Hash :
25390156
Author :
Date :
2025-08-21T00:13:19
Suppress unsafe buffers on a file-by-file basis in src/ [1 of N] In this CL, we suppress many files but stop short of actually enabling the warning by not removing the line from the unsafe_buffers_paths.txt file. That will happen in a follow-on CL, along with resolving any stragglers missed here. This is mostly a manual change so as to familiarize myself with the kinds of issues faced by the Angle codebase when applying buffer safety warnings. -- Re-generate affected hashes. -- Clang-format applied to all changed files. -- Add a few missing .reserve() calls to vectors as noticed. -- Fix some mismatches between file names and header comments. -- Be more consistent with header comment format (blank lines and trailing //-only lines when a filename comment adjoins license boilerplate). Bug: b/436880895 Change-Id: I3bde5cc2059acbe8345057289214f1a26f1c34aa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6869022 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// 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.
//
#ifdef UNSAFE_BUFFERS_BUILD
# pragma allow_unsafe_buffers
#endif
#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());
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());
// http://anglebug.com/42263715
ANGLE_SKIP_TEST_IF(IsMac() && 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)
{
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 that mid-render pass clear works with gaps
TEST_P(DrawBuffersTest, MidRenderPassClearWithGaps)
{
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);
drawQuad(program, positionAttrib(), 0.5);
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 that mid-render pass clear works with gaps. Uses RGB format.
TEST_P(DrawBuffersTest, MidRenderPassClearWithGapsRGB)
{
ANGLE_SKIP_TEST_IF(!setupTest());
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
ASSERT_GE(mMaxDrawBuffers, 4);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
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, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[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);
drawQuad(program, positionAttrib(), 0.5);
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, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
EXPECT_GL_NO_ERROR();
}
// Test that a masked draw and a mid-render pass clear works with gaps.
TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGaps)
{
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);
// Mask out attachment 3, so we only draw to attachment 1.
GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE};
bool flags[8] = {true, false, false, false};
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
// Re-enable attachment 3, so we clear both attachment 1 and 3.
bufs[3] = GL_COLOR_ATTACHMENT3;
setDrawBuffers(4, bufs);
flags[3] = true;
setupMRTProgram(flags, &program);
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 that a masked draw and a mid-render pass clear works with gaps. Uses RGB format.
TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGapsRGB)
{
ANGLE_SKIP_TEST_IF(!setupTest());
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
ASSERT_GE(mMaxDrawBuffers, 4);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
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, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[1], 0);
// Mask out attachment 3, so we only draw to attachment 1.
GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE};
bool flags[8] = {true, false, false, false};
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(4, bufs);
drawQuad(program, positionAttrib(), 0.5);
// Re-enable attachment 3, so we clear both attachment 1 and 3.
bufs[3] = GL_COLOR_ATTACHMENT3;
setDrawBuffers(4, bufs);
flags[3] = true;
setupMRTProgram(flags, &program);
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, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
EXPECT_GL_NO_ERROR();
}
TEST_P(DrawBuffersTest, FirstAndLast)
{
ANGLE_SKIP_TEST_IF(!setupTest());
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());
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
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 draw buffers query on the default framebuffer
TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
{
ANGLE_SKIP_TEST_IF(!setupTest());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLSurface surface = window->getSurface();
GLint drawbuffer = 0;
if (EGL_NO_SURFACE != surface)
{
// Check that the draw buffer state is GL_BACK
glGetIntegerv(GL_DRAW_BUFFER0, &drawbuffer);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_BACK, drawbuffer);
}
// Test that non-zero draw buffers can be queried on the default framebuffer
glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_NONE, drawbuffer);
// Make our context current with no surfaces
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, window->getContext());
// Check that the draw buffer state is GL_NONE
glGetIntegerv(GL_DRAW_BUFFER0, &drawbuffer);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_NONE, drawbuffer);
if (EGL_NO_SURFACE != surface)
{
// Make our context current with a surface again
eglMakeCurrent(display, surface, surface, window->getContext());
// Test that the draw buffer state is GL_BACK once again
glGetIntegerv(GL_DRAW_BUFFER0, &drawbuffer);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_BACK, drawbuffer);
}
}
// Test that drawing with all color buffers disabled works.
TEST_P(DrawBuffersTest, None)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
GLTexture textures[8];
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
textures[texIndex], 0);
flags[texIndex] = true;
bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
bufs[texIndex] = GL_NONE;
}
setDrawBuffers(mMaxDrawBuffers, bufs);
drawQuad(program, positionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
textures[texIndex], 0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
}
glDeleteProgram(program);
}
// Test that drawing with a color buffer disabled and a depth buffer enabled works.
TEST_P(DrawBuffersTest, NoneWithDepth)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {true, false, false, false, false, false, false, false};
GLenum bufs[8] = {
GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
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_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
GLuint program;
setupMRTProgram(flags, &program);
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Color buffer must remain untouched, depth buffer must be set to 1.0
bufs[0] = GL_NONE;
setDrawBuffers(mMaxDrawBuffers, bufs);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with the color buffer and depth test enabled.
// Depth test must fail and the color buffer must remain unchanged.
bufs[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(mMaxDrawBuffers, bufs);
glDepthFunc(GL_LESS);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with another Z value.
// Depth test must pass and the color buffer must be updated.
drawQuad(program, positionAttrib(), 0.0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
glDeleteProgram(program);
}
// Test that drawing with a color buffer disabled and a stencil buffer enabled works.
TEST_P(DrawBuffersTest, NoneWithStencil)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {true, false, false, false, false, false, false, false};
GLenum bufs[8] = {
GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
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_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
EXPECT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
GLuint program;
setupMRTProgram(flags, &program);
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
setDrawBuffers(mMaxDrawBuffers, bufs);
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Color buffer must remain untouched, stencil test must pass and stencil buffer must be
// incremented to 1.
bufs[0] = GL_NONE;
setDrawBuffers(mMaxDrawBuffers, bufs);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with the color buffer enabled and stencil test expecting 0.
// Stencil test must fail, and both the color and the stencil buffers must remain unchanged.
bufs[0] = GL_COLOR_ATTACHMENT0;
setDrawBuffers(mMaxDrawBuffers, bufs);
glStencilFunc(GL_EQUAL, 0, 255);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
// Draw with stencil ref value matching the stored stencil buffer value.
// Stencil test must pass and the color buffer must be updated.
glStencilFunc(GL_EQUAL, 1, 255);
drawQuad(program, positionAttrib(), 1.0);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
glDeleteProgram(program);
}
// Test that draws to every buffer and verifies that every buffer was drawn to.
TEST_P(DrawBuffersTest, AllRGBA8)
{
ANGLE_SKIP_TEST_IF(!setupTest());
bool flags[8] = {false};
GLenum bufs[8] = {GL_NONE};
GLTexture textures[8];
ASSERT_GT(mMaxDrawBuffers, 0);
ASSERT_LE(mMaxDrawBuffers, 8);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
textures[texIndex], 0);
flags[texIndex] = true;
bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
}
GLuint program;
setupMRTProgram(flags, &program);
setDrawBuffers(mMaxDrawBuffers, bufs);
drawQuad(program, positionAttrib(), 0.5);
for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
{
verifyAttachment2D(texIndex, textures[texIndex], GL_TEXTURE_2D, 0);
}
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// 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/42261569): Broken on the GL back-end.
ANGLE_SKIP_TEST_IF(IsOpenGL());
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);
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, 0, 0);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_3D, texture, 0, 1);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_3D, texture, 0, 2);
glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_3D, texture, 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, 0, 0);
verifyAttachment3DOES(1, texture, 0, 1);
verifyAttachment3DOES(2, texture, 0, 2);
verifyAttachment3DOES(3, texture, 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);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 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, 0, 0);
verifyAttachmentLayer(1, texture, 0, 1);
verifyAttachmentLayer(2, texture, 0, 2);
verifyAttachmentLayer(3, texture, 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);
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, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 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, 0, 0);
verifyAttachmentLayer(1, texture, 0, 1);
verifyAttachmentLayer(2, texture, 0, 2);
verifyAttachmentLayer(3, texture, 0, 3);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that binding multiple faces of a CubeMap texture works correctly
TEST_P(DrawBuffersTestES3, CubeMapTextures)
{
ANGLE_SKIP_TEST_IF(!setupTest());
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
EXPECT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0);
EXPECT_GL_NO_ERROR();
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, 0, 3);
verifyAttachmentLayer(1, texture, 0, 2);
verifyAttachmentLayer(2, texture, 0, 1);
verifyAttachmentLayer(3, texture, 0, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that binding multiple layers of a CubeMap array texture works correctly
TEST_P(DrawBuffersTestES3, CubeMapArrayTextures)
{
ANGLE_SKIP_TEST_IF(!setupTest());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_cube_map_array"));
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, texture);
glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 1, GL_RGBA8, getWindowWidth(), getWindowHeight(),
static_cast<GLint>(kCubeFaces.size()));
EXPECT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0);
EXPECT_GL_NO_ERROR();
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, 0, 3);
verifyAttachmentLayer(1, texture, 0, 2);
verifyAttachmentLayer(2, texture, 0, 1);
verifyAttachmentLayer(3, texture, 0, 0);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Test that blend works when draw buffers and framebuffers change.
TEST_P(DrawBuffersTestES3, BlendWithDrawBufferAndFramebufferChanges)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
// http://anglebug.com/42263715
ANGLE_SKIP_TEST_IF(IsMac() && IsIntel() && IsDesktopOpenGL());
// Create two framebuffers, one with 3 attachments (fbo3), one with 4 (fbo4). The test issues
// draw calls on fbo3 with different attachments enabled, then switches to fbo4 (without
// dirtying blend state) and draws to other attachments. It ensures that blend state is
// appropriately set on framebuffer change.
GLenum bufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
GLFramebuffer fbo[2];
GLTexture tex[7];
constexpr GLfloat kClearValue[] = {1, 1, 1, 1};
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
for (uint32_t texIndex = 0; texIndex < 7; ++texIndex)
{
size_t colorAttachmentIndex = texIndex >= 3 ? texIndex - 3 : texIndex;
if (texIndex == 3)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
}
glBindTexture(GL_TEXTURE_2D, tex[texIndex]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachmentIndex,
GL_TEXTURE_2D, tex[texIndex], 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(4, bufs);
glClearBufferfv(GL_COLOR, colorAttachmentIndex, kClearValue);
}
ASSERT_GL_NO_ERROR();
glEnableiOES(GL_BLEND, 0);
glEnableiOES(GL_BLEND, 1);
glEnableiOES(GL_BLEND, 2);
glEnableiOES(GL_BLEND, 3);
glBlendEquationiOES(0, GL_FUNC_REVERSE_SUBTRACT);
glBlendEquationiOES(1, GL_MIN);
glBlendEquationiOES(2, GL_FUNC_REVERSE_SUBTRACT);
glBlendEquationiOES(3, GL_FUNC_REVERSE_SUBTRACT);
glBlendFunciOES(0, GL_ONE, GL_ONE);
glBlendFunciOES(1, GL_DST_ALPHA, GL_DST_ALPHA);
glBlendFunciOES(2, GL_SRC_ALPHA, GL_SRC_ALPHA);
glBlendFunciOES(3, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
bufs[0] = GL_NONE;
bufs[2] = GL_NONE;
glDrawBuffers(4, bufs);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
bufs[2] = GL_COLOR_ATTACHMENT2;
glDrawBuffers(3, bufs);
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform vec4 value0;
uniform vec4 value1;
uniform vec4 value2;
uniform vec4 value3;
layout(location = 0) out vec4 color0;
layout(location = 1) out vec4 color1;
layout(location = 2) out vec4 color2;
layout(location = 3) out vec4 color3;
void main()
{
color0 = value0;
color1 = value1;
color2 = value2;
color3 = value3;
}
)";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint uniforms[4];
for (uint32_t attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
{
char uniformName[20];
snprintf(uniformName, sizeof uniformName, "value%u", attachmentIndex);
uniforms[attachmentIndex] = glGetUniformLocation(program, uniformName);
ASSERT_NE(uniforms[attachmentIndex], -1);
}
// Currently, fbo3 is bound. The attachment states are:
//
// 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
// 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA
// 2: Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA
//
// Draw:
//
// 0: Color: don't care
// 1: Color: (0.75, 0.5, 0.25, 0.5) -> Result after blend is: (0.75, 0.5, 0.25, 0.5)
// 2: Color: (0.25, 0.5, 0.75, 0.5) -> Result after blend is: (0.375, 0.25, 0.125, 0.25)
// Draws green into attachment 1
glUniform4f(uniforms[1], 0.75, 0.5, 0.25, 0.5);
glUniform4f(uniforms[2], 0.25, 0.5, 0.75, 0.5);
drawQuad(program, positionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
bufs[0] = GL_COLOR_ATTACHMENT0;
bufs[1] = GL_NONE;
glDrawBuffers(3, bufs);
// Currently, fbo3 is bound. The attachment states are:
//
// 0: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
// 1: DISABLED Color: (0.75, 0.5, 0.25, 0.5), Blend: min, DST_ALPHA/DST_ALPHA
// 2: Color: (0.375, 0.25, 0.125, 0.25), Blend: reverse subtract,
// SRC_ALPHA/SRC_ALPHA
//
// Draw:
//
// 0: Color: (0.5, 0.25, 0.75, 0.25) -> Result after blend is: (0.5, 0.75, 0.25, 0.75)
// 1: Color: don't care
// 2: Color: (0.125, 0, 0, 1) -> Result after blend is: (0.25, 0.25, 0.125, 0)
// Clear with red
glUniform4f(uniforms[0], 0.5, 0.25, 0.75, 0.25);
glUniform4f(uniforms[2], 0.125, 0, 0, 1);
drawQuad(program, positionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
// Currently, fbo4 is bound. The attachment states are:
//
// 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
// 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA
// 2: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA
// 3: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE_MINUS_SRC_ALPHA/SRC_ALPHA
//
// Draw:
//
// 0: Color: don't care
// 1: Color: (0.125, 0.5, 0.625, 0.25) -> Result after blend is: (0.125, 0.5, 0.625, 0.25)
// 2: Color: don't care
// 3: Color: (0.75, 0.25, 0.5, 0.75) -> Result after blend is:
// (0.5625, 0.6875, 0.625, 0.5625)
glUniform4f(uniforms[1], 0.125, 0.5, 0.625, 0.25);
glUniform4f(uniforms[3], 0.75, 0.25, 0.5, 0.75);
drawQuad(program, positionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
// Verify results
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_NEAR(0, 0, 127, 191, 63, 191, 1);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_NEAR(0, 0, 191, 127, 63, 127, 1);
glReadBuffer(GL_COLOR_ATTACHMENT2);
EXPECT_PIXEL_NEAR(0, 0, 63, 63, 31, 0, 1);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_NEAR(0, 0, 31, 127, 159, 63, 1);
glReadBuffer(GL_COLOR_ATTACHMENT2);
EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1);
glReadBuffer(GL_COLOR_ATTACHMENT3);
EXPECT_PIXEL_NEAR(0, 0, 143, 175, 159, 143, 1);
}
// Test that a disabled color attachment incompatible with a fragment output
// is correctly ignored and does not affect other attachments.
TEST_P(DrawBuffersTestES3, DrawWithDisabledIncompatibleAttachment)
{
ANGLE_SKIP_TEST_IF(!setupTest());
ASSERT_GE(mMaxDrawBuffers, 4);
for (GLuint texIndex = 0; texIndex < 4; texIndex++)
{
glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
if (texIndex == 1)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, getWindowWidth(), getWindowHeight(), 0,
GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr);
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
mTextures[texIndex], 0);
}
ASSERT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
setDrawBuffers(4, bufs);
bool flags[8] = {true, true, true, true};
GLuint program;
setupMRTProgram(flags, &program);
drawQuad(program, positionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
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());
// Draw into the buffers so that buffer0 is red, buffer1 is green and buffer2 is yellow
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);
angle::Vector4 clearColor = GLColor::blue.toNormalizedVector();
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);
angle::Vector4 clearColor = GLColor::blue.toNormalizedVector();
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();
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();
}
// Test that enabling/disabling FBO draw buffers affects color mask
TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsColorMask)
{
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
// Setup draw
glUseProgram(program);
std::array<Vector3, 6> quadVertices = GetQuadVertices();
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
glEnableVertexAttribArray(positionLocation);
// Draw with some attachments disabled. Attachments are initially, red, green and yellow.
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
drawBuffers[1] = GL_NONE;
drawBuffers[2] = GL_NONE;
setDrawBuffers(4, drawBuffers);
glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
// Attachment 0 is now blue
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Draw with the second attachment enabled
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
drawBuffers[1] = GL_COLOR_ATTACHMENT1;
setDrawBuffers(4, drawBuffers);
glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data());
// Attachment 0 is now magenta, and attachment 1 is white. Attachment 2 is still yellow.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Check second attachment was updated by the second draw
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
glReadBuffer(GL_COLOR_ATTACHMENT2);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
EXPECT_GL_NO_ERROR();
}
// Test that enabling/disabling FBO draw buffers affects blend state appropriately as well as the
// color mask.
TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsBlendState)
{
ANGLE_SKIP_TEST_IF(!setupTest());
setupColorMaskForDrawBuffersTest();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Setup draw
glUseProgram(program);
std::array<Vector3, 6> quadVertices = GetQuadVertices();
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
glEnableVertexAttribArray(positionLocation);
// Draw with some attachments disabled. Attachments are initially, red, green and yellow.
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
drawBuffers[1] = GL_NONE;
drawBuffers[2] = GL_NONE;
setDrawBuffers(4, drawBuffers);
glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
// Attachment 0 is now magenta.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Draw with the second attachment enabled
drawBuffers[0] = GL_COLOR_ATTACHMENT0;
drawBuffers[1] = GL_COLOR_ATTACHMENT1;
setDrawBuffers(4, drawBuffers);
glUniform4fv(color0UniformLocation, 1, GLColor::green.toNormalizedVector().data());
glUniform4fv(color1UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
// Attachment 0 is now white, attachment 1 is cyan and attachment 2 is still yellow.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Check second attachment was updated by the second draw
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
glReadBuffer(GL_COLOR_ATTACHMENT2);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
EXPECT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
ANGLE_ALL_TEST_PLATFORMS_ES2,
ANGLE_ALL_TEST_PLATFORMS_ES3,
ES2_METAL().enable(Feature::LimitMaxDrawBuffersForTesting),
ES2_VULKAN()
.disable(Feature::SupportsTransformFeedbackExtension)
.disable(Feature::EmulateTransformFeedback));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersWebGL2Test);
ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersTestES3);
ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ColorMaskForDrawBuffersTest);
ANGLE_INSTANTIATE_TEST_ES3(ColorMaskForDrawBuffersTest);