENDERBUFFER, rbo);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16);
    
        EXPECT_GL_NO_ERROR();
    
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
    
        EXPECT_GL_NO_ERROR();
    
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClearDepthf(1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Regression test for a bug where "glClearDepthf"'s argument was not clamped
    // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
    TEST_P(ClearTest, ClearIsClamped)
    {
        glClearDepthf(5.0f);
    
        GLfloat clear_depth;
        glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth);
        EXPECT_EQ(1.0f, clear_depth);
    }
    
    // Regression test for a bug where "glDepthRangef"'s arguments were not clamped
    // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
    TEST_P(ClearTest, DepthRangefIsClamped)
    {
        glDepthRangef(1.1f, -4.0f);
    
        GLfloat depth_range[2];
        glGetFloatv(GL_DEPTH_RANGE, depth_range);
        EXPECT_EQ(1.0f, depth_range[0]);
        EXPECT_EQ(0.0f, depth_range[1]);
    }
    
    // Test scissored clears on Depth16
    TEST_P(ClearTest, Depth16Scissored)
    {
        // Crashes on NVIDIA and Android in FramebufferVk::clearWithClearAttachments.
        // http://anglebug.com/3081
        ANGLE_SKIP_TEST_IF(IsNVIDIA() || IsAndroid() || IsFuchsia());
    
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        constexpr int kRenderbufferSize = 64;
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize,
                              kRenderbufferSize);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
    
        glClearDepthf(0.0f);
        glClear(GL_DEPTH_BUFFER_BIT);
    
        glEnable(GL_SCISSOR_TEST);
        constexpr int kNumSteps = 13;
        for (int ndx = 1; ndx < kNumSteps; ndx++)
        {
            float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
            glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
                      static_cast<int>(kRenderbufferSize * perc));
            glClearDepthf(perc);
            glClear(GL_DEPTH_BUFFER_BIT);
        }
    }
    
    // Test scissored clears on Stencil8
    TEST_P(ClearTest, Stencil8Scissored)
    {
        // Crashes on NVIDIA and Android in FramebufferVk::clearWithClearAttachments.
        // http://anglebug.com/3081
        ANGLE_SKIP_TEST_IF(IsNVIDIA() || IsAndroid() || IsFuchsia());
    
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        constexpr int kRenderbufferSize = 64;
        glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
    
        glClearStencil(0);
        glClear(GL_STENCIL_BUFFER_BIT);
    
        glEnable(GL_SCISSOR_TEST);
        constexpr int kNumSteps = 13;
        for (int ndx = 1; ndx < kNumSteps; ndx++)
        {
            float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
            glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
                      static_cast<int>(kRenderbufferSize * perc));
            glClearStencil(static_cast<int>(perc * 255.0f));
            glClear(GL_STENCIL_BUFFER_BIT);
        }
    }
    
    // Covers a bug in the Vulkan back-end where starting a new command buffer in
    // the masked clear would not trigger descriptor sets to be re-bound.
    TEST_P(ClearTest, MaskedClearThenDrawWithUniform)
    {
        // Initialize a program with a uniform.
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(-1, uniLoc);
        glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Initialize position attribute.
        GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, posLoc);
        setupQuadVertexBuffer(0.5f, 1.0f);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        // Initialize a simple FBO.
        constexpr GLsizei kSize = 2;
        GLTexture clearTexture;
        glBindTexture(GL_TEXTURE_2D, clearTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
    
        glViewport(0, 0, kSize, kSize);
    
        // Clear and draw to flush out dirty bits.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Flush to trigger a new serial.
        glFlush();
    
        // Enable color mask and draw again to trigger the bug.
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
        glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // 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)
    TEST_P(ClearTestES3, MaskedClearBufferBug)
    {
        unsigned char pixelData[] = {255, 255, 255, 255};
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
    
        float clearValue[]   = {0, 0.5f, 0.5f, 1.0f};
        GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, drawBuffers);
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
        glClearBufferfv(GL_COLOR, 1, clearValue);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
    
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
    }
    
    TEST_P(ClearTestES3, BadFBOSerialBug)
    {
        // First make a simple framebuffer, and clear it to green
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, drawBuffers);
    
        float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f};
        glClearBufferfv(GL_COLOR, 0, clearValues1);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Next make a second framebuffer, and draw it to red
        // (Triggers bad applied render target serial)
        GLFramebuffer fbo2;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
        ASSERT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        glDrawBuffers(1, drawBuffers);
    
        ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Check that the first framebuffer is still green.
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test that SRGB framebuffers clear to the linearized clear color
    TEST_P(ClearTestES3, SRGBClear)
    {
        // First make a simple framebuffer, and clear it
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
    }
    
    // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
    // attachment
    TEST_P(ClearTestES3, MixedSRGBClear)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
    
        GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, drawBuffers);
    
        // Clear both textures
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
    
        // Check value of texture0
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
        EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
    
        // Check value of texture1
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
        EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
    }
    
    // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync
    // before a draw call. The test draws small quads to a larger FBO (the default back buffer).
    // Before each blit to the back buffer it clears the quad to a certain color using
    // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to
    // flush or finish after ClearBufferfv or each draw.
    TEST_P(ClearTestES3, RepeatedClear)
    {
        constexpr char kVS[] =
            "#version 300 es\n"
            "in highp vec2 position;\n"
            "out highp vec2 v_coord;\n"
            "void main(void)\n"
            "{\n"
            "    gl_Position = vec4(position, 0, 1);\n"
            "    vec2 texCoord = (position * 0.5) + 0.5;\n"
            "    v_coord = texCoord;\n"
            "}\n";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "in highp vec2 v_coord;\n"
            "out highp vec4 color;\n"
            "uniform sampler2D tex;\n"
            "void main()\n"
            "{\n"
            "    color = texture(tex, v_coord);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        mTextures.resize(1, 0);
        glGenTextures(1, mTextures.data());
    
        GLenum format           = GL_RGBA8;
        const int numRowsCols   = 3;
        const int cellSize      = 32;
        const int fboSize       = cellSize;
        const int backFBOSize   = cellSize * numRowsCols;
        const float fmtValueMin = 0.0f;
        const float fmtValueMax = 1.0f;
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        ASSERT_GL_NO_ERROR();
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // larger fbo bound -- clear to transparent black
        glUseProgram(program);
        GLint uniLoc = glGetUniformLocation(program, "tex");
        ASSERT_NE(-1, uniLoc);
        glUniform1i(uniLoc, 0);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
    
        GLint positionLocation = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLocation);
    
        glUseProgram(program);
    
        for (int cellY = 0; cellY < numRowsCols; cellY++)
        {
            for (int cellX = 0; cellX < numRowsCols; cellX++)
            {
                int seed            = cellX + cellY * numRowsCols;
                const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
    
                glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
                glClearBufferfv(GL_COLOR, 0, color.data());
    
                glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
                // Method 1: Set viewport and draw full-viewport quad
                glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
                drawQuad(program, "position", 0.5f);
    
                // Uncommenting the glFinish call seems to make the test pass.
                // glFinish();
            }
        }
    
        std::vector<GLColor> pixelData(backFBOSize * backFBOSize);
        glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
    
        for (int cellY = 0; cellY < numRowsCols; cellY++)
        {
            for (int cellX = 0; cellX < numRowsCols; cellX++)
            {
                int seed              = cellX + cellY * numRowsCols;
                const Vector4 color   = RandomVec4(seed, fmtValueMin, fmtValueMax);
                GLColor expectedColor = Vec4ToColor(color);
    
                int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1;
                GLColor actualColor = pixelData[testN];
                EXPECT_NEAR(expectedColor.R, actualColor.R, 1);
                EXPECT_NEAR(expectedColor.G, actualColor.G, 1);
                EXPECT_NEAR(expectedColor.B, actualColor.B, 1);
                EXPECT_NEAR(expectedColor.A, actualColor.A, 1);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void ClearTest::MaskedScissoredColorDepthStencilClear(bool mask,
                                                          bool scissor,
                                                          bool clearDepth,
                                                          bool clearStencil)
    {
        // Flaky on Android Nexus 5x, possible driver bug.
        // TODO(jmadill): Re-enable when possible. http://anglebug.com/2548
        ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid());
    
        const int w     = getWindowWidth();
        const int h     = getWindowHeight();
        const int whalf = w >> 1;
        const int hhalf = h >> 1;
    
        // Clear to a random color, 0.9 depth and 0x00 stencil
        Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f);
        GLColor color1RGB(color1);
    
        glClearColor(color1[0], color1[1], color1[2], color1[3]);
        glClearDepthf(0.9f);
        glClearStencil(0x00);
        glClear(GL_COLOR_BUFFER_BIT | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
                (clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
        ASSERT_GL_NO_ERROR();
    
        // Verify color was cleared correctly.
        EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1);
    
        if (scissor)
        {
            glEnable(GL_SCISSOR_TEST);
            glScissor(whalf / 2, hhalf / 2, whalf, hhalf);
        }
    
        // Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil.
        Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f);
        GLColor color2RGB(color2);
        glClearColor(color2[0], color2[1], color2[2], color2[3]);
        glClearDepthf(0.5f);
        glClearStencil(0xFF);
        if (mask)
        {
            glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
            glDepthMask(GL_FALSE);
            glStencilMask(0x59);
        }
        glClear(GL_COLOR_BUFFER_BIT | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
                (clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glDepthMask(GL_TRUE);
        glStencilMask(0xFF);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_STENCIL_TEST);
        glDisable(GL_SCISSOR_TEST);
        ASSERT_GL_NO_ERROR();
    
        // Verify second clear mask worked as expected.
        GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]);
    
        GLColor expectedCenterColorRGB = mask ? color2MaskedRGB : color2RGB;
        GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB;
    
        EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
    
        // If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage,
        // so no particular behavior can be expected.
        if (clearDepth || !mHasDepth)
        {
            // We use a small shader to verify depth.
            ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Blue());
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(mask ? GL_GREATER : GL_EQUAL);
            // - If depth is cleared, but it's masked, 0.9 should be in the depth buffer.
            // - If depth is cleared, but it's not masked, 0.5 should be in the depth buffer.
            // - If depth is not cleared, the if above ensures there is no depth buffer at all,
            //   which means depth test will always pass.
            drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), mask ? 1.0f : 0.0f);
            glDisable(GL_DEPTH_TEST);
            ASSERT_GL_NO_ERROR();
    
            // Either way, we expect blue to be written to the center.
            expectedCenterColorRGB = GLColor::blue;
            // If there is no depth, depth test always passes so the whole image must be blue.  Same if
            // depth write is masked.
            expectedCornerColorRGB =
                mHasDepth && scissor && !mask ? expectedCornerColorRGB : GLColor::blue;
    
            EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
        }
    
        // If there is stencil, but it's not asked to be cleared, there is similarly no expectation.
        if (clearStencil || !mHasStencil)
        {
            // And another small shader to verify stencil.
            ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Green());
            glEnable(GL_STENCIL_TEST);
            // - If stencil is cleared, but it's masked, 0x59 should be in the stencil buffer.
            // - If stencil is cleared, but it's not masked, 0xFF should be in the stencil buffer.
            // - If stencil is not cleared, the if above ensures there is no stencil buffer at all,
            //   which means stencil test will always pass.
            glStencilFunc(GL_EQUAL, mask ? 0x59 : 0xFF, 0xFF);
            drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
            glDisable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
    
            // Either way, we expect green to be written to the center.
            expectedCenterColorRGB = GLColor::green;
            // If there is no stencil, stencil test always passes so the whole image must be green.
            expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green;
    
            EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
        }
    }
    
    // Tests combined color+depth+stencil clears.
    TEST_P(ClearTest, MaskedColorAndDepthClear)
    {
        MaskedScissoredColorDepthStencilClear(true, false, true, false);
    }
    
    TEST_P(ClearTest, MaskedColorAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(true, false, false, true);
    }
    
    TEST_P(ClearTest, MaskedColorAndDepthAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(true, false, true, true);
    }
    
    // Simple scissored clear.
    TEST_P(ScissoredClearTest, BasicScissoredColorClear)
    {
        MaskedScissoredColorDepthStencilClear(false, true, false, false);
    }
    
    // Simple scissored masked clear.
    TEST_P(ScissoredClearTest, MaskedScissoredColorClear)
    {
        MaskedScissoredColorDepthStencilClear(true, true, false, false);
    }
    
    // Tests combined color+depth+stencil scissored clears.
    TEST_P(ScissoredClearTest, ScissoredColorAndDepthClear)
    {
        MaskedScissoredColorDepthStencilClear(false, true, true, false);
    }
    
    TEST_P(ScissoredClearTest, ScissoredColorAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(false, true, false, true);
    }
    
    TEST_P(ScissoredClearTest, ScissoredColorAndDepthAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(false, true, true, true);
    }
    
    // Tests combined color+depth+stencil scissored masked clears.
    TEST_P(ScissoredClearTest, MaskedScissoredColorAndDepthClear)
    {
        MaskedScissoredColorDepthStencilClear(true, true, true, false);
    }
    
    TEST_P(ScissoredClearTest, MaskedScissoredColorAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(true, true, false, true);
    }
    
    TEST_P(ScissoredClearTest, MaskedScissoredColorAndDepthAndStencilClear)
    {
        MaskedScissoredColorDepthStencilClear(true, true, true, true);
    }
    
    // Tests combined color+stencil scissored masked clears for a depth-stencil-emulated
    // stencil-only-type.
    TEST_P(VulkanClearTest, ColorAndStencilClear)
    {
        bindColorStencilFBO();
        MaskedScissoredColorDepthStencilClear(false, false, false, true);
    }
    
    TEST_P(VulkanClearTest, MaskedColorAndStencilClear)
    {
        bindColorStencilFBO();
        MaskedScissoredColorDepthStencilClear(true, false, false, true);
    }
    
    TEST_P(VulkanClearTest, ScissoredColorAndStencilClear)
    {
        bindColorStencilFBO();
        MaskedScissoredColorDepthStencilClear(false, true, false, true);
    }
    
    TEST_P(VulkanClearTest, MaskedScissoredColorAndStencilClear)
    {
        bindColorStencilFBO();
        MaskedScissoredColorDepthStencilClear(true, true, false, true);
    }
    
    // Tests combined color+depth scissored masked clears for a depth-stencil-emulated
    // depth-only-type.
    TEST_P(VulkanClearTest, ColorAndDepthClear)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
        bindColorDepthFBO();
        MaskedScissoredColorDepthStencilClear(false, false, true, false);
    }
    
    TEST_P(VulkanClearTest, MaskedColorAndDepthClear)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
        bindColorDepthFBO();
        MaskedScissoredColorDepthStencilClear(true, false, true, false);
    }
    
    TEST_P(VulkanClearTest, ScissoredColorAndDepthClear)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
        bindColorDepthFBO();
        MaskedScissoredColorDepthStencilClear(false, true, true, false);
    }
    
    TEST_P(VulkanClearTest, MaskedScissoredColorAndDepthClear)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
        bindColorDepthFBO();
        MaskedScissoredColorDepthStencilClear(true, true, true, false);
    }
    
    // Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an
    // assert.
    TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert)
    {
        std::vector<GLuint> testUint(4);
        glClearBufferuiv(GL_COLOR, 1, testUint.data());
        std::vector<GLint> testInt(4);
        glClearBufferiv(GL_COLOR, 1, testInt.data());
        std::vector<GLfloat> testFloat(4);
        glClearBufferfv(GL_COLOR, 1, testFloat.data());
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against. Vulkan support disabled because of incomplete implementation.
    ANGLE_INSTANTIATE_TEST(ClearTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(ScissoredClearTest, ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(VulkanClearTest, ES2_VULKAN());
    
    // Not all ANGLE backends support RGB backbuffers
    ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN());
    
    }  // anonymous namespace