Hash :
c52183bd
Author :
Date :
2025-04-11T11:17:10
Reset sample coverage after fbo change on Adreno Adreno drivers cache some internal value based number of samples in currently bound FBO and glSampleCoverage value, but doesn't update it on FBO change. So if we set sample coverage to 1 when FBO with 1 samples bound and then switch to FBO with 4 samples it behaves like coverage is 0.25 instead of 1. To avoid this, reset sample coverage after each FBO change. Bug: chromium:408364831 Change-Id: I7d5e36926e8568f4c652049b43ecdbe382ddc293 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6447878 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Vasiliy Telezhnikov <vasilyt@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.
//
// StateChangeTest:
// Specifically designed for an ANGLE implementation of GL, these tests validate that
// ANGLE's dirty bits systems don't get confused by certain sequences of state changes.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <thread>
using namespace angle;
namespace
{
class StateChangeTest : public ANGLETest<>
{
protected:
StateChangeTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
// Enable the no error extension to avoid syncing the FBO state on validation.
setNoErrorEnabled(true);
}
void testSetUp() override
{
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(2, mTextures.data());
glGenRenderbuffers(1, &mRenderbuffer);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (mFramebuffer != 0)
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
}
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
mTextures.clear();
}
glDeleteRenderbuffers(1, &mRenderbuffer);
}
GLuint mFramebuffer = 0;
GLuint mRenderbuffer = 0;
std::vector<GLuint> mTextures = {0, 0};
};
class StateChangeTestES3 : public StateChangeTest
{
protected:
StateChangeTestES3() {}
};
class StateChangeTestES31 : public StateChangeTest
{
protected:
StateChangeTestES31() {}
};
// Ensure that CopyTexImage2D syncs framebuffer changes.
TEST_P(StateChangeTest, CopyTexImage2DSync)
{
// TODO(geofflang): Fix on Linux AMD drivers (http://anglebug.com/42260302)
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Init first texture to red
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Init second texture to green
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Copy in the red texture to the green one.
// CopyTexImage should sync the framebuffer attachment change.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 16, 16, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Ensure that CopyTexSubImage2D syncs framebuffer changes.
TEST_P(StateChangeTest, CopyTexSubImage2DSync)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Init first texture to red
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Init second texture to green
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Copy in the red texture to the green one.
// CopyTexImage should sync the framebuffer attachment change.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 16, 16);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Test that Framebuffer completeness caching works when color attachments change.
TEST_P(StateChangeTest, FramebufferIncompleteColorAttachment)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture at color attachment 0 to be non-color-renderable.
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 16, 16, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that caching works when color attachments change with TexStorage.
TEST_P(StateChangeTest, FramebufferIncompleteWithTexStorage)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture at color attachment 0 to be non-color-renderable.
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ALPHA8_EXT, 16, 16);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that caching works when color attachments change with CompressedTexImage2D.
TEST_P(StateChangeTestES3, FramebufferIncompleteWithCompressedTex)
{
// ETC texture formats are not supported on Mac OpenGL. http://anglebug.com/42262497
ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL());
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture at color attachment 0 to be non-color-renderable.
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 128, nullptr);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that caching works when color attachments are deleted.
TEST_P(StateChangeTestES3, FramebufferIncompleteWhenAttachmentDeleted)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Delete the texture at color attachment 0.
glDeleteTextures(1, &mTextures[0]);
mTextures[0] = 0;
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that Framebuffer completeness caching works when depth attachments change.
TEST_P(StateChangeTest, FramebufferIncompleteDepthAttachment)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture at color attachment 0 to be non-depth-renderable.
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that Framebuffer completeness caching works when stencil attachments change.
TEST_P(StateChangeTest, FramebufferIncompleteStencilAttachment)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mRenderbuffer);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture at the stencil attachment to be non-stencil-renderable.
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that Framebuffer completeness caching works when depth-stencil attachments change.
TEST_P(StateChangeTestES3, FramebufferIncompleteDepthStencilAttachment)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mRenderbuffer);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Change the texture the depth-stencil attachment to be non-depth-stencil-renderable.
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
// Test that enabling GL_SAMPLE_ALPHA_TO_COVERAGE doesn't generate errors.
TEST_P(StateChangeTest, AlphaToCoverageEnable)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 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, GL_TEXTURE_2D, mTextures[0], 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
// We don't actually care that this does anything, just that it can be enabled without causing
// an error.
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glUseProgram(greenProgram);
drawQuad(greenProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
const char kSimpleAttributeVS[] = R"(attribute vec2 position;
attribute vec4 testAttrib;
varying vec4 testVarying;
void main()
{
gl_Position = vec4(position, 0, 1);
testVarying = testAttrib;
})";
const char kSimpleAttributeFS[] = R"(precision mediump float;
varying vec4 testVarying;
void main()
{
gl_FragColor = testVarying;
})";
// Tests that using a buffered attribute, then disabling it and using current value, works.
TEST_P(StateChangeTest, DisablingBufferedVertexAttribute)
{
ANGLE_GL_PROGRAM(program, kSimpleAttributeVS, kSimpleAttributeFS);
glUseProgram(program);
GLint attribLoc = glGetAttribLocation(program, "testAttrib");
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, attribLoc);
ASSERT_NE(-1, positionLoc);
// Set up the buffered attribute.
std::vector<GLColor> red(6, GLColor::red);
GLBuffer attribBuffer;
glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
glBufferData(GL_ARRAY_BUFFER, red.size() * sizeof(GLColor), red.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(attribLoc);
glVertexAttribPointer(attribLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
// Also set the current value to green now.
glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Set up the position attribute as well.
setupQuadVertexBuffer(0.5f, 1.0f);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Draw with the buffered attribute. Verify red.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Draw with the disabled "current value attribute". Verify green.
glDisableVertexAttribArray(attribLoc);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Verify setting buffer data on the disabled buffer doesn't change anything.
std::vector<GLColor> blue(128, GLColor::blue);
glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
glBufferData(GL_ARRAY_BUFFER, blue.size() * sizeof(GLColor), blue.data(), GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that setting value for a subset of default attributes doesn't affect others.
TEST_P(StateChangeTest, SetCurrentAttribute)
{
constexpr char kVS[] = R"(attribute vec4 position;
attribute mat4 testAttrib; // Note that this generates 4 attributes
varying vec4 testVarying;
void main (void)
{
gl_Position = position;
testVarying = position.y < 0.0 ?
position.x < 0.0 ? testAttrib[0] : testAttrib[1] :
position.x < 0.0 ? testAttrib[2] : testAttrib[3];
})";
ANGLE_GL_PROGRAM(program, kVS, kSimpleAttributeFS);
glUseProgram(program);
GLint attribLoc = glGetAttribLocation(program, "testAttrib");
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, attribLoc);
ASSERT_NE(-1, positionLoc);
// Set the current value of two of the test attributes, while leaving the other two as default.
glVertexAttrib4f(attribLoc + 1, 0.0f, 1.0f, 0.0f, 1.0f);
glVertexAttrib4f(attribLoc + 2, 0.0f, 0.0f, 1.0f, 1.0f);
// Set up the position attribute.
setupQuadVertexBuffer(0.5f, 1.0f);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Draw and verify the four section in the output:
//
// +---------------+
// | Black | Green |
// +-------+-------+
// | Blue | Black |
// +---------------+
//
glDrawArrays(GL_TRIANGLES, 0, 6);
const int w = getWindowWidth();
const int h = getWindowHeight();
constexpr unsigned int kPixelTolerance = 5u;
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, kPixelTolerance);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::green, kPixelTolerance);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::blue, kPixelTolerance);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::black, kPixelTolerance);
}
// Tests that drawing with transform feedback paused, then lines without transform feedback works
// without Vulkan validation errors.
TEST_P(StateChangeTestES3, DrawPausedXfbThenNonXfbLines)
{
// glTransformFeedbackVaryings for program2 returns GL_INVALID_OPERATION on both Linux and
// windows. http://anglebug.com/42262893
ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL());
// http://anglebug.com/42263928
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program1, essl1_shaders::vs::Simple(),
essl1_shaders::fs::Blue(), tfVaryings, GL_SEPARATE_ATTRIBS);
GLBuffer xfbBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 6 * sizeof(float[4]), nullptr, GL_STATIC_DRAW);
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glUseProgram(program1);
glBeginTransformFeedback(GL_TRIANGLES);
glPauseTransformFeedback();
glDrawArrays(GL_TRIANGLES, 0, 6);
ANGLE_GL_PROGRAM(program2, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program2);
glDrawArrays(GL_LINES, 0, 6);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
}
// Tests that vertex attribute value is preserved across context switches.
TEST_P(StateChangeTest, MultiContextVertexAttribute)
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = window->getSurface();
EGLContext context1 = window->getContext();
// Set up program in primary context
ANGLE_GL_PROGRAM(program1, kSimpleAttributeVS, kSimpleAttributeFS);
glUseProgram(program1);
GLint attribLoc = glGetAttribLocation(program1, "testAttrib");
GLint positionLoc = glGetAttribLocation(program1, "position");
ASSERT_NE(-1, attribLoc);
ASSERT_NE(-1, positionLoc);
// Set up the position attribute in primary context
setupQuadVertexBuffer(0.5f, 1.0f);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Set primary context attribute to green and draw quad
glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Set up and switch to secondary context
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
EGLContext context2 = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
ASSERT_NE(context2, EGL_NO_CONTEXT);
eglMakeCurrent(display, surface, surface, context2);
// Set up program in secondary context
ANGLE_GL_PROGRAM(program2, kSimpleAttributeVS, kSimpleAttributeFS);
glUseProgram(program2);
ASSERT_EQ(attribLoc, glGetAttribLocation(program2, "testAttrib"));
ASSERT_EQ(positionLoc, glGetAttribLocation(program2, "position"));
// Set up the position attribute in secondary context
setupQuadVertexBuffer(0.5f, 1.0f);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// attribLoc current value should be default - (0,0,0,1)
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Restore primary context
eglMakeCurrent(display, surface, surface, context1);
// ReadPixels to ensure context is switched
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Switch to secondary context second time
eglMakeCurrent(display, surface, surface, context2);
// Check that it still draws black
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Restore primary context second time
eglMakeCurrent(display, surface, surface, context1);
// Check if it still draws green
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Clean up
eglDestroyContext(display, context2);
}
// Ensure that CopyTexSubImage3D syncs framebuffer changes.
TEST_P(StateChangeTestES3, CopyTexSubImage3DSync)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Init first texture to red
glBindTexture(GL_TEXTURE_3D, mTextures[0]);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Init second texture to green
glBindTexture(GL_TEXTURE_3D, mTextures[1]);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Copy in the red texture to the green one.
// CopyTexImage should sync the framebuffer attachment change.
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 16, 16);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Ensure that BlitFramebuffer syncs framebuffer changes.
TEST_P(StateChangeTestES3, BlitFramebufferSync)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Init first texture to red
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Init second texture to green
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
// Change to the red textures and blit.
// BlitFramebuffer should sync the framebuffer attachment change.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
0);
glBlitFramebuffer(0, 0, 16, 16, 0, 0, 16, 16, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Ensure that ReadBuffer and DrawBuffers sync framebuffer changes.
TEST_P(StateChangeTestES3, ReadBufferAndDrawBuffersSync)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Initialize two FBO attachments
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, mTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
// Clear first attachment to red
GLenum bufs1[] = {GL_COLOR_ATTACHMENT0, GL_NONE};
glDrawBuffers(2, bufs1);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear second texture to green
GLenum bufs2[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, bufs2);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify first attachment is red and second is green
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Tests calling invalidate on incomplete framebuffers after switching attachments.
// Adapted partially from WebGL 2 test "renderbuffers/invalidate-framebuffer"
TEST_P(StateChangeTestES3, IncompleteRenderbufferAttachmentInvalidateSync)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
GLint samples = 0;
glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, 1, &samples);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
ASSERT_GL_NO_ERROR();
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
// attached renderbuffer
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
ASSERT_GL_NO_ERROR();
glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples), GL_RGBA8,
getWindowWidth(), getWindowHeight());
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
GLRenderbuffer renderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuf);
ASSERT_GL_NO_ERROR();
// invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
// attached renderbuffer
// Note: the bug will only repro *without* a call to checkStatus before the invalidate.
GLenum attachments2[] = {GL_DEPTH_ATTACHMENT};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments2);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples),
GL_DEPTH_COMPONENT16, getWindowWidth(), getWindowHeight());
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
class StateChangeRenderTest : public StateChangeTest
{
protected:
StateChangeRenderTest() : mProgram(0), mRenderbuffer(0) {}
void testSetUp() override
{
StateChangeTest::testSetUp();
constexpr char kVS[] =
"attribute vec2 position;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
constexpr char kFS[] =
"uniform highp vec4 uniformColor;\n"
"void main() {\n"
" gl_FragColor = uniformColor;\n"
"}";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
glGenRenderbuffers(1, &mRenderbuffer);
}
void testTearDown() override
{
glDeleteProgram(mProgram);
glDeleteRenderbuffers(1, &mRenderbuffer);
StateChangeTest::testTearDown();
}
void setUniformColor(const GLColor &color)
{
glUseProgram(mProgram);
const Vector4 &normalizedColor = color.toNormalizedVector();
GLint uniformLocation = glGetUniformLocation(mProgram, "uniformColor");
ASSERT_NE(-1, uniformLocation);
glUniform4fv(uniformLocation, 1, normalizedColor.data());
}
GLuint mProgram;
GLuint mRenderbuffer;
};
// Test that re-creating a currently attached texture works as expected.
TEST_P(StateChangeRenderTest, RecreateTexture)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw with red to the FBO.
GLColor red(255, 0, 0, 255);
setUniformColor(red);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, red);
// Recreate the texture with green.
GLColor green(0, 255, 0, 255);
std::vector<GLColor> greenPixels(32 * 32, green);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE,
greenPixels.data());
EXPECT_PIXEL_COLOR_EQ(0, 0, green);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
GLColor blue(0, 0, 255, 255);
setUniformColor(blue);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
EXPECT_GL_NO_ERROR();
}
// Test that re-creating a currently attached renderbuffer works as expected.
TEST_P(StateChangeRenderTest, RecreateRenderbuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Draw with red to the FBO.
setUniformColor(GLColor::red);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Recreate the renderbuffer and clear to green.
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 32, 32);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
setUniformColor(GLColor::blue);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
EXPECT_GL_NO_ERROR();
}
// Test that recreating a texture with GenerateMipmaps signals the FBO is dirty.
TEST_P(StateChangeRenderTest, GenerateMipmap)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw once to set the RenderTarget in D3D11
GLColor red(255, 0, 0, 255);
setUniformColor(red);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, red);
// This may trigger the texture to be re-created internally.
glGenerateMipmap(GL_TEXTURE_2D);
// Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Now ensure we don't have a stale render target.
GLColor blue(0, 0, 255, 255);
setUniformColor(blue);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
EXPECT_GL_NO_ERROR();
}
// Tests that gl_DepthRange syncs correctly after a change.
TEST_P(StateChangeRenderTest, DepthRangeUpdates)
{
constexpr char kFragCoordShader[] = R"(void main()
{
if (gl_DepthRange.near == 0.2)
{
gl_FragColor = vec4(1, 0, 0, 1);
}
else if (gl_DepthRange.near == 0.5)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
else
{
gl_FragColor = vec4(0, 0, 1, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragCoordShader);
glUseProgram(program);
const auto &quadVertices = GetQuadVertices();
ASSERT_EQ(0, glGetAttribLocation(program, essl1_shaders::PositionAttrib()));
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0u, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0u);
// First, clear.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw to left half viewport with a first depth range.
glDepthRangef(0.2f, 1.0f);
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Draw to right half viewport with a second depth range.
glDepthRangef(0.5f, 1.0f);
glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Verify left half of the framebuffer is red and right half is green.
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight(), GLColor::red);
EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(),
GLColor::green);
}
class StateChangeRenderTestES3 : public StateChangeRenderTest
{};
TEST_P(StateChangeRenderTestES3, InvalidateNonCurrentFramebuffer)
{
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
glBindTexture(GL_TEXTURE_2D, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// Draw with red to the FBO.
GLColor red(255, 0, 0, 255);
setUniformColor(red);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, red);
// Go back to default framebuffer, draw green
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLColor green(0, 255, 0, 255);
setUniformColor(green);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, green);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
// Invalidate color buffer of FBO
GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
ASSERT_GL_NO_ERROR();
// Verify drawing blue gives blue.
GLColor blue(0, 0, 255, 255);
setUniformColor(blue);
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
}
// Tests that D3D11 dirty bit updates don't forget about BufferSubData attrib updates.
TEST_P(StateChangeTest, VertexBufferUpdatedAfterDraw)
{
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec4 color;\n"
"varying vec4 outcolor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" outcolor = color;\n"
"}";
constexpr char kFS[] =
"varying mediump vec4 outcolor;\n"
"void main()\n"
"{\n"
" gl_FragColor = outcolor;\n"
"}";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
GLBuffer colorBuf;
glBindBuffer(GL_ARRAY_BUFFER, colorBuf);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
// Fill with green.
std::vector<GLColor> colorData(6, GLColor::green);
glBufferData(GL_ARRAY_BUFFER, colorData.size() * sizeof(GLColor), colorData.data(),
GL_STATIC_DRAW);
// Draw, expect green.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
// Update buffer with red.
std::fill(colorData.begin(), colorData.end(), GLColor::red);
glBufferSubData(GL_ARRAY_BUFFER, 0, colorData.size() * sizeof(GLColor), colorData.data());
// Draw, expect red.
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests that drawing after flush without any state change works.
TEST_P(StateChangeTestES3, DrawAfterFlushWithNoStateChange)
{
// Draw (0.125, 0.25, 0.5, 0.5) once, using additive blend
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
GLint positionLocation = glGetAttribLocation(drawColor, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
// Setup VAO
const auto &quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 6, quadVertices.data(), GL_STATIC_DRAW);
GLVertexArray vertexArray;
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// Clear and draw
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glUniform4f(colorUniformLocation, 0.125f, 0.25f, 0.5f, 0.5f);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Make sure the work is submitted.
glFinish();
// Draw again with no state change
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Make sure the pixels have the correct colors.
const int h = getWindowHeight() - 1;
const int w = getWindowWidth() - 1;
const GLColor kExpected(63, 127, 255, 255);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, kExpected, 1);
}
// Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
TEST_P(StateChangeTestES3, VertexArrayObjectAndDisabledAttributes)
{
constexpr char kSingleVS[] = "attribute vec4 position; void main() { gl_Position = position; }";
constexpr char kSingleFS[] = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
ANGLE_GL_PROGRAM(singleProgram, kSingleVS, kSingleFS);
constexpr char kDualVS[] =
"#version 300 es\n"
"in vec4 position;\n"
"in vec4 color;\n"
"out vec4 varyColor;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
" varyColor = color;\n"
"}";
constexpr char kDualFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 varyColor;\n"
"out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = varyColor;\n"
"}";
ANGLE_GL_PROGRAM(dualProgram, kDualVS, kDualFS);
// Force consistent attribute locations
constexpr GLint positionLocation = 0;
constexpr GLint colorLocation = 1;
glBindAttribLocation(singleProgram, positionLocation, "position");
glBindAttribLocation(dualProgram, positionLocation, "position");
glBindAttribLocation(dualProgram, colorLocation, "color");
{
glLinkProgram(singleProgram);
GLint linkStatus;
glGetProgramiv(singleProgram, GL_LINK_STATUS, &linkStatus);
ASSERT_NE(linkStatus, 0);
}
{
glLinkProgram(dualProgram);
GLint linkStatus;
glGetProgramiv(dualProgram, GL_LINK_STATUS, &linkStatus);
ASSERT_NE(linkStatus, 0);
}
glUseProgram(singleProgram);
// Initialize position vertex buffer.
const auto &quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 6, quadVertices.data(), GL_STATIC_DRAW);
// Initialize a VAO. Draw with single program.
GLVertexArray vertexArray;
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Should draw red.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Draw with a green buffer attribute, without the VAO.
glBindVertexArray(0);
glUseProgram(dualProgram);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
std::vector<GLColor> greenColors(6, GLColor::green);
GLBuffer greenBuffer;
glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * 6, greenColors.data(), GL_STATIC_DRAW);
glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, nullptr);
glEnableVertexAttribArray(colorLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Re-bind VAO and try to draw with different program, without changing state.
// Should draw black since current value is not initialized.
glBindVertexArray(vertexArray);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
const char kSamplerMetadataVertexShader0[] = R"(#version 300 es
precision mediump float;
out vec4 color;
uniform sampler2D texture;
void main()
{
vec2 size = vec2(textureSize(texture, 0));
color = size.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
vec2 pos = vec2(0.0);
switch (gl_VertexID) {
case 0: pos = vec2(-1.0, -1.0); break;
case 1: pos = vec2(3.0, -1.0); break;
case 2: pos = vec2(-1.0, 3.0); break;
};
gl_Position = vec4(pos, 0.0, 1.0);
})";
const char kSamplerMetadataVertexShader1[] = R"(#version 300 es
precision mediump float;
out vec4 color;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
vec2 size1 = vec2(textureSize(texture1, 0));
vec2 size2 = vec2(textureSize(texture2, 0));
color = size1.x * size2.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
vec2 pos = vec2(0.0);
switch (gl_VertexID) {
case 0: pos = vec2(-1.0, -1.0); break;
case 1: pos = vec2(3.0, -1.0); break;
case 2: pos = vec2(-1.0, 3.0); break;
};
gl_Position = vec4(pos, 0.0, 1.0);
})";
const char kSamplerMetadataFragmentShader[] = R"(#version 300 es
precision mediump float;
in vec4 color;
out vec4 result;
void main()
{
result = color;
})";
// Tests that changing an active program invalidates the sampler metadata properly.
TEST_P(StateChangeTestES3, SamplerMetadataUpdateOnSetProgram)
{
// http://anglebug.com/40096654
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
GLVertexArray vertexArray;
glBindVertexArray(vertexArray);
// Create a simple framebuffer.
GLTexture texture1, texture2;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Create 2 shader programs differing only in the number of active samplers.
ANGLE_GL_PROGRAM(program1, kSamplerMetadataVertexShader0, kSamplerMetadataFragmentShader);
glUseProgram(program1);
glUniform1i(glGetUniformLocation(program1, "texture"), 0);
ANGLE_GL_PROGRAM(program2, kSamplerMetadataVertexShader1, kSamplerMetadataFragmentShader);
glUseProgram(program2);
glUniform1i(glGetUniformLocation(program2, "texture1"), 0);
glUniform1i(glGetUniformLocation(program2, "texture2"), 0);
// Draw a solid green color to the framebuffer.
glUseProgram(program1);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Test that our first program is good.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Bind a different program that uses more samplers.
// Draw another quad that depends on the sampler metadata.
glUseProgram(program2);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Flush via ReadPixels and check that it's still green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Tests that redefining Buffer storage syncs with the Transform Feedback object.
TEST_P(StateChangeTestES3, RedefineTransformFeedbackBuffer)
{
// Create the most simple program possible - simple a passthrough for a float attribute.
constexpr char kVertexShader[] = R"(#version 300 es
in float valueIn;
out float valueOut;
void main()
{
gl_Position = vec4(0, 0, 0, 0);
valueOut = valueIn;
})";
constexpr char kFragmentShader[] = R"(#version 300 es
out mediump float unused;
void main()
{
unused = 1.0;
})";
std::vector<std::string> tfVaryings = {"valueOut"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVertexShader, kFragmentShader, tfVaryings,
GL_SEPARATE_ATTRIBS);
glUseProgram(program);
GLint attribLoc = glGetAttribLocation(program, "valueIn");
ASSERT_NE(-1, attribLoc);
// Disable rasterization - we're not interested in the framebuffer.
glEnable(GL_RASTERIZER_DISCARD);
// Initialize a float vertex buffer with 1.0.
std::vector<GLfloat> data1(16, 1.0);
GLsizei size1 = static_cast<GLsizei>(sizeof(GLfloat) * data1.size());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, size1, data1.data(), GL_STATIC_DRAW);
glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(attribLoc);
ASSERT_GL_NO_ERROR();
// Initialize a same-sized XFB buffer.
GLBuffer xfbBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size1, nullptr, GL_STATIC_DRAW);
// Draw with XFB enabled.
GLTransformFeedback xfb;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 16);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Verify the XFB stage caught the 1.0 attribute values.
void *mapped1 = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size1, GL_MAP_READ_BIT);
GLfloat *asFloat1 = reinterpret_cast<GLfloat *>(mapped1);
std::vector<GLfloat> actualData1(asFloat1, asFloat1 + data1.size());
EXPECT_EQ(data1, actualData1);
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
// Now, reinitialize the XFB buffer to a larger size, and draw with 2.0.
std::vector<GLfloat> data2(128, 2.0);
const GLsizei size2 = static_cast<GLsizei>(sizeof(GLfloat) * data2.size());
glBufferData(GL_ARRAY_BUFFER, size2, data2.data(), GL_STATIC_DRAW);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size2, nullptr, GL_STATIC_DRAW);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 128);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Verify the XFB stage caught the 2.0 attribute values.
void *mapped2 = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size2, GL_MAP_READ_BIT);
GLfloat *asFloat2 = reinterpret_cast<GLfloat *>(mapped2);
std::vector<GLfloat> actualData2(asFloat2, asFloat2 + data2.size());
EXPECT_EQ(data2, actualData2);
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
// Variations:
//
// - bool: whether to use WebGL compatibility mode.
using StateChangeTestWebGL2Params = std::tuple<angle::PlatformParameters, bool>;
std::string StateChangeTestWebGL2Print(
const ::testing::TestParamInfo<StateChangeTestWebGL2Params> ¶msInfo)
{
const StateChangeTestWebGL2Params ¶ms = paramsInfo.param;
std::ostringstream out;
out << std::get<0>(params);
if (std::get<1>(params))
{
out << "__WebGLCompatibility";
}
return out.str();
}
// State change test verifying both ES3 and WebGL2 specific behaviors.
// Test is parameterized to allow execution with and without WebGL validation.
// Note that this can not inherit from StateChangeTest due to the need to use ANGLETestWithParam.
class StateChangeTestWebGL2 : public ANGLETest<StateChangeTestWebGL2Params>
{
protected:
StateChangeTestWebGL2()
{
setWindowWidth(kWidth);
setWindowHeight(kHeight);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
if (testing::get<1>(GetParam()))
setWebGLCompatibilityEnabled(true);
}
struct TestResources
{
GLTexture colorTexture;
GLFramebuffer framebuffer;
};
void setupResources(TestResources &resources)
{
glBindTexture(GL_TEXTURE_2D, resources.colorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, resources.framebuffer);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
resources.colorTexture, 0);
EXPECT_GL_NO_ERROR();
}
// Use a larger window/framebuffer size than 1x1 (though not much larger) to
// increase the chances that random garbage will appear.
static constexpr GLsizei kWidth = 4;
static constexpr GLsizei kHeight = 4;
};
// Note: tested multiple other combinations:
//
// - Clearing/drawing to the framebuffer after invalidating, without using a
// secondary FBO
// - Clearing the framebuffer after invalidating, using a secondary FBO
// - Invalidating after clearing/drawing to the FBO, to verify WebGL's behavior
// that after invalidation, the framebuffer is either unmodified, or cleared
// to transparent black
//
// This combination, drawing after invalidating plus copying from the drawn-to
// texture, was the only one which provoked the original bug in the Metal
// backend with the following command line arguments:
//
// MTL_DEBUG_LAYER=1 MTL_DEBUG_LAYER_VALIDATE_LOAD_ACTIONS=1 \
// MTL_DEBUG_LAYER_VALIDATE_STORE_ACTIONS=1 \
// MTL_DEBUG_LAYER_VALIDATE_UNRETAINED_RESOURCES=4 \
// angle_end2end_tests ...
//
// See anglebug.com/42265402.
TEST_P(StateChangeTestWebGL2, InvalidateThenDrawFBO)
{
GLint origFramebuffer = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &origFramebuffer);
TestResources resources;
setupResources(resources);
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
const GLenum attachment = GL_COLOR_ATTACHMENT0;
glBindFramebuffer(GL_FRAMEBUFFER, resources.framebuffer);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear to red to start.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Invalidate framebuffer.
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &attachment);
EXPECT_GL_NO_ERROR();
// Draw green.
// Important to use a vertex buffer because WebGL doesn't support client-side arrays.
constexpr bool useVertexBuffer = true;
drawQuad(drawGreen, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, useVertexBuffer);
EXPECT_GL_NO_ERROR();
// Bind original framebuffer.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, origFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, resources.framebuffer);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Blit from user's framebuffer to the window.
//
// This step is crucial to catch bugs in the Metal backend's use of no-op load/store actions.
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Verify results.
glBindFramebuffer(GL_READ_FRAMEBUFFER, origFramebuffer);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green);
}
// Simple state change tests for line loop drawing. There is some very specific handling of line
// line loops in Vulkan and we need to test switching between drawElements and drawArrays calls to
// validate every edge cases.
class LineLoopStateChangeTest : public StateChangeTest
{
protected:
LineLoopStateChangeTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void validateSquareAndHourglass() const
{
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Bottom left
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight, GLColor::blue);
// Top left
EXPECT_PIXEL_COLOR_EQ(quarterWidth, (quarterHeight * 3), GLColor::blue);
// Top right
// The last pixel isn't filled on a line loop so we check the pixel right before.
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), (quarterHeight * 3) - 1, GLColor::blue);
// dead center to validate the hourglass.
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight * 2, GLColor::blue);
// Verify line is closed between the 2 last vertices
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight, GLColor::blue);
}
};
// Draw an hourglass with a drawElements call followed by a square with drawArrays.
TEST_P(LineLoopStateChangeTest, DrawElementsThenDrawArrays)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
// We expect to draw a square with these 4 vertices with a drawArray call.
std::vector<Vector3> vertices;
CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 24}, {24, 8}}, getWindowWidth(),
getWindowHeight(), &vertices);
// If we use these indices to draw however, we should be drawing an hourglass.
auto indices = std::vector<GLushort>{0, 2, 1, 3};
GLint mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, mPositionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
GL_STATIC_DRAW);
glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mPositionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr); // hourglass
glDrawArrays(GL_LINE_LOOP, 0, 4); // square
glDisableVertexAttribArray(mPositionLocation);
validateSquareAndHourglass();
}
// Draw line loop using a drawArrays followed by an hourglass with drawElements.
TEST_P(LineLoopStateChangeTest, DrawArraysThenDrawElements)
{
// http://anglebug.com/40644657: Seems to fail on older drivers and pass on newer.
// Tested failing on 18.3.3 and passing on 18.9.2.
ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
// We expect to draw a square with these 4 vertices with a drawArray call.
std::vector<Vector3> vertices;
CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 24}, {24, 8}}, getWindowWidth(),
getWindowHeight(), &vertices);
// If we use these indices to draw however, we should be drawing an hourglass.
auto indices = std::vector<GLushort>{0, 2, 1, 3};
GLint mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, mPositionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
GL_STATIC_DRAW);
glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(mPositionLocation);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_LINE_LOOP, 0, 4); // square
glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr); // hourglass
glDisableVertexAttribArray(mPositionLocation);
validateSquareAndHourglass();
}
// Draw a triangle with a drawElements call and a non-zero offset and draw the same
// triangle with the same offset again followed by a line loop with drawElements.
TEST_P(LineLoopStateChangeTest, DrawElementsThenDrawElements)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw a triangle with the last three points on the bottom right,
// draw with LineLoop, and then draw a triangle with the same non-zero offset.
auto vertices = std::vector<Vector3>{
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
auto indices = std::vector<GLushort>{0, 1, 2, 1, 2, 3};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
GL_STATIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Draw a triangle with a non-zero offset on the bottom right.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(3 * sizeof(GLushort)));
// Draw with LineLoop.
glDrawElements(GL_LINE_LOOP, 3, GL_UNSIGNED_SHORT, nullptr);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(3 * sizeof(GLushort)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate the top left point's color.
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::blue);
// Validate the triangle is drawn on the bottom right.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::blue);
// Validate the triangle is NOT on the top left part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::red);
}
// Simple state change tests, primarily focused on basic object lifetime and dependency management
// with back-ends that don't support that automatically (i.e. Vulkan).
class SimpleStateChangeTest : public ANGLETest<>
{
protected:
static constexpr int kWindowSize = 64;
SimpleStateChangeTest()
{
setWindowWidth(kWindowSize);
setWindowHeight(kWindowSize);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void simpleDrawWithBuffer(GLBuffer *buffer);
void simpleDrawWithColor(const GLColor &color);
using UpdateFunc = std::function<void(GLenum, GLTexture *, GLint, GLint, const GLColor &)>;
void updateTextureBoundToFramebufferHelper(UpdateFunc updateFunc);
void bindTextureToFbo(GLFramebuffer &fbo, GLTexture &texture);
void drawToFboWithCulling(const GLenum frontFace, bool earlyFrontFaceDirty);
};
class SimpleStateChangeTestES3 : public SimpleStateChangeTest
{
protected:
void blendAndVerifyColor(const GLColor32F blendColor, const GLColor expectedColor)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
EXPECT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, blendColor.R, blendColor.G, blendColor.B, blendColor.A);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, 1);
}
};
class SimpleStateChangeTestES31 : public SimpleStateChangeTestES3
{};
class SimpleStateChangeTestComputeES31 : public SimpleStateChangeTest
{
protected:
void testSetUp() override
{
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
EXPECT_GL_NO_ERROR();
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=2, local_size_y=2) in;
layout (rgba8, binding = 0) readonly uniform highp image2D srcImage;
layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
void main()
{
imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)));
})";
mProgram = CompileComputeProgram(kCS);
ASSERT_NE(mProgram, 0u);
glBindImageTexture(1, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture,
0);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (mFramebuffer != 0)
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
}
if (mTexture != 0)
{
glDeleteTextures(1, &mTexture);
mTexture = 0;
}
glDeleteProgram(mProgram);
}
GLuint mProgram;
GLuint mFramebuffer = 0;
GLuint mTexture = 0;
};
class ImageES31PPO
{
protected:
ImageES31PPO() : mComputeProg(0), mPipeline(0) {}
void bindProgramPipeline(const GLchar *computeString)
{
mComputeProg = glCreateShaderProgramv(GL_COMPUTE_SHADER, 1, &computeString);
ASSERT_NE(mComputeProg, 0u);
// Generate a program pipeline and attach the programs to their respective stages
glGenProgramPipelines(1, &mPipeline);
EXPECT_GL_NO_ERROR();
glUseProgramStages(mPipeline, GL_COMPUTE_SHADER_BIT, mComputeProg);
EXPECT_GL_NO_ERROR();
glBindProgramPipeline(mPipeline);
EXPECT_GL_NO_ERROR();
glActiveShaderProgram(mPipeline, mComputeProg);
EXPECT_GL_NO_ERROR();
}
GLuint mComputeProg;
GLuint mPipeline;
};
class SimpleStateChangeTestComputeES31PPO : public ImageES31PPO, public SimpleStateChangeTest
{
protected:
SimpleStateChangeTestComputeES31PPO() : ImageES31PPO(), SimpleStateChangeTest() {}
void testTearDown() override
{
if (mFramebuffer != 0)
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
}
if (mTexture != 0)
{
glDeleteTextures(1, &mTexture);
mTexture = 0;
}
glDeleteProgramPipelines(1, &mPipeline);
}
GLuint mFramebuffer = 0;
GLuint mTexture = 0;
};
constexpr char kSimpleVertexShader[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
vColor = color;
}
)";
constexpr char kSimpleVertexShaderForPoints[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
gl_PointSize = 1.0;
vColor = color;
}
)";
constexpr char kZeroVertexShaderForPoints[] = R"(void main()
{
gl_Position = vec4(0);
gl_PointSize = 1.0;
}
)";
constexpr char kSimpleFragmentShader[] = R"(precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
}
)";
void SimpleStateChangeTest::simpleDrawWithBuffer(GLBuffer *buffer)
{
ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
glUseProgram(program);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glBindBuffer(GL_ARRAY_BUFFER, *buffer);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
}
void SimpleStateChangeTest::simpleDrawWithColor(const GLColor &color)
{
std::vector<GLColor> colors(6, color);
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLColor), colors.data(), GL_STATIC_DRAW);
simpleDrawWithBuffer(&colorBuffer);
}
// Test that we can do a drawElements call successfully after making a drawArrays call in the same
// frame.
TEST_P(SimpleStateChangeTest, DrawArraysThenDrawElements)
{
// http://anglebug.com/40644706
ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGLES());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
// We expect to draw a triangle with the first 3 points to the left, then another triangle with
// the last 3 vertices using a drawElements call.
auto vertices = std::vector<Vector3>{{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 0.0f},
{1.0f, -1.0f, 0.0f}};
// If we use these indices to draw we'll be using the last 2 vertex only to draw.
auto indices = std::vector<GLushort>{2, 3, 4};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
for (int i = 0; i < 10; i++)
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3); // triangle to the left
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr); // triangle to the right
glFinish();
}
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int halfHeight = getWindowHeight() / 2;
// Validate triangle to the left
EXPECT_PIXEL_COLOR_EQ(quarterWidth, halfHeight, GLColor::blue);
// Validate triangle to the right
EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), halfHeight, GLColor::blue);
}
// Draw a triangle with drawElements and a non-zero offset and draw the same
// triangle with the same offset followed by binding the same element buffer.
TEST_P(SimpleStateChangeTest, DrawElementsThenDrawElements)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw the triangle with the last three points on the bottom right, and
// rebind the same element buffer and draw with the same indices.
auto vertices = std::vector<Vector3>{
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
auto indices = std::vector<GLushort>{0, 1, 2, 1, 2, 3};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
GL_STATIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(3 * sizeof(GLushort)));
// Rebind the same element buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(3 * sizeof(GLushort)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate the triangle is drawn on the bottom right.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::blue);
// Validate the triangle is NOT on the top left part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::red);
}
// Draw a triangle with drawElements then change the index buffer and draw again.
TEST_P(SimpleStateChangeTest, DrawElementsThenDrawElementsNewIndexBuffer)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw the triangle with the last three points on the bottom right, and
// rebind the same element buffer and draw with the same indices.
auto vertices = std::vector<Vector3>{
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
auto indices8 = std::vector<GLubyte>{0, 1, 2, 1, 2, 3};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 1.0f);
GLBuffer indexBuffer8;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer8);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices8.size() * sizeof(GLubyte), &indices8[0],
GL_STATIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
auto indices2nd8 = std::vector<GLubyte>{2, 3, 0, 0, 1, 2};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices2nd8.size() * sizeof(GLubyte), &indices2nd8[0],
GL_STATIC_DRAW);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate the triangle is drawn on the bottom left.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::blue);
// Validate the triangle is NOT on the top right part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::white);
}
// Draw a triangle with drawElements then change the indices and draw again.
TEST_P(SimpleStateChangeTest, DrawElementsThenDrawElementsNewIndices)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw the triangle with the last three points on the bottom right, and
// rebind the same element buffer and draw with the same indices.
std::vector<Vector3> vertices = {
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
std::vector<GLubyte> indices8 = {0, 1, 2, 2, 3, 0};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 1.0f);
GLBuffer indexBuffer8;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer8);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices8.size() * sizeof(GLubyte), &indices8[0],
GL_DYNAMIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
std::vector<GLubyte> newIndices8 = {2, 3, 0};
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, newIndices8.size() * sizeof(GLubyte),
&newIndices8[0]);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate the triangle is drawn on the bottom left.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::blue);
// Validate the triangle is NOT on the top right part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::white);
}
// Draw a triangle with drawElements then change the indices and draw again. Similar to
// DrawElementsThenDrawElementsNewIndices, but changes the whole index buffer (not just half). This
// triggers a different path in the Vulkan backend based on the fact that the majority of the buffer
// is being updated.
TEST_P(SimpleStateChangeTest, DrawElementsThenDrawElementsWholeNewIndices)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw the triangle with the last three points on the bottom right, and
// rebind the same element buffer and draw with the same indices.
std::vector<Vector3> vertices = {
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
std::vector<GLubyte> indices8 = {0, 1, 2, 2, 3, 0};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 1.0f);
GLBuffer indexBuffer8;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer8);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices8.size() * sizeof(GLubyte), &indices8[0],
GL_DYNAMIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
std::vector<GLubyte> newIndices8 = {2, 3, 0, 0, 0, 0};
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, newIndices8.size() * sizeof(GLubyte),
&newIndices8[0]);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate the triangle is drawn on the bottom left.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::blue);
// Validate the triangle is NOT on the top right part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::white);
}
// Draw a triangle with drawElements and a non-zero offset and draw the same
// triangle with the same offset followed by binding a USHORT element buffer.
TEST_P(SimpleStateChangeTest, DrawElementsUBYTEX2ThenDrawElementsUSHORT)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
// Background Red color
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// We expect to draw the triangle with the last three points on the bottom right, and
// rebind the same element buffer and draw with the same indices.
auto vertices = std::vector<Vector3>{
{-1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}, {-1.0f, -1.0f, 0.0f}};
auto indices8 = std::vector<GLubyte>{0, 1, 2, 1, 2, 3};
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 1.0f);
GLBuffer indexBuffer8;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer8);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices8.size() * sizeof(GLubyte), &indices8[0],
GL_STATIC_DRAW);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
auto indices2nd8 = std::vector<GLubyte>{2, 3, 0, 0, 1, 2};
GLBuffer indexBuffer2nd8;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer2nd8);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices2nd8.size() * sizeof(GLubyte), &indices2nd8[0],
GL_STATIC_DRAW);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, (void *)(0 * sizeof(GLubyte)));
// Bind the 16bit element buffer.
auto indices16 = std::vector<GLushort>{0, 1, 3, 1, 2, 3};
GLBuffer indexBuffer16;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer16);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices16.size() * sizeof(GLushort), &indices16[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer16);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
// Draw the triangle again with the same offset.
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, (void *)(0 * sizeof(GLushort)));
glDisableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
int quarterWidth = getWindowWidth() / 4;
int quarterHeight = getWindowHeight() / 4;
// Validate green triangle is drawn on the bottom.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight, GLColor::green);
// Validate white triangle is drawn on the right.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 3, quarterHeight * 2, GLColor::white);
// Validate blue triangle is on the top left part.
EXPECT_PIXEL_COLOR_EQ(quarterWidth * 2, quarterHeight * 3, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight * 2, GLColor::blue);
}
// Draw a points use multiple unaligned vertex buffer with same data,
// verify all the rendering results are the same.
TEST_P(SimpleStateChangeTest, DrawRepeatUnalignedVboChange)
{
// http://anglebug.com/42263089
ANGLE_SKIP_TEST_IF(isSwiftshader() && (IsWindows() || IsLinux()));
const int kRepeat = 2;
// set up VBO, colorVBO is unaligned
GLBuffer positionBuffer;
constexpr size_t posOffset = 0;
const GLfloat posData[] = {0.5f, 0.5f};
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(posData), posData, GL_STATIC_DRAW);
GLBuffer colorBuffers[kRepeat];
constexpr size_t colorOffset = 1;
const GLfloat colorData[] = {0.515f, 0.515f, 0.515f, 1.0f};
constexpr size_t colorBufferSize = colorOffset + sizeof(colorData);
uint8_t colorDataUnaligned[colorBufferSize] = {0};
memcpy(reinterpret_cast<void *>(colorDataUnaligned + colorOffset), colorData,
sizeof(colorData));
for (uint32_t i = 0; i < kRepeat; i++)
{
glBindBuffer(GL_ARRAY_BUFFER, colorBuffers[i]);
glBufferData(GL_ARRAY_BUFFER, colorBufferSize, colorDataUnaligned, GL_STATIC_DRAW);
}
// set up frame buffer
GLFramebuffer framebuffer;
GLTexture framebufferTexture;
bindTextureToFbo(framebuffer, framebufferTexture);
// set up program
ANGLE_GL_PROGRAM(program, kSimpleVertexShaderForPoints, kSimpleFragmentShader);
glUseProgram(program);
GLuint colorAttrLocation = glGetAttribLocation(program, "color");
glEnableVertexAttribArray(colorAttrLocation);
GLuint posAttrLocation = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(posAttrLocation);
EXPECT_GL_NO_ERROR();
// draw and get drawing results
constexpr size_t kRenderSize = kWindowSize * kWindowSize;
std::array<GLColor, kRenderSize> pixelBufs[kRepeat];
for (uint32_t i = 0; i < kRepeat; i++)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glVertexAttribPointer(posAttrLocation, 2, GL_FLOAT, GL_FALSE, 0,
reinterpret_cast<const void *>(posOffset));
glBindBuffer(GL_ARRAY_BUFFER, colorBuffers[i]);
glVertexAttribPointer(colorAttrLocation, 4, GL_FLOAT, GL_FALSE, 0,
reinterpret_cast<const void *>(colorOffset));
glDrawArrays(GL_POINTS, 0, 1);
// read drawing results
glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE,
pixelBufs[i].data());
EXPECT_GL_NO_ERROR();
}
// verify something is drawn
static_assert(kRepeat >= 2, "More than one repetition required");
std::array<GLColor, kRenderSize> pixelAllBlack{0};
EXPECT_NE(pixelBufs[0], pixelAllBlack);
// verify drawing results are all identical
for (uint32_t i = 1; i < kRepeat; i++)
{
EXPECT_EQ(pixelBufs[i - 1], pixelBufs[i]);
}
}
// Handles deleting a Buffer when it's being used.
TEST_P(SimpleStateChangeTest, DeleteBufferInUse)
{
std::vector<GLColor> colorData(6, GLColor::red);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * colorData.size(), colorData.data(),
GL_STATIC_DRAW);
simpleDrawWithBuffer(&buffer);
buffer.reset();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests that resizing a Buffer during a draw works as expected.
TEST_P(SimpleStateChangeTest, RedefineBufferInUse)
{
std::vector<GLColor> redColorData(6, GLColor::red);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
GL_STATIC_DRAW);
// Trigger a pull from the buffer.
simpleDrawWithBuffer(&buffer);
// Redefine the buffer that's in-flight.
std::vector<GLColor> greenColorData(1024, GLColor::green);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * greenColorData.size(), greenColorData.data(),
GL_STATIC_DRAW);
// Trigger the flush and verify the first draw worked.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Draw again and verify the new data is correct.
simpleDrawWithBuffer(&buffer);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests updating a buffer's contents while in use, without redefining it.
TEST_P(SimpleStateChangeTest, UpdateBufferInUse)
{
std::vector<GLColor> redColorData(6, GLColor::red);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
GL_STATIC_DRAW);
// Trigger a pull from the buffer.
simpleDrawWithBuffer(&buffer);
// Update the buffer that's in-flight.
std::vector<GLColor> greenColorData(6, GLColor::green);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLColor) * greenColorData.size(),
greenColorData.data());
// Trigger the flush and verify the first draw worked.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Draw again and verify the new data is correct.
simpleDrawWithBuffer(&buffer);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that deleting an in-flight Texture does not immediately delete the resource.
TEST_P(SimpleStateChangeTest, DeleteTextureInUse)
{
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
draw2DTexturedQuad(0.5f, 1.0f, true);
tex.reset();
EXPECT_GL_NO_ERROR();
int w = getWindowWidth() - 2;
int h = getWindowHeight() - 2;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
}
// Tests that modifying a texture parameter in-flight does not cause problems.
TEST_P(SimpleStateChangeTest, ChangeTextureFilterModeBetweenTwoDraws)
{
std::array<GLColor, 4> colors = {
{GLColor::black, GLColor::white, GLColor::black, GLColor::white}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw to the left side of the window only with NEAREST.
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
draw2DTexturedQuad(0.5f, 1.0f, true);
// Draw to the right side of the window only with LINEAR.
glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
draw2DTexturedQuad(0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
glViewport(0, 0, getWindowWidth(), getWindowHeight());
// The first half (left) should be only black followed by plain white.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 3, 0, GLColor::white);
EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 4, 0, GLColor::white);
// The second half (right) should be a gradient so we shouldn't find plain black/white in the
// middle.
EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::black);
EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::white);
}
// Tests that bind the same texture all the time between different draw calls.
TEST_P(SimpleStateChangeTest, RebindTextureDrawAgain)
{
GLuint program = get2DTexturedQuadProgram();
glUseProgram(program);
std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
// Setup the texture
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Setup the vertex array to draw a quad.
GLint positionLocation = glGetAttribLocation(program, "position");
setupQuadVertexBuffer(1.0f, 1.0f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw quad
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Bind again
glBindTexture(GL_TEXTURE_2D, tex);
ASSERT_GL_NO_ERROR();
// Draw again, should still work.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Validate whole surface is filled with cyan.
int h = getWindowHeight() - 1;
int w = getWindowWidth() - 1;
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
}
// Tests that we can draw with a texture, modify the texture with a texSubImage, and then draw again
// correctly.
TEST_P(SimpleStateChangeTest, DrawWithTextureTexSubImageThenDrawAgain)
{
GLuint program = get2DTexturedQuadProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
std::array<GLColor, 4> colors = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
std::array<GLColor, 4> subColors = {
{GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
// Setup the texture
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the vertex array to draw a quad.
GLint positionLocation = glGetAttribLocation(program, "position");
setupQuadVertexBuffer(1.0f, 1.0f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw quad
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Update bottom-half of texture with green.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
ASSERT_GL_NO_ERROR();
// Draw again, should still work.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Validate first half of the screen is red and the bottom is green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4 * 3, GLColor::red);
}
// Test that we can alternate between textures between different draws.
TEST_P(SimpleStateChangeTest, DrawTextureAThenTextureBThenTextureA)
{
GLuint program = get2DTexturedQuadProgram();
glUseProgram(program);
std::array<GLColor, 4> colorsTex1 = {
{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
std::array<GLColor, 4> colorsTex2 = {
{GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
// Setup the texture
GLTexture tex1;
glBindTexture(GL_TEXTURE_2D, tex1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex1.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLTexture tex2;
glBindTexture(GL_TEXTURE_2D, tex2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex2.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Setup the vertex array to draw a quad.
GLint positionLocation = glGetAttribLocation(program, "position");
setupQuadVertexBuffer(1.0f, 1.0f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw quad
glBindTexture(GL_TEXTURE_2D, tex1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Bind again, draw again
glBindTexture(GL_TEXTURE_2D, tex2);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Bind again, draw again
glBindTexture(GL_TEXTURE_2D, tex1);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Validate whole surface is filled with cyan.
int h = getWindowHeight() - 1;
int w = getWindowWidth() - 1;
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
}
// Tests that redefining an in-flight Texture does not affect the in-flight resource.
TEST_P(SimpleStateChangeTest, RedefineTextureInUse)
{
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw with the first texture.
draw2DTexturedQuad(0.5f, 1.0f, true);
// Redefine the in-flight texture.
constexpr int kBigSize = 32;
std::vector<GLColor> bigColors;
for (int y = 0; y < kBigSize; ++y)
{
for (int x = 0; x < kBigSize; ++x)
{
bool xComp = x < kBigSize / 2;
bool yComp = y < kBigSize / 2;
if (yComp)
{
bigColors.push_back(xComp ? GLColor::cyan : GLColor::magenta);
}
else
{
bigColors.push_back(xComp ? GLColor::yellow : GLColor::white);
}
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, bigColors.data());
EXPECT_GL_NO_ERROR();
// Verify the first draw had the correct data via ReadPixels.
int w = getWindowWidth() - 2;
int h = getWindowHeight() - 2;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
// Draw and verify with the redefined data.
draw2DTexturedQuad(0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::white);
}
// Test updating a Texture's contents while in use by GL works as expected.
TEST_P(SimpleStateChangeTest, UpdateTextureInUse)
{
std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
// Set up 2D quad resources.
GLuint program = get2DTexturedQuadProgram();
glUseProgram(program);
ASSERT_EQ(0, glGetAttribLocation(program, "position"));
const auto &quadVerts = GetQuadVertices();
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, quadVerts.size() * sizeof(quadVerts[0]), quadVerts.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw RGBY to the Framebuffer. The texture is now in-use by GL.
const int w = getWindowWidth() - 2;
const int h = getWindowHeight() - 2;
const int w2 = w >> 1;
glViewport(0, 0, w2, h);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Update the texture to be YBGR, while the Texture is in-use. Should not affect the draw.
std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
ASSERT_GL_NO_ERROR();
// Draw again to the Framebuffer. The second draw call should use the updated YBGR data.
glViewport(w2, 0, w2, h);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Check the Framebuffer. Both draws should have completed.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(w2 - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w2 - 1, h - 1, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(w2 + 1, 0, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(w2 + 1, h - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::red);
ASSERT_GL_NO_ERROR();
}
void SimpleStateChangeTest::updateTextureBoundToFramebufferHelper(UpdateFunc updateFunc)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
std::vector<GLColor> red(4, GLColor::red);
std::vector<GLColor> green(4, GLColor::green);
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, 2, 2);
ASSERT_GL_NO_ERROR();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw once to flush dirty state bits.
draw2DTexturedQuad(0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Update the (0, 1) pixel to be blue
updateFunc(GL_TEXTURE_2D, &renderTarget, 0, 1, GLColor::blue);
// Draw green to the right half of the Framebuffer.
glBindTexture(GL_TEXTURE_2D, tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, green.data());
glViewport(1, 0, 1, 2);
draw2DTexturedQuad(0.5f, 1.0f, true);
// Update the (1, 1) pixel to be yellow
updateFunc(GL_TEXTURE_2D, &renderTarget, 1, 1, GLColor::yellow);
ASSERT_GL_NO_ERROR();
// Verify we have a quad with the right colors in the FBO.
std::vector<GLColor> expected = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
std::vector<GLColor> actual(4);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, actual.data());
EXPECT_EQ(expected, actual);
}
// Tests that TexSubImage updates are flushed before rendering.
TEST_P(SimpleStateChangeTest, TexSubImageOnTextureBoundToFrambuffer)
{
// http://anglebug.com/40096654
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
auto updateFunc = [](GLenum textureBinding, GLTexture *tex, GLint x, GLint y,
const GLColor &color) {
glBindTexture(textureBinding, *tex);
glTexSubImage2D(textureBinding, 0, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color.data());
};
updateTextureBoundToFramebufferHelper(updateFunc);
}
// Tests that CopyTexSubImage updates are flushed before rendering.
TEST_P(SimpleStateChangeTest, CopyTexSubImageOnTextureBoundToFrambuffer)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
GLTexture copySource;
glBindTexture(GL_TEXTURE_2D, copySource);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer copyFBO;
glBindFramebuffer(GL_READ_FRAMEBUFFER, copyFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copySource, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
auto updateFunc = [©Source](GLenum textureBinding, GLTexture *tex, GLint x, GLint y,
const GLColor &color) {
glBindTexture(GL_TEXTURE_2D, copySource);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color.data());
glBindTexture(textureBinding, *tex);
glCopyTexSubImage2D(textureBinding, 0, x, y, 0, 0, 1, 1);
};
updateTextureBoundToFramebufferHelper(updateFunc);
}
// Tests that the read framebuffer doesn't affect what the draw call thinks the attachments are
// (which is what the draw framebuffer dictates) when a command is issued with the GL_FRAMEBUFFER
// target.
TEST_P(SimpleStateChangeTestES3, ReadFramebufferDrawFramebufferDifferentAttachments)
{
// http://anglebug.com/40096654
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
GLRenderbuffer drawColorBuffer;
glBindRenderbuffer(GL_RENDERBUFFER, drawColorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
GLRenderbuffer drawDepthBuffer;
glBindRenderbuffer(GL_RENDERBUFFER, drawDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 1, 1);
GLRenderbuffer readColorBuffer;
glBindRenderbuffer(GL_RENDERBUFFER, readColorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
drawColorBuffer);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
drawDepthBuffer);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
GLFramebuffer readFBO;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
readColorBuffer);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// A handful of non-draw calls can sync framebuffer state, such as discard, invalidate,
// invalidateSub and multisamplefv.
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_EQUAL);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Tests that invalidate then copy then blend works.
TEST_P(SimpleStateChangeTestES3, InvalidateThenCopyThenBlend)
{
// Create a framebuffer as the source of copy
const GLColor kSrcData = GLColor::cyan;
GLTexture copySrc;
glBindTexture(GL_TEXTURE_2D, copySrc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kSrcData);
GLFramebuffer readFBO;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copySrc, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
// Create the framebuffer that will be invalidated
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Copy into the framebuffer's texture. The framebuffer should now be cyan.
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then blit then blend works.
TEST_P(SimpleStateChangeTestES3, InvalidateThenBlitThenBlend)
{
// Create a framebuffer as the source of blit
const GLColor kSrcData = GLColor::cyan;
GLTexture blitSrc;
glBindTexture(GL_TEXTURE_2D, blitSrc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kSrcData);
GLFramebuffer readFBO;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blitSrc, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
// Create the framebuffer that will be invalidated
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Blit into the framebuffer. The framebuffer should now be cyan.
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then generate mipmaps works
TEST_P(SimpleStateChangeTestES3, InvalidateThenGenerateMipmapsThenBlend)
{
// Create a texture on which generate mipmaps would be called
const GLColor kMip0Data[4] = {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan};
const GLColor kMip1Data = GLColor::blue;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kMip0Data);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kMip1Data);
// Create the framebuffer that will be invalidated
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Generate mipmaps
glGenerateMipmap(GL_TEXTURE_2D);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then upload works
TEST_P(SimpleStateChangeTestES3, InvalidateThenUploadThenBlend)
{
// http://anglebug.com/42263445
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// Create the framebuffer that will be invalidated
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Upload data to it
const GLColor kUploadColor = GLColor::cyan;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kUploadColor);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then sub upload works
TEST_P(SimpleStateChangeTestES3, InvalidateThenSubUploadThenBlend)
{
// http://anglebug.com/42263445
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// Create the framebuffer that will be invalidated
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Upload data to it
const GLColor kUploadColor = GLColor::cyan;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kUploadColor);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then compute write works
TEST_P(SimpleStateChangeTestES31, InvalidateThenStorageWriteThenBlend)
{
// Fails on AMD OpenGL Windows. This configuration isn't maintained.
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// http://anglebug.com/42263927
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
void main()
{
imageStore(dstImage, ivec2(gl_GlobalInvocationID.xy), vec4(0.0f, 1.0f, 1.0f, 1.0f));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
// Create the framebuffer texture
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glBindImageTexture(1, renderTarget, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
// Write to the texture with compute once. In the Vulkan backend, this will make sure the image
// is already created with STORAGE usage and avoids recreate later.
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
// Needs explicit barrier between compute shader write to FBO access.
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Create the framebuffer that will be invalidated
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Issue a memory barrier before writing to the image again.
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Write to it with a compute shader
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
// Needs explicit barrier between compute shader write to FBO access.
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that invalidate then compute write works inside PPO
TEST_P(SimpleStateChangeTestES31, InvalidateThenStorageWriteThenBlendPpo)
{
// Fails on AMD OpenGL Windows. This configuration isn't maintained.
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// PPOs are only supported in the Vulkan backend
ANGLE_SKIP_TEST_IF(!isVulkanRenderer());
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
void main()
{
imageStore(dstImage, ivec2(gl_GlobalInvocationID.xy), vec4(0.0f, 1.0f, 1.0f, 1.0f));
})";
GLProgramPipeline pipeline;
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
glUseProgramStages(pipeline, GL_COMPUTE_SHADER_BIT, program);
EXPECT_GL_NO_ERROR();
glBindProgramPipeline(pipeline);
EXPECT_GL_NO_ERROR();
glUseProgram(0);
// Create the framebuffer texture
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glBindImageTexture(1, renderTarget, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
// Write to the texture with compute once. In the Vulkan backend, this will make sure the image
// is already created with STORAGE usage and avoids recreate later.
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
// Needs explicit barrier between compute shader write to FBO access.
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Create the framebuffer that will be invalidated
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer and invalidate it.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment);
EXPECT_GL_NO_ERROR();
// Issue a memory barrier before writing to the image again.
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Write to it with a compute shader
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
// Needs explicit barrier between compute shader write to FBO access.
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(1.0f, 0.0f, 0.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that sub-invalidate then draw works.
TEST_P(SimpleStateChangeTestES3, SubInvalidateThenDraw)
{
// Fails on AMD OpenGL Windows. This configuration isn't maintained.
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
// Create the framebuffer that will be invalidated
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer.
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw into a quarter of the framebuffer, then invalidate that same region.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glEnable(GL_SCISSOR_TEST);
glScissor(1, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// Only invalidate a quarter of the framebuffer.
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateSubFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &invalidateAttachment, 1, 1, 1, 1);
EXPECT_GL_NO_ERROR();
glDisable(GL_SCISSOR_TEST);
// Blend into the framebuffer, then verify that the framebuffer should have had cyan.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
blendAndVerifyColor(GLColor32F(0.0f, 0.0f, 1.0f, 0.5f), GLColor(127, 127, 127, 191));
}
// Tests that mid-render-pass invalidate then clear works for color buffers. This test ensures that
// the invalidate is undone on draw.
TEST_P(SimpleStateChangeTestES3, ColorInvalidateThenClear)
{
// Create the framebuffer that will be invalidated
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Initialize the framebuffer with a draw call.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// Invalidate it.
GLenum invalidateAttachment = GL_COLOR_ATTACHMENT0;
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &invalidateAttachment);
// Clear the framebuffer.
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Expect the clear color, ensuring that invalidate wasn't applied after clear.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that mid-render-pass invalidate then clear works for depth buffers. This test ensures that
// the invalidate is undone on draw.
TEST_P(SimpleStateChangeTestES3, DepthInvalidateThenClear)
{
// Create the framebuffer that will be invalidated
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 2, 2);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Initialize the framebuffer with a draw call.
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.0f);
// Invalidate depth.
GLenum invalidateAttachment = GL_DEPTH_ATTACHMENT;
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, &invalidateAttachment);
// Clear the framebuffer.
glClearDepthf(0.8f);
glClear(GL_DEPTH_BUFFER_BIT);
// Expect the draw color. This breaks the render pass. Later, the test ensures that invalidate
// of depth wasn't applied after clear.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Blend with depth test and make sure depth is as expected.
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LESS);
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.59f);
glDepthFunc(GL_GREATER);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.61f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Invalidate an RGB framebuffer and verify that the alpha channel is not destroyed and remains
// valid after a draw call.
TEST_P(SimpleStateChangeTestES3, InvalidateRGBThenDraw)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that clearing alpha is ineffective on an RGB format.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Invalidate the framebuffer contents.
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emulated
// with RGBA, the previous invalidate shouldn't affect the alpha value.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Draw and invalidate an RGB framebuffer and verify that the alpha channel is not destroyed and
// remains valid after a draw call.
TEST_P(SimpleStateChangeTestES3, DrawInvalidateRGBThenDraw)
{
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that clearing alpha is ineffective on an RGB format.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Draw before invalidating
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Invalidate the framebuffer contents.
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emulated
// with RGBA, the previous invalidate shouldn't affect the alpha value.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Invalidate an RGB framebuffer and verify that the alpha channel is not destroyed, even if the
// color channels may be garbage.
TEST_P(SimpleStateChangeTestES3, DrawAndInvalidateRGBThenVerifyAlpha)
{
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint uniformLocation = glGetUniformLocation(drawColor, essl1_shaders::ColorUniform());
ASSERT_NE(uniformLocation, -1);
const int w = getWindowWidth();
const int h = getWindowHeight();
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUniform4f(uniformLocation, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
// Invalidate the framebuffer contents.
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Read back the contents of the framebuffer. The color channels are invalid, but as an RGB
// format, readback should always return 1 in alpha.
std::vector<GLColor> readback(w * h);
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, readback.data());
for (int y = 0; y < h; ++y)
{
for (int x = 0; x < w; ++x)
{
EXPECT_EQ(readback[y * w + x].A, 255) << x << " " << y;
}
}
}
// Tests deleting a Framebuffer that is in use.
TEST_P(SimpleStateChangeTest, DeleteFramebufferInUse)
{
constexpr int kSize = 16;
// Create a simple framebuffer.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
// Draw a solid red color to the framebuffer.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
// Delete the framebuffer while the call is in flight.
framebuffer.reset();
// Make a new framebuffer so we can read back the texture.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Flush via ReadPixels and check red was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// This test was made to reproduce a specific issue with our Vulkan backend where were releasing
// buffers too early. The test has 2 textures, we first create a texture and update it with
// multiple updates, but we don't use it right away, we instead draw using another texture
// then we bind the first texture and draw with it.
TEST_P(SimpleStateChangeTest, DynamicAllocationOfMemoryForTextures)
{
constexpr int kSize = 64;
GLuint program = get2DTexturedQuadProgram();
glUseProgram(program);
std::vector<GLColor> greenPixels(kSize * kSize, GLColor::green);
std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
for (int i = 0; i < 100; i++)
{
// We do this a lot of time to make sure we use multiple buffers in the vulkan backend.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
greenPixels.data());
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redPixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Setup the vertex array to draw a quad.
GLint positionLocation = glGetAttribLocation(program, "position");
setupQuadVertexBuffer(1.0f, 1.0f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw quad with texture 2 while texture 1 has "staged" changes that have not been flushed yet.
glBindTexture(GL_TEXTURE_2D, texture2);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// If we now try to draw with texture1, we should trigger the issue.
glBindTexture(GL_TEXTURE_2D, texture1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests deleting a Framebuffer that is in use.
TEST_P(SimpleStateChangeTest, RedefineFramebufferInUse)
{
constexpr int kSize = 16;
// Create a simple framebuffer.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glViewport(0, 0, kSize, kSize);
// Draw red to the framebuffer.
simpleDrawWithColor(GLColor::red);
// Change the framebuffer while the call is in flight to a new texture.
GLTexture otherTexture;
glBindTexture(GL_TEXTURE_2D, otherTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, otherTexture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw green to the framebuffer. Verify the color.
simpleDrawWithColor(GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Make a new framebuffer so we can read back the first texture and verify red.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests that redefining a Framebuffer Texture Attachment works as expected.
TEST_P(SimpleStateChangeTest, RedefineFramebufferTexture)
{
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Bind a simple 8x8 texture to the framebuffer, draw red.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glViewport(0, 0, 8, 8);
simpleDrawWithColor(GLColor::red);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "first draw should be red";
// Redefine the texture to 32x32, draw green. Verify we get what we expect.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glViewport(0, 0, 32, 32);
simpleDrawWithColor(GLColor::green);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green) << "second draw should be green";
}
// Trips a bug in the Vulkan back-end where a Texture wouldn't transition correctly.
TEST_P(SimpleStateChangeTest, DrawAndClearTextureRepeatedly)
{
// Fails on 431.02 driver. http://anglebug.com/40644697
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
// Fails on AMD OpenGL Windows. This configuration isn't maintained.
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::Texture2DUniform());
ASSERT_NE(-1, uniLoc);
glUniform1i(uniLoc, 0);
const int numRowsCols = 2;
const int cellSize = getWindowWidth() / 2;
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, 0.0f, 1.0f);
// Set the texture to a constant color using glClear and a user FBO.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
// Draw a small colored quad to the default FBO using the viewport.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
}
}
// Verify the colored quads were drawn correctly despite no flushing.
std::vector<GLColor> pixelData(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
ASSERT_GL_NO_ERROR();
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, 0.0f, 1.0f);
GLColor expectedColor(color);
int testN =
cellX * cellSize + cellY * getWindowWidth() * cellSize + getWindowWidth() + 1;
GLColor actualColor = pixelData[testN];
EXPECT_COLOR_NEAR(expectedColor, actualColor, 1);
}
}
}
// Test that clear followed by rebind of framebuffer attachment works (with noop clear in between).
TEST_P(SimpleStateChangeTestES3, ClearThenNoopClearThenRebindAttachment)
{
// Create a texture with red
const GLColor kInitColor1 = GLColor::red;
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kInitColor1);
// Create a framebuffer to be cleared
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer to green
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear again, but in a way that would be a no-op. In the Vulkan backend, this will result in
// a framebuffer sync state, which extracts deferred clears. However, as the clear is actually
// a noop, the deferred clears will remain unflushed.
glClear(0);
// Change framebuffer's attachment to the other texture.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// A bogus draw to make sure the render pass is cleared in the Vulkan backend.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Expect red, which is the original contents of texture1. If the clear is mistakenly applied
// to the new attachment, green will be read back.
EXPECT_PIXEL_COLOR_EQ(0, 0, kInitColor1);
// Attach back to texture2. It should be cleared to green.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that clear followed by rebind of framebuffer attachment works (with 0-sized scissor clear in
// between).
TEST_P(SimpleStateChangeTestES3, ClearThenZeroSizeScissoredClearThenRebindAttachment)
{
// Create a texture with red
const GLColor kInitColor1 = GLColor::red;
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kInitColor1);
// Create a framebuffer to be cleared
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer to green
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear again, but in a way that would be a no-op. In the Vulkan backend, this will result in
// a framebuffer sync state, which extracts deferred clears. However, as the clear is actually
// a noop, the deferred clears will remain unflushed.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
// Change framebuffer's attachment to the other texture.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// A bogus draw to make sure the render pass is cleared in the Vulkan backend.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Expect red, which is the original contents of texture1. If the clear is mistakenly applied
// to the new attachment, green will be read back.
EXPECT_PIXEL_COLOR_EQ(0, 0, kInitColor1);
// Attach back to texture2. It should be cleared to green.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that clear followed by rebind of framebuffer attachment works (with noop blit in between).
TEST_P(SimpleStateChangeTestES3, ClearThenNoopBlitThenRebindAttachment)
{
// Create a texture with red
const GLColor kInitColor1 = GLColor::red;
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &kInitColor1);
// Create a framebuffer to be cleared
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear the framebuffer to green
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Issue noop blit. In the Vulkan backend, this will result in a framebuffer sync state, which
// extracts deferred clears. However, as the blit is actually a noop, the deferred clears will
// remain unflushed.
GLTexture blitSrc;
glBindTexture(GL_TEXTURE_2D, blitSrc);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer readFBO;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blitSrc, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Change framebuffer's attachment to the other texture.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// A bogus draw to make sure the render pass is cleared in the Vulkan backend.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glUseProgram(program);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
EXPECT_GL_NO_ERROR();
// Expect red, which is the original contents of texture1. If the clear is mistakenly applied
// to the new attachment, green will be read back.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
EXPECT_PIXEL_COLOR_EQ(0, 0, kInitColor1);
// Attach back to texture2. It should be cleared to green.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validates disabling cull face really disables it.
TEST_P(SimpleStateChangeTest, EnableAndDisableCullFace)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
// Disable cull face and redraw, then make sure we have the quad drawn.
glDisable(GL_CULL_FACE);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
TEST_P(SimpleStateChangeTest, ScissorTest)
{
// This test validates this order of state changes:
// 1- Set scissor but don't enable it, validate its not used.
// 2- Enable it and validate its working.
// 3- Disable the scissor validate its not used anymore.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glClear(GL_COLOR_BUFFER_BIT);
// Set the scissor region, but don't enable it yet.
glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2,
getWindowHeight() / 2);
// Fill the whole screen with a quad.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Test outside, scissor isnt enabled so its red.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Test inside, red of the fragment shader.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
// Clear everything and start over with the test enabled.
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Test outside the scissor test, pitch black.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
// Test inside, red of the fragment shader.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
// Now disable the scissor test, do it again, and verify the region isn't used
// for the scissor test.
glDisable(GL_SCISSOR_TEST);
// Clear everything and start over with the test enabled.
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Test outside, scissor isnt enabled so its red.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Test inside, red of the fragment shader.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
}
// This test validates we are able to change the valid of a uniform dynamically.
TEST_P(SimpleStateChangeTest, UniformUpdateTest)
{
constexpr char kPositionUniformVertexShader[] = R"(
precision mediump float;
attribute vec2 position;
uniform vec2 uniPosModifier;
void main()
{
gl_Position = vec4(position + uniPosModifier, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, essl1_shaders::fs::UniformColor());
glUseProgram(program);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLint posUniformLocation = glGetUniformLocation(program, "uniPosModifier");
ASSERT_NE(posUniformLocation, -1);
GLint colorUniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// draw a red quad to the left side.
glUniform2f(posUniformLocation, -0.5, 0.0);
glUniform4f(colorUniformLocation, 1.0, 0.0, 0.0, 1.0);
drawQuad(program, "position", 0.0f, 0.5f, true);
// draw a green quad to the right side.
glUniform2f(posUniformLocation, 0.5, 0.0);
glUniform4f(colorUniformLocation, 0.0, 1.0, 0.0, 1.0);
drawQuad(program, "position", 0.0f, 0.5f, true);
ASSERT_GL_NO_ERROR();
// Test the center of the left quad. Should be red.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 2, GLColor::red);
// Test the center of the right quad. Should be green.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4 * 3, getWindowHeight() / 2, GLColor::green);
}
// Tests that changing the storage of a Renderbuffer currently in use by GL works as expected.
TEST_P(SimpleStateChangeTest, RedefineRenderbufferInUse)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
// Set up and draw red to the left half the screen.
std::vector<GLColor> redData(6, GLColor::red);
GLBuffer vertexBufferRed;
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferRed);
glBufferData(GL_ARRAY_BUFFER, redData.size() * sizeof(GLColor), redData.data(), GL_STATIC_DRAW);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
glViewport(0, 0, 16, 16);
drawQuad(program, "position", 0.5f, 1.0f, true);
// Immediately redefine the Renderbuffer.
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 64, 64);
// Set up and draw green to the right half of the screen.
std::vector<GLColor> greenData(6, GLColor::green);
GLBuffer vertexBufferGreen;
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferGreen);
glBufferData(GL_ARRAY_BUFFER, greenData.size() * sizeof(GLColor), greenData.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
glViewport(0, 0, 64, 64);
drawQuad(program, "position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validate that we can draw -> change frame buffer size -> draw and we'll be rendering
// at the full size of the new framebuffer.
TEST_P(SimpleStateChangeTest, ChangeFramebufferSizeBetweenTwoDraws)
{
constexpr size_t kSmallTextureSize = 2;
constexpr size_t kBigTextureSize = 4;
// Create 2 textures, one of 2x2 and the other 4x4
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSmallTextureSize, kSmallTextureSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kBigTextureSize, kBigTextureSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// A framebuffer for each texture to draw on.
GLFramebuffer framebuffer1;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLFramebuffer framebuffer2;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(uniformLocation, -1);
// Bind to the first framebuffer for drawing.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
// Set a scissor, that will trigger setting the internal scissor state in Vulkan to
// (0,0,framebuffer.width, framebuffer.height) size since the scissor isn't enabled.
glScissor(0, 0, 16, 16);
ASSERT_GL_NO_ERROR();
// Set color to red.
glUniform4f(uniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glViewport(0, 0, kSmallTextureSize, kSmallTextureSize);
// Draw a full sized red quad
drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Bind to the second (bigger) framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
glViewport(0, 0, kBigTextureSize, kBigTextureSize);
ASSERT_GL_NO_ERROR();
// Set color to green.
glUniform4f(uniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
// Draw again and we should fill everything with green and expect everything to be green.
drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kBigTextureSize, kBigTextureSize, GLColor::green);
}
// Tries to relink a program in use and use it again to draw something else.
TEST_P(SimpleStateChangeTest, RelinkProgram)
{
// http://anglebug.com/40644706
ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGLES());
const GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, essl1_shaders::vs::Simple());
GLuint blueFs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Blue());
GLuint redFs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Red());
glAttachShader(program, vs);
glAttachShader(program, blueFs);
glLinkProgram(program);
CheckLinkStatusAndReturnProgram(program, true);
glClear(GL_COLOR_BUFFER_BIT);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f},
{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {-1.0, 1.0f, 0.0f}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Draw a blue triangle to the right
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Relink to draw red to the left
glDetachShader(program, blueFs);
glAttachShader(program, redFs);
glLinkProgram(program);
CheckLinkStatusAndReturnProgram(program, true);
glDrawArrays(GL_TRIANGLES, 3, 3);
ASSERT_GL_NO_ERROR();
glDisableVertexAttribArray(positionLocation);
// Verify we drew red and green in the right places.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::red);
glDeleteShader(vs);
glDeleteShader(blueFs);
glDeleteShader(redFs);
glDeleteProgram(program);
}
// Creates a program that uses uniforms and then immediately release it and then use it. Should be
// valid.
TEST_P(SimpleStateChangeTest, ReleaseShaderInUseThatReadsFromUniforms)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
const GLint uniformLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
EXPECT_NE(-1, uniformLoc);
// Set color to red.
glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
// Release program while its in use.
glDeleteProgram(program);
// Draw a red triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
// Set color to green
glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw a green triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
glDisableVertexAttribArray(positionLocation);
glUseProgram(0);
// Verify we drew red in the end since thats the last draw.
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::red);
}
// Tests that sampler sync isn't masked by program textures.
TEST_P(SimpleStateChangeTestES3, SamplerSyncNotTiedToProgram)
{
// Create a sampler with NEAREST filtering.
GLSampler sampler;
glBindSampler(0, sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw with a program that uses no textures.
ANGLE_GL_PROGRAM(program1, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(program1, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Create a simple texture with four colors and linear filtering.
constexpr GLsizei kSize = 2;
std::array<GLColor, 4> pixels = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture redTex;
glBindTexture(GL_TEXTURE_2D, redTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create a program that uses the texture.
constexpr char kVS[] = R"(attribute vec4 position;
varying vec2 texCoord;
void main()
{
gl_Position = position;
texCoord = position.xy * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
})";
// Draw. The sampler should override the clamp wrap mode with nearest.
ANGLE_GL_PROGRAM(program2, kVS, kFS);
ASSERT_EQ(0, glGetUniformLocation(program2, "tex"));
drawQuad(program2, "position", 0.5f);
ASSERT_GL_NO_ERROR();
constexpr int kHalfSize = kWindowSize / 2;
EXPECT_PIXEL_RECT_EQ(0, 0, kHalfSize, kHalfSize, GLColor::red);
EXPECT_PIXEL_RECT_EQ(kHalfSize, 0, kHalfSize, kHalfSize, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, kHalfSize, kHalfSize, kHalfSize, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(kHalfSize, kHalfSize, kHalfSize, kHalfSize, GLColor::yellow);
}
// Tests different samplers can be used with same texture obj on different tex units.
TEST_P(SimpleStateChangeTestES3, MultipleSamplersWithSingleTextureObject)
{
// Test overview - Create two separate sampler objects, initially with the same
// sampling args (NEAREST). Bind the same texture object to separate texture units.
// FS samples from two samplers and blends result.
// Bind separate sampler objects to the same texture units as the texture object.
// Render & verify initial results
// Next modify sampler0 to have LINEAR filtering instead of NEAREST
// Render and save results
// Now restore sampler0 to NEAREST filtering and make sampler1 LINEAR
// Render and verify results are the same as previous
// Create 2 samplers with NEAREST filtering.
constexpr GLsizei kNumSamplers = 2;
// We create/bind an extra sampler w/o bound tex object for testing purposes
GLSampler samplers[kNumSamplers + 1];
// Set samplers to initially have same state w/ NEAREST filter mode
for (uint32_t i = 0; i < kNumSamplers + 1; ++i)
{
glSamplerParameteri(samplers[i], GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(samplers[i], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(samplers[i], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(samplers[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameterf(samplers[i], GL_TEXTURE_MAX_LOD, 1000);
glSamplerParameterf(samplers[i], GL_TEXTURE_MIN_LOD, -1000);
glBindSampler(i, samplers[i]);
ASSERT_GL_NO_ERROR();
}
// Create a simple texture with four colors
constexpr GLsizei kSize = 2;
std::array<GLColor, 4> pixels = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture rgbyTex;
// Bind same texture object to tex units 0 & 1
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rgbyTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, rgbyTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
// Create a program that uses the texture with 2 separate samplers.
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D samp1;
uniform sampler2D samp2;
void main()
{
gl_FragColor = mix(texture2D(samp1, v_texCoord), texture2D(samp2, v_texCoord), 0.5);
})";
// Create program and bind samplers to tex units 0 & 1
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
GLint s1loc = glGetUniformLocation(program, "samp1");
GLint s2loc = glGetUniformLocation(program, "samp2");
glUseProgram(program);
glUniform1i(s1loc, 0);
glUniform1i(s2loc, 1);
// Draw. This first draw is a confidence check and not really necessary for the test
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
constexpr int kHalfSize = kWindowSize / 2;
// When rendering w/ NEAREST, colors are all maxed out so should still be solid
EXPECT_PIXEL_RECT_EQ(0, 0, kHalfSize, kHalfSize, GLColor::red);
EXPECT_PIXEL_RECT_EQ(kHalfSize, 0, kHalfSize, kHalfSize, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, kHalfSize, kHalfSize, kHalfSize, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(kHalfSize, kHalfSize, kHalfSize, kHalfSize, GLColor::yellow);
// Make first sampler use linear filtering
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
// Capture rendered pixel color with s0 linear
std::vector<GLColor> s0LinearColors(kWindowSize * kWindowSize);
glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE, s0LinearColors.data());
// Now restore first sampler & update second sampler
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
// Capture rendered pixel color w/ s1 linear
std::vector<GLColor> s1LinearColors(kWindowSize * kWindowSize);
glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE, s1LinearColors.data());
// Results should be the same regardless of if s0 or s1 is linear
ASSERT(s0LinearColors.size() == s1LinearColors.size());
for (size_t index = 0; index < s0LinearColors.size(); index++)
{
EXPECT_COLOR_NEAR(s0LinearColors[index], s1LinearColors[index], 1u);
}
}
// Tests that rendering works as expected with multiple VAOs.
TEST_P(SimpleStateChangeTestES31, MultipleVertexArrayObjectRendering)
{
constexpr char kVertexShader[] = R"(attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main()
{
gl_Position = a_position;
v_color = a_color;
})";
constexpr char kFragmentShader[] = R"(precision mediump float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(mProgram, kVertexShader, kFragmentShader);
GLint positionLoc = glGetAttribLocation(mProgram, "a_position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(mProgram, "a_color");
ASSERT_NE(-1, colorLoc);
GLVertexArray VAOS[2];
GLBuffer positionBuffer;
GLBuffer colorBuffer;
const auto quadVertices = GetQuadVertices();
glBindVertexArray(VAOS[0]);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_BYTE, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
std::vector<GLColor32F> blueColor(6, kFloatBlue);
glBufferData(GL_ARRAY_BUFFER, blueColor.size() * sizeof(GLColor32F), blueColor.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_BYTE, GL_FALSE, 0, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(VAOS[1]);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
std::vector<GLColor32F> greenColor(6, kFloatGreen);
glBufferData(GL_ARRAY_BUFFER, greenColor.size() * sizeof(GLColor32F), greenColor.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
glBindVertexArray(VAOS[1]);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
// This drawing should not affect the next drawing.
glBindVertexArray(VAOS[0]);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(VAOS[1]);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Tests that consecutive identical draw calls that write to an image in the fragment shader work
// correctly. This requires a memory barrier in between the draw calls which should not be
// reordered w.r.t the calls.
TEST_P(SimpleStateChangeTestES31, DrawWithImageTextureThenDrawAgain)
{
// http://anglebug.com/42264124
ANGLE_SKIP_TEST_IF(IsD3D11());
GLint maxFragmentImageUniforms;
glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms);
ANGLE_SKIP_TEST_IF(maxFragmentImageUniforms < 1);
// The test uses a GL_R32F framebuffer.
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_color_buffer_float"));
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
const float kInitialValue = 0.125f;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, kSize, kSize);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RED, GL_FLOAT, &kInitialValue);
EXPECT_GL_NO_ERROR();
GLFramebuffer readbackFbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readbackFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Create a program that outputs to the image in the fragment shader.
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
layout(r32f, binding = 0) uniform highp image2D dst;
out vec4 colorOut;
void main()
{
vec4 result = imageLoad(dst, ivec2(gl_FragCoord.xy));
colorOut = result;
result.x += 0.193;
imageStore(dst, ivec2(gl_FragCoord.xy), result);
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
EXPECT_GL_NO_ERROR();
// Setup the draw so that there's no state change between the draw calls.
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the output of the two draw calls through the image is correct
EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(kInitialValue + 0.193f * 2, 0.0f, 0.0f, 1.0f),
0.001f);
// Verify the output of rendering as well
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(81, 0, 0, 255), 1);
}
// Tests that sampling from a texture in one draw call followed by writing to its image in another
// draw call works correctly. This requires a barrier in between the draw calls.
TEST_P(SimpleStateChangeTestES31, DrawWithTextureThenDrawWithImage)
{
// http://anglebug.com/42264124
ANGLE_SKIP_TEST_IF(IsD3D11());
// http://anglebug.com/42264222
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsDesktopOpenGL());
GLint maxFragmentImageUniforms;
glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms);
ANGLE_SKIP_TEST_IF(maxFragmentImageUniforms < 1);
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
const GLColor kInitialColor = GLColor::red;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
&kInitialColor);
EXPECT_GL_NO_ERROR();
GLFramebuffer readbackFbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readbackFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
// Create a program that samples from the texture in the fragment shader.
constexpr char kFSSample[] = R"(#version 310 es
precision mediump float;
uniform sampler2D tex;
out vec4 colorOut;
void main()
{
colorOut = texture(tex, vec2(0));
})";
ANGLE_GL_PROGRAM(sampleProgram, essl31_shaders::vs::Simple(), kFSSample);
// Create a program that outputs to the image in the fragment shader.
constexpr char kFSWrite[] = R"(#version 310 es
precision mediump float;
layout(rgba8, binding = 0) uniform highp writeonly image2D dst;
out vec4 colorOut;
void main()
{
colorOut = vec4(0, 0, 1.0, 0);
imageStore(dst, ivec2(gl_FragCoord.xy), vec4(0.0, 1.0, 0.0, 1.0));
})";
ANGLE_GL_PROGRAM(writeProgram, essl31_shaders::vs::Simple(), kFSWrite);
glUseProgram(sampleProgram);
GLint positionLocSample = glGetAttribLocation(sampleProgram, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocSample);
glUseProgram(writeProgram);
GLint positionLocWrite = glGetAttribLocation(writeProgram, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocWrite);
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
// Setup the draw so that there's no state change between the draw calls.
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLocSample, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(positionLocWrite, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocSample);
glEnableVertexAttribArray(positionLocWrite);
glUseProgram(sampleProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(writeProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the output of the two draw calls through the image is correct
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Verify the output of rendering as well
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
}
// Tests that reading from a ubo in one draw call followed by writing to it as SSBO in another draw
// call works correctly. This requires a barrier in between the draw calls.
TEST_P(SimpleStateChangeTestES31, DrawWithUBOThenDrawWithSSBO)
{
GLint maxFragmentShaderStorageBlocks;
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxFragmentShaderStorageBlocks < 1);
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
constexpr std::array<float, 4> kBufferInitValue = {0.125f, 0.25f, 0.5f, 1.0f};
GLBuffer buffer;
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kBufferInitValue), kBufferInitValue.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Create a program that reads from the ubo in the fragment shader.
constexpr char kFSRead[] = R"(#version 310 es
precision mediump float;
uniform block { vec4 vec; } b;
out vec4 colorOut;
void main()
{
colorOut = b.vec;
})";
ANGLE_GL_PROGRAM(readProgram, essl31_shaders::vs::Simple(), kFSRead);
// Create a program that outputs to the image in the fragment shader.
constexpr char kFSWrite[] = R"(#version 310 es
precision mediump float;
layout(binding = 0, std430) buffer Output {
vec4 vec;
} b;
out vec4 colorOut;
void main()
{
b.vec = vec4(0.7, 0.6, 0.4, 0.3);
colorOut = vec4(0.125, 0.125, 0.125, 0);
})";
ANGLE_GL_PROGRAM(writeProgram, essl31_shaders::vs::Simple(), kFSWrite);
glUseProgram(readProgram);
GLint positionLocRead = glGetAttribLocation(readProgram, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocRead);
glUseProgram(writeProgram);
GLint positionLocWrite = glGetAttribLocation(writeProgram, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocWrite);
// Setup the draw so that there's no state change between the draw calls.
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLocRead, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(positionLocWrite, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocRead);
glEnableVertexAttribArray(positionLocWrite);
glUseProgram(readProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glUseProgram(writeProgram);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the output of rendering
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(63, 95, 159, 255), 1);
// Verify the output from the second draw call
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
EXPECT_NEAR(ptr[0], 0.7f, 0.001);
EXPECT_NEAR(ptr[1], 0.6f, 0.001);
EXPECT_NEAR(ptr[2], 0.4f, 0.001);
EXPECT_NEAR(ptr[3], 0.3f, 0.001);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that writing to an SSBO in the fragment shader before and after a change to the drawbuffers
// still works
TEST_P(SimpleStateChangeTestES31, FragWriteSSBOThenChangeDrawbuffersThenWriteSSBO)
{
GLint maxFragmentShaderStorageBlocks;
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxFragmentShaderStorageBlocks < 1);
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
constexpr std::array<float, 4> kBufferInitValue = {0.125f, 0.25f, 0.5f, 1.0f};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferInitValue), kBufferInitValue.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Create a program that writes to the SSBO in the fragment shader.
constexpr char kFS[] = R"(#version 310 es
precision mediump float;
layout(binding = 0, std430) buffer Output {
vec4 value;
} b;
out vec4 colorOut;
uniform vec4 value;
void main()
{
b.value = value;
colorOut = vec4(1, 1, 1, 0);
})";
GLuint vs = CompileShader(GL_VERTEX_SHADER, essl31_shaders::vs::Simple());
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
CheckLinkStatusAndReturnProgram(program, true);
// Detach the shaders, so any draw-time shader rewriting won't be able to use them.
glDetachShader(program, vs);
glDetachShader(program, fs);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
GLint valueLoc = glGetUniformLocation(program, "value");
ASSERT_NE(-1, valueLoc);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
glUseProgram(program);
constexpr float kValue1[4] = {0.1f, 0.2f, 0.3f, 0.4f};
glUniform4fv(valueLoc, 1, kValue1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that the program wrote the SSBO correctly.
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
for (int i = 0; i < 4; ++i)
{
EXPECT_NEAR(ptr[i], kValue1[i], 0.001);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
GLenum drawBuffers[] = {GL_NONE};
glDrawBuffers(1, drawBuffers);
constexpr float kValue2[4] = {0.5f, 0.6f, 0.7f, 0.9f};
glUniform4fv(valueLoc, 1, kValue2);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that the program wrote the SSBO correctly.
ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
for (int i = 0; i < 4; ++i)
{
EXPECT_NEAR(ptr[i], kValue2[i], 0.001);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that writing to an SSBO in the vertex shader before and after a change to the drawbuffers
// still works
TEST_P(SimpleStateChangeTestES31, VertWriteSSBOThenChangeDrawbuffersThenWriteSSBO)
{
GLint maxVertexShaderStorageBlocks;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxVertexShaderStorageBlocks < 1);
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
constexpr std::array<float, 4> kBufferInitValue = {0.125f, 0.25f, 0.5f, 1.0f};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferInitValue), kBufferInitValue.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Create a program that writes to the SSBO in the vertex shader.
constexpr char kVS[] = R"(#version 310 es
in vec4 a_position;
uniform vec4 value;
layout(binding = 0, std430) buffer Output {
vec4 value;
} b;
void main()
{
b.value = value;
gl_Position = a_position;
})";
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, essl31_shaders::fs::Green());
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
CheckLinkStatusAndReturnProgram(program, true);
// Detach the shaders, so any draw-time shader rewriting won't be able to use them.
glDetachShader(program, vs);
glDetachShader(program, fs);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, essl31_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
GLint valueLoc = glGetUniformLocation(program, "value");
ASSERT_NE(-1, valueLoc);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
glUseProgram(program);
constexpr float kValue1[4] = {0.1f, 0.2f, 0.3f, 0.4f};
glUniform4fv(valueLoc, 1, kValue1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that the program wrote the SSBO correctly.
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
for (int i = 0; i < 4; ++i)
{
EXPECT_NEAR(ptr[i], kValue1[i], 0.001);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
GLenum drawBuffers[] = {GL_NONE};
glDrawBuffers(1, drawBuffers);
constexpr float kValue2[4] = {0.5f, 0.6f, 0.7f, 0.9f};
glUniform4fv(valueLoc, 1, kValue2);
glDrawArrays(GL_TRIANGLES, 0, 6);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that the program wrote the SSBO correctly.
ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
for (int i = 0; i < 4; ++i)
{
EXPECT_NEAR(ptr[i], kValue2[i], 0.001);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that rendering to a texture in one draw call followed by sampling from it in a dispatch
// call works correctly. This requires an implicit barrier in between the calls.
TEST_P(SimpleStateChangeTestES31, DrawThenSampleWithCompute)
{
// TODO(anglebug.com/42264185): Test is failing since it was introduced on Linux AMD GLES
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsLinux());
constexpr GLsizei kSize = 1;
const GLColor kInitColor(111, 222, 33, 44);
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, &kInitColor);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
constexpr std::array<float, 4> kBufferInitValue = {0.123f, 0.456f, 0.789f, 0.852f};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferInitValue), kBufferInitValue.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(drawProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
uniform sampler2D tex;
layout(binding = 0, std430) buffer Output {
vec4 vec;
} b;
void main()
{
b.vec = texelFetch(tex, ivec2(gl_LocalInvocationID.xy), 0);
})";
ANGLE_GL_COMPUTE_PROGRAM(readProgram, kCS);
glUseProgram(readProgram);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(readProgram, "tex"), 0);
drawQuad(drawProgram, essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glUseProgram(readProgram);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the output of rendering
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Verify the output from the compute shader
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
EXPECT_EQ(ptr[0], 1.0f);
EXPECT_EQ(ptr[1], 0.0f);
EXPECT_EQ(ptr[2], 0.0f);
EXPECT_EQ(ptr[3], 1.0f);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that clearing a texture followed by sampling from it in a dispatch call works correctly.
// In the Vulkan backend, the clear is deferred and should be flushed correctly.
TEST_P(SimpleStateChangeTestES31, ClearThenSampleWithCompute)
{
// http://anglebug.com/42264223
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
constexpr GLsizei kSize = 1;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Make sure the update to the texture is effective.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Clear the texture through the framebuffer
glClearColor(0, 1.0f, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
constexpr std::array<float, 4> kBufferInitValue = {0.123f, 0.456f, 0.789f, 0.852f};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferInitValue), kBufferInitValue.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
EXPECT_GL_NO_ERROR();
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
uniform sampler2D tex;
layout(binding = 0, std430) buffer Output {
vec4 vec;
} b;
void main()
{
b.vec = texelFetch(tex, ivec2(gl_LocalInvocationID.xy), 0);
})";
ANGLE_GL_COMPUTE_PROGRAM(readProgram, kCS);
glUseProgram(readProgram);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(readProgram, "tex"), 0);
glUseProgram(readProgram);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the clear
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Verify the output from the compute shader
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferInitValue), GL_MAP_READ_BIT));
EXPECT_EQ(ptr[0], 0.0f);
EXPECT_EQ(ptr[1], 1.0f);
EXPECT_EQ(ptr[2], 0.0f);
EXPECT_EQ(ptr[3], 1.0f);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that writing to a buffer with transform feedback in one draw call followed by reading from
// it in a dispatch call works correctly. This requires an implicit barrier in between the calls.
TEST_P(SimpleStateChangeTestES31, TransformFeedbackThenReadWithCompute)
{
// http://anglebug.com/42264223
ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan());
constexpr GLsizei kBufferSize = sizeof(float) * 4 * 6;
GLBuffer buffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kBufferSize, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer);
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(),
essl3_shaders::fs::Green(), tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(program);
glBeginTransformFeedback(GL_TRIANGLES);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.0f);
glEndTransformFeedback();
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
layout(binding = 0) uniform Input
{
vec4 data[3];
};
layout(binding = 0, std430) buffer Output {
bool pass;
};
void main()
{
pass = data[0] == vec4(-1, 1, 0, 1) &&
data[1] == vec4(-1, -1, 0, 1) &&
data[2] == vec4(1, -1, 0, 1);
})";
ANGLE_GL_COMPUTE_PROGRAM(readProgram, kCS);
glUseProgram(readProgram);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
constexpr GLsizei kResultSize = sizeof(uint32_t);
GLBuffer resultBuffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, resultBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, kResultSize, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, resultBuffer);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
// Verify the output of rendering
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Verify the output from the compute shader
const uint32_t *ptr = reinterpret_cast<const uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kResultSize, GL_MAP_READ_BIT));
EXPECT_EQ(ptr[0], 1u);
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Tests that deleting an in-flight image texture does not immediately delete the resource.
TEST_P(SimpleStateChangeTestComputeES31, DeleteImageTextureInUse)
{
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture texRead;
glBindTexture(GL_TEXTURE_2D, texRead);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
texRead.reset();
std::array<GLColor, 4> results;
glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
EXPECT_GL_NO_ERROR();
for (int i = 0; i < 4; i++)
{
EXPECT_EQ(colors[i], results[i]);
}
}
// Tests that bind the same image texture all the time between different dispatch calls.
TEST_P(SimpleStateChangeTestComputeES31, RebindImageTextureDispatchAgain)
{
std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
GLTexture texRead;
glBindTexture(GL_TEXTURE_2D, texRead);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glUseProgram(mProgram);
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
// Bind again
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
}
// Tests that we can dispatch with an image texture, modify the image texture with a texSubImage,
// and then dispatch again correctly.
TEST_P(SimpleStateChangeTestComputeES31, DispatchWithImageTextureTexSubImageThenDispatchAgain)
{
std::array<GLColor, 4> colors = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
std::array<GLColor, 4> subColors = {
{GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
GLTexture texRead;
glBindTexture(GL_TEXTURE_2D, texRead);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glUseProgram(mProgram);
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
// Update bottom-half of image texture with green.
glBindTexture(GL_TEXTURE_2D, texRead);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
ASSERT_GL_NO_ERROR();
// Dispatch again, should still work.
glDispatchCompute(1, 1, 1);
ASSERT_GL_NO_ERROR();
// Validate first half of the image is red and the bottom is green.
std::array<GLColor, 4> results;
glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GLColor::green, results[0]);
EXPECT_EQ(GLColor::green, results[1]);
EXPECT_EQ(GLColor::red, results[2]);
EXPECT_EQ(GLColor::red, results[3]);
}
// Test updating an image texture's contents while in use by GL works as expected.
TEST_P(SimpleStateChangeTestComputeES31, UpdateImageTextureInUse)
{
std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture texRead;
glBindTexture(GL_TEXTURE_2D, texRead);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
glUseProgram(mProgram);
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
// Update the texture to be YBGR, while the Texture is in-use. Should not affect the dispatch.
std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
ASSERT_GL_NO_ERROR();
// Check the Framebuffer. The dispatch call should have completed with the original RGBY data.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::yellow);
// Dispatch again. The second dispatch call should use the updated YBGR data.
glDispatchCompute(1, 1, 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test that we can alternate between image textures between different dispatchs.
TEST_P(SimpleStateChangeTestComputeES31, DispatchImageTextureAThenTextureBThenTextureA)
{
std::array<GLColor, 4> colorsTexA = {
{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
std::array<GLColor, 4> colorsTexB = {
{GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
GLTexture texA;
glBindTexture(GL_TEXTURE_2D, texA);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexA.data());
GLTexture texB;
glBindTexture(GL_TEXTURE_2D, texB);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexB.data());
glUseProgram(mProgram);
glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glBindImageTexture(0, texB, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
ASSERT_GL_NO_ERROR();
}
// Tests that glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) after draw works, where the render
// pass is marked as closed.
TEST_P(SimpleStateChangeTestES31, DrawThenChangeFBOThenStorageWrite)
{
// Create a framebuffer for the purpose of switching FBOs
GLTexture clearColor;
glBindTexture(GL_TEXTURE_2D, clearColor);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
GLFramebuffer clearFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, clearFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearColor, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1) in;
layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
void main()
{
imageStore(dstImage, ivec2(gl_GlobalInvocationID.xy), vec4(0.0f, 1.0f, 1.0f, 1.0f));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
// Create the framebuffer texture
GLTexture renderTarget;
glBindTexture(GL_TEXTURE_2D, renderTarget);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glBindImageTexture(1, renderTarget, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
// Write to the texture with compute once. In the Vulkan backend, this will make sure the image
// is already created with STORAGE usage and avoids recreate later.
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Create the framebuffer for this texture
GLFramebuffer drawFBO;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Draw to this framebuffer to start a render pass
ANGLE_GL_PROGRAM(drawProgram, essl31_shaders::vs::Simple(), essl31_shaders::fs::Red());
drawQuad(drawProgram, essl31_shaders::PositionAttrib(), 0.5f);
// Change framebuffers and do a clear, making sure the old render pass is marked as closed. In
// the Vulkan backend, the clear is stashed, so the render pass is kept in the hopes of reviving
// it later.
glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
glClear(GL_COLOR_BUFFER_BIT);
// Issue a memory barrier before writing to the original image again.
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// Write to it with a compute shader
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
// Bind the original framebuffer and verify that the compute shader wrote the correct value.
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFBO);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Copied from SimpleStateChangeTestComputeES31::DeleteImageTextureInUse
// Tests that deleting an in-flight image texture does not immediately delete the resource.
TEST_P(SimpleStateChangeTestComputeES31PPO, DeleteImageTextureInUse)
{
ANGLE_SKIP_TEST_IF(!IsVulkan());
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
EXPECT_GL_NO_ERROR();
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=2, local_size_y=2) in;
layout (rgba8, binding = 0) readonly uniform highp image2D srcImage;
layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
void main()
{
imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)));
})";
bindProgramPipeline(kCS);
glBindImageTexture(1, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
ASSERT_GL_NO_ERROR();
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture texRead;
glBindTexture(GL_TEXTURE_2D, texRead);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
EXPECT_GL_NO_ERROR();
glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glDispatchCompute(1, 1, 1);
texRead.reset();
std::array<GLColor, 4> results;
glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
EXPECT_GL_NO_ERROR();
for (int i = 0; i < 4; i++)
{
EXPECT_EQ(colors[i], results[i]);
}
}
static constexpr char kColorVS[] = R"(attribute vec2 position;
attribute vec4 color;
varying vec4 vColor;
void main()
{
gl_Position = vec4(position, 0, 1);
vColor = color;
})";
static constexpr char kColorFS[] = R"(precision mediump float;
varying vec4 vColor;
void main()
{
gl_FragColor = vColor;
})";
class ValidationStateChangeTest : public ANGLETest<>
{
protected:
ValidationStateChangeTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
class WebGL2ValidationStateChangeTest : public ValidationStateChangeTest
{
protected:
WebGL2ValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
};
class ValidationStateChangeTestES31 : public ANGLETest<>
{};
class WebGLComputeValidationStateChangeTest : public ANGLETest<>
{
public:
WebGLComputeValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
};
class RobustBufferAccessWebGL2ValidationStateChangeTest : public WebGL2ValidationStateChangeTest
{
protected:
RobustBufferAccessWebGL2ValidationStateChangeTest()
{
// SwS/OSX GL do not support robustness. Mali does not support it.
if (!isSwiftshader() && !IsMac() && !IsIOS() && !IsARM())
{
setRobustAccess(true);
}
}
};
// Tests that mapping and unmapping an array buffer in various ways causes rendering to fail.
// This isn't guaranteed to produce an error by GL. But we assume ANGLE always errors.
TEST_P(ValidationStateChangeTest, MapBufferAndDraw)
{
// Initialize program and set up state.
ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
// Start with position enabled.
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
std::vector<GLColor> colorVertices(6, GLColor::blue);
const size_t colorBufferSize = sizeof(GLColor) * 6;
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colorBufferSize, colorVertices.data(), GL_STATIC_DRAW);
// Start with color disabled.
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glDisableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
// Draw without a mapped buffer. Should succeed.
glVertexAttrib4f(colorLoc, 0, 1, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Map position buffer and draw. Should fail.
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glMapBufferRange(GL_ARRAY_BUFFER, 0, posBufferSize, GL_MAP_READ_BIT);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map position buffer and draw should fail.";
glUnmapBuffer(GL_ARRAY_BUFFER);
// Map then enable color buffer. Should fail.
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glMapBufferRange(GL_ARRAY_BUFFER, 0, colorBufferSize, GL_MAP_READ_BIT);
glEnableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map then enable color buffer should fail.";
// Unmap then draw. Should succeed.
glUnmapBuffer(GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Tests that mapping an immutable and persistent buffer after calling glVertexAttribPointer()
// allows rendering to succeed.
TEST_P(ValidationStateChangeTest, MapImmutablePersistentBufferAndDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
// Initialize program and set up state.
ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(),
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
// Start with position enabled.
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
std::vector<GLColor> colorVertices(6, GLColor::blue);
const size_t colorBufferSize = sizeof(GLColor) * 6;
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, colorBufferSize, colorVertices.data(),
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
// Start with color disabled.
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glDisableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
// Draw without a mapped buffer. Should succeed.
glVertexAttrib4f(colorLoc, 0, 1, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Map position buffer and draw. Should succeed.
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glMapBufferRange(GL_ARRAY_BUFFER, 0, posBufferSize,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
glUnmapBuffer(GL_ARRAY_BUFFER);
// Map then enable color buffer. Should succeed.
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glMapBufferRange(GL_ARRAY_BUFFER, 0, colorBufferSize,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
glEnableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Unmap then draw. Should succeed.
glUnmapBuffer(GL_ARRAY_BUFFER);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Tests that mapping an immutable and persistent buffer before calling glVertexAttribPointer()
// allows rendering to succeed. This case is special in that the VertexArray is not observing the
// buffer yet, so it's various cached buffer states aren't updated when the buffer is mapped.
TEST_P(ValidationStateChangeTest, MapImmutablePersistentBufferThenVAPAndDraw)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_buffer_storage"));
// Initialize program and set up state.
ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(),
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
glMapBufferRange(GL_ARRAY_BUFFER, 0, posBufferSize,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
// Start with position enabled.
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
std::vector<GLColor> colorVertices(6, GLColor::blue);
const size_t colorBufferSize = sizeof(GLColor) * 6;
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, colorBufferSize, colorVertices.data(),
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
glMapBufferRange(GL_ARRAY_BUFFER, 0, colorBufferSize,
GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT_EXT);
ASSERT_GL_NO_ERROR();
// Start with color disabled.
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
glDisableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
// Draw without a mapped buffer. Should succeed.
glVertexAttrib4f(colorLoc, 0, 1, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Unmap then draw. Should succeed.
glUnmapBuffer(GL_ARRAY_BUFFER);
glEnableVertexAttribArray(colorLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Tests that changing a vertex binding with glVertexAttribDivisor updates the mapped buffer check.
TEST_P(ValidationStateChangeTestES31, MapBufferAndDrawWithDivisor)
{
// Seems to trigger a GL error in some edge cases. http://anglebug.com/42261462
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
// Initialize program and set up state.
ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
// Create a user vertex array.
GLVertexArray vao;
glBindVertexArray(vao);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
// Start with position enabled.
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
std::vector<GLColor> blueVertices(6, GLColor::blue);
const size_t blueBufferSize = sizeof(GLColor) * 6;
GLBuffer blueBuffer;
glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
// Start with color enabled at an unused binding.
constexpr GLint kUnusedBinding = 3;
ASSERT_NE(colorLoc, kUnusedBinding);
ASSERT_NE(positionLoc, kUnusedBinding);
glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
glVertexAttribBinding(colorLoc, kUnusedBinding);
glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
glEnableVertexAttribArray(colorLoc);
// Make binding 'colorLoc' use a mapped buffer.
std::vector<GLColor> greenVertices(6, GLColor::green);
const size_t greenBufferSize = sizeof(GLColor) * 6;
GLBuffer greenBuffer;
glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
glMapBufferRange(GL_ARRAY_BUFFER, 0, greenBufferSize, GL_MAP_READ_BIT);
glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
ASSERT_GL_NO_ERROR();
// Draw without a mapped buffer. Should succeed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Change divisor with VertexAttribDivisor. Should fail.
glVertexAttribDivisor(colorLoc, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with mapped buffer should fail.";
// Unmap the buffer. Should succeed.
glUnmapBuffer(GL_ARRAY_BUFFER);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that changing a vertex binding with glVertexAttribDivisor updates the buffer size check.
TEST_P(WebGLComputeValidationStateChangeTest, DrawPastEndOfBufferWithDivisor)
{
// Initialize program and set up state.
ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorLoc);
// Create a user vertex array.
GLVertexArray vao;
glBindVertexArray(vao);
const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
const size_t posBufferSize = quadVertices.size() * sizeof(Vector3);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
// Start with position enabled.
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
std::vector<GLColor> blueVertices(6, GLColor::blue);
const size_t blueBufferSize = sizeof(GLColor) * 6;
GLBuffer blueBuffer;
glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
// Start with color enabled at an unused binding.
constexpr GLint kUnusedBinding = 3;
ASSERT_NE(colorLoc, kUnusedBinding);
ASSERT_NE(positionLoc, kUnusedBinding);
glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
glVertexAttribBinding(colorLoc, kUnusedBinding);
glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
glEnableVertexAttribArray(colorLoc);
// Make binding 'colorLoc' use a small buffer.
std::vector<GLColor> greenVertices(6, GLColor::green);
const size_t greenBufferSize = sizeof(GLColor) * 3;
GLBuffer greenBuffer;
glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
ASSERT_GL_NO_ERROR();
// Draw without a mapped buffer. Should succeed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Change divisor with VertexAttribDivisor. Should fail.
glVertexAttribDivisor(colorLoc, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with small buffer should fail.";
// Do a small draw. Should succeed.
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests state changes with uniform block validation.
TEST_P(WebGL2ValidationStateChangeTest, UniformBlockNegativeAPI)
{
constexpr char kVS[] = R"(#version 300 es
in vec2 position;
void main()
{
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform uni { vec4 vec; };
out vec4 color;
void main()
{
color = vec;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLuint blockIndex = glGetUniformBlockIndex(program, "uni");
ASSERT_NE(GL_INVALID_INDEX, blockIndex);
glUniformBlockBinding(program, blockIndex, 0);
GLBuffer uniformBuffer;
glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
const auto &quadVertices = GetQuadVertices();
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
ASSERT_GL_NO_ERROR();
// First draw should succeed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Change the uniform block binding. Should fail.
glUniformBlockBinding(program, blockIndex, 1);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid uniform block binding should fail";
// Reset to a correct state.
glUniformBlockBinding(program, blockIndex, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Change the buffer binding. Should fail.
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Setting invalid uniform buffer should fail";
// Reset to a correct state.
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Resize the buffer to be too small. Should fail.
glBufferData(GL_UNIFORM_BUFFER, 1, nullptr, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid buffer size should fail";
}
// Tests that redefining attachment storage updates the component type mask
TEST_P(WebGL2ValidationStateChangeTest, AttachmentTypeRedefinition)
{
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 4, 4);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 4, 4);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, 4, 4, GLColor::green);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 4, 4);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests various state change effects on draw framebuffer validation.
TEST_P(WebGL2ValidationStateChangeTest, DrawFramebufferNegativeAPI)
{
// Set up a simple draw from a Texture to a user Framebuffer.
GLuint program = get2DTexturedQuadProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLint posLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, posLoc);
const auto &quadVertices = GetQuadVertices();
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
constexpr size_t kSize = 2;
GLTexture colorBufferTexture;
glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 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);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
std::vector<GLColor> greenColor(kSize * kSize, GLColor::green);
GLTexture greenTexture;
glBindTexture(GL_TEXTURE_2D, greenTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
greenColor.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Second framebuffer with a feedback loop. Initially unbound.
GLFramebuffer loopedFramebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, greenTexture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Create a rendering feedback loop. Should fail.
glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Reset to a valid state.
glBindTexture(GL_TEXTURE_2D, greenTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Bind a second framebuffer with a feedback loop.
glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Update the framebuffer texture attachment. Should succeed.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests various state change effects on draw framebuffer validation with MRT.
TEST_P(WebGL2ValidationStateChangeTest, MultiAttachmentDrawFramebufferNegativeAPI)
{
// Crashes on 64-bit Android. http://anglebug.com/42262522
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Set up a program that writes to two outputs: one int and one float.
constexpr char kVS[] = R"(#version 300 es
layout(location = 0) in vec2 position;
out vec2 texCoord;
void main()
{
gl_Position = vec4(position, 0, 1);
texCoord = position * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in vec2 texCoord;
layout(location = 0) out vec4 outFloat;
layout(location = 1) out uvec4 outInt;
void main()
{
outFloat = vec4(0, 1, 0, 1);
outInt = uvec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
const auto &quadVertices = GetQuadVertices();
GLBuffer positionBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
constexpr size_t kSize = 2;
GLFramebuffer floatFramebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
GLTexture floatTextures[2];
for (int i = 0; i < 2; ++i)
{
glBindTexture(GL_TEXTURE_2D, floatTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
floatTextures[i], 0);
ASSERT_GL_NO_ERROR();
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLFramebuffer intFramebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
GLTexture intTextures[2];
for (int i = 0; i < 2; ++i)
{
glBindTexture(GL_TEXTURE_2D, intTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, kSize, kSize, 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
intTextures[i], 0);
ASSERT_GL_NO_ERROR();
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
constexpr GLenum kColor0Enabled[] = {GL_COLOR_ATTACHMENT0, GL_NONE};
constexpr GLenum kColor1Enabled[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
constexpr GLenum kColor0And1Enabled[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
// Draw float. Should work.
glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
glDrawBuffers(2, kColor0Enabled);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Set an invalid component write.
glDrawBuffers(2, kColor0And1Enabled);
ASSERT_GL_NO_ERROR() << "Draw to float texture with invalid mask";
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Set all 4 channels of color mask to false. Validate success.
glColorMask(false, false, false, false);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
glColorMask(false, true, false, false);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glColorMask(true, true, true, true);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Restore state.
glDrawBuffers(2, kColor0Enabled);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Bind an invalid framebuffer. Validate failure.
glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Draw to int texture with default mask";
// Set draw mask to a valid mask. Validate success.
glDrawBuffers(2, kColor1Enabled);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR() << "Draw to int texture with correct mask";
}
// Tests that switching the program properly syncs the framebuffer implementation
TEST_P(WebGL2ValidationStateChangeTest, IncompatibleDrawFramebufferProgramSwitch)
{
constexpr char kFS0[] = R"(#version 300 es
precision mediump float;
in vec2 texCoord;
out ivec4 color;
void main()
{
color = ivec4(1, 0, 1, 1);
})";
ANGLE_GL_PROGRAM(programInt, essl3_shaders::vs::Simple(), kFS0);
constexpr char kFS1[] = R"(#version 300 es
precision mediump float;
in vec2 texCoord;
out vec4 color;
void main()
{
color = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS1);
constexpr size_t kSize = 2;
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Incompatible masked-out draw call
// Implementations may internally disable render targets to avoid runtime failures
glColorMask(false, false, false, false);
drawQuad(programInt, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Clear must not be affected
glColorMask(true, true, true, true);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::red);
// Compatible draw call
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::green);
}
// Tests that updating the render target storage properly syncs the framebuffer implementation
TEST_P(WebGL2ValidationStateChangeTest, MultiAttachmentIncompatibleDrawFramebufferStorageUpdate)
{
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in vec2 texCoord;
layout(location = 0) out ivec4 colorInt;
layout(location = 1) out vec4 colorFloat;
void main()
{
colorInt = ivec4(1, 0, 1, 1);
colorFloat = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
// Explicitly set the program here so that
// drawQuad helpers do not switch it
glUseProgram(program);
constexpr size_t kSize = 2;
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer rb0;
glBindRenderbuffer(GL_RENDERBUFFER, rb0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb0);
GLRenderbuffer rb1;
glBindRenderbuffer(GL_RENDERBUFFER, rb1);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rb1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
constexpr GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, bufs);
// Incompatible masked-out draw call
// Implementations may internally disable render targets to avoid runtime failures
glColorMask(false, false, false, false);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Redefine storage, swapping numeric types
glBindRenderbuffer(GL_RENDERBUFFER, rb0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, kSize, kSize);
glBindRenderbuffer(GL_RENDERBUFFER, rb1);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
// The same draw call should be valid now
glColorMask(true, true, true, true);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_RECT32I_EQ(0, 0, kSize, kSize, GLColor32I(1, 0, 1, 1));
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::green);
}
// Tests negative API state change cases with Transform Feedback bindings.
TEST_P(WebGL2ValidationStateChangeTest, TransformFeedbackNegativeAPI)
{
// TODO(anglebug.com/40096690) This fails after the upgrade to the 26.20.100.7870 driver.
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform block { vec4 color; };
out vec4 colorOut;
void main()
{
colorOut = color;
})";
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(), kFS, tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(program);
std::vector<Vector4> positionData;
for (const Vector3 &quadVertex : GetQuadVertices())
{
positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
}
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
GL_STATIC_DRAW);
GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
EXPECT_GL_NO_ERROR();
// Set up transform feedback.
GLTransformFeedback transformFeedback;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
GLBuffer transformFeedbackBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
// Set up uniform buffer.
GLBuffer uniformBuffer;
glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
ASSERT_GL_NO_ERROR();
// Do the draw operation. Should succeed.
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
const GLvoid *mapPointer =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kTransformFeedbackSize, GL_MAP_READ_BIT);
ASSERT_GL_NO_ERROR();
ASSERT_NE(nullptr, mapPointer);
const Vector4 *typedMapPointer = reinterpret_cast<const Vector4 *>(mapPointer);
std::vector<Vector4> actualData(typedMapPointer, typedMapPointer + 6);
EXPECT_EQ(positionData, actualData);
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
// Draw once to update validation cache.
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Bind transform feedback buffer to another binding point. Should cause a conflict.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, transformFeedbackBuffer);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous element buffer binding should fail";
// Reset to valid state.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR();
// Simultaneous non-vertex-array binding. Should fail.
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_PACK_BUFFER, transformFeedbackBuffer);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous pack buffer binding should fail";
}
// Test sampler format validation caching works.
TEST_P(WebGL2ValidationStateChangeTest, SamplerFormatCache)
{
// Crashes in depth data upload due to lack of support for GL_UNSIGNED_INT data when
// DEPTH_COMPONENT24 is emulated with D32_S8X24. http://anglebug.com/42262525
ANGLE_SKIP_TEST_IF(IsVulkan() && IsWindows() && IsAMD());
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform sampler2D sampler;
out vec4 colorOut;
void main()
{
colorOut = texture(sampler, vec2(0));
})";
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
std::array<GLColor, 4> colors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
const auto &quadVertices = GetQuadVertices();
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
GLint samplerLoc = glGetUniformLocation(program, "sampler");
ASSERT_NE(-1, samplerLoc);
glUniform1i(samplerLoc, 0);
GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// TexImage2D should update the sampler format cache.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 2, 2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
colors.data());
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Sampling integer texture with a float sampler.";
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 2, 2, 0, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT, colors.data());
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR() << "Depth texture with no compare mode.";
// TexParameteri should update the sampler format cache.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth texture with compare mode set.";
}
// Tests that we retain the correct draw mode settings with transform feedback changes.
TEST_P(ValidationStateChangeTest, TransformFeedbackDrawModes)
{
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(),
essl3_shaders::fs::Red(), tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(program);
std::vector<Vector4> positionData;
for (const Vector3 &quadVertex : GetQuadVertices())
{
positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
}
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
GL_STATIC_DRAW);
GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
// Set up transform feedback.
GLTransformFeedback transformFeedback;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
GLBuffer transformFeedbackBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
GLTransformFeedback pointsXFB;
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
GLBuffer pointsXFBBuffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, pointsXFBBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, nullptr, GL_STREAM_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, pointsXFBBuffer);
// Begin TRIANGLES, switch to paused POINTS, should be valid.
glBeginTransformFeedback(GL_POINTS);
glPauseTransformFeedback();
ASSERT_GL_NO_ERROR() << "Starting point transform feedback should succeed";
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
glDrawArrays(GL_POINTS, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Point rendering should fail";
glDrawArrays(GL_LINES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
glPauseTransformFeedback();
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
glResumeTransformFeedback();
glDrawArrays(GL_POINTS, 0, 6);
EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Triangle rendering should fail";
glDrawArrays(GL_LINES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
glEndTransformFeedback();
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
glEndTransformFeedback();
ASSERT_GL_NO_ERROR() << "Ending transform feeback should pass";
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
glDrawArrays(GL_POINTS, 0, 6);
EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
glDrawArrays(GL_LINES, 0, 6);
EXPECT_GL_NO_ERROR() << "Line rendering should succeed";
}
// Tests a valid rendering setup with two textures. Followed by a draw with conflicting samplers.
TEST_P(ValidationStateChangeTest, TextureConflict)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
GLint maxTextures = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
ANGLE_SKIP_TEST_IF(maxTextures < 2);
// Set up state.
constexpr GLint kSize = 2;
std::vector<GLColor> greenData(4, GLColor::green);
GLTexture textureA;
glBindTexture(GL_TEXTURE_2D, textureA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
greenData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
GLTexture textureB;
glBindTexture(GL_TEXTURE_CUBE_MAP, textureB);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, greenData.data());
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
constexpr char kVS[] = R"(attribute vec2 position;
varying mediump vec2 texCoord;
void main()
{
gl_Position = vec4(position, 0, 1);
texCoord = position * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(varying mediump vec2 texCoord;
uniform sampler2D texA;
uniform samplerCube texB;
void main()
{
gl_FragColor = texture2D(texA, texCoord) + textureCube(texB, vec3(1, 0, 0));
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
const auto &quadVertices = GetQuadVertices();
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
GL_STATIC_DRAW);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLoc);
GLint texALoc = glGetUniformLocation(program, "texA");
ASSERT_NE(-1, texALoc);
GLint texBLoc = glGetUniformLocation(program, "texB");
ASSERT_NE(-1, texBLoc);
glUniform1i(texALoc, 0);
glUniform1i(texBLoc, 1);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
ASSERT_GL_NO_ERROR();
// First draw. Should succeed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Second draw to ensure all state changes are flushed.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Make the uniform use an invalid texture binding.
glUniform1i(texBLoc, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests that mapping the element array buffer triggers errors.
TEST_P(ValidationStateChangeTest, MapElementArrayBuffer)
{
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glUseProgram(program);
std::array<GLushort, 6> quadIndices = GetQuadIndices();
std::array<Vector3, 4> quadVertices = GetIndexedQuadVertices();
GLsizei elementBufferSize = sizeof(quadIndices[0]) * quadIndices.size();
GLBuffer elementArrayBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBufferSize, quadIndices.data(), GL_STATIC_DRAW);
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices[0]) * quadVertices.size(),
quadVertices.data(), GL_STATIC_DRAW);
GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, positionLoc);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLoc);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
void *ptr = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, elementBufferSize, GL_MAP_READ_BIT);
ASSERT_NE(nullptr, ptr);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests that deleting a non-active texture does not reset the current texture cache.
TEST_P(SimpleStateChangeTest, DeleteNonActiveTextureThenDraw)
{
constexpr char kFS[] =
"uniform sampler2D us; void main() { gl_FragColor = texture2D(us, vec2(0)); }";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint loc = glGetUniformLocation(program, "us");
ASSERT_EQ(0, loc);
auto quadVertices = GetQuadVertices();
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_EQ(0, posLoc);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
constexpr size_t kSize = 2;
std::vector<GLColor> red(kSize * kSize, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUniform1i(loc, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Deleting TEXTURE_CUBE_MAP[0] should not affect TEXTURE_2D[0].
GLTexture tex2;
glBindTexture(GL_TEXTURE_CUBE_MAP, tex2);
tex2.reset();
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Deleting TEXTURE_2D[0] should start "sampling" from the default/zero texture.
tex.reset();
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
// Tests that deleting a texture successfully binds the zero texture.
TEST_P(SimpleStateChangeTest, DeleteTextureThenDraw)
{
constexpr char kFS[] =
"uniform sampler2D us; void main() { gl_FragColor = texture2D(us, vec2(0)); }";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint loc = glGetUniformLocation(program, "us");
ASSERT_EQ(0, loc);
auto quadVertices = GetQuadVertices();
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_EQ(0, posLoc);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
constexpr size_t kSize = 2;
std::vector<GLColor> red(kSize * kSize, GLColor::red);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUniform1i(loc, 1);
tex.reset();
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
}
void SimpleStateChangeTest::bindTextureToFbo(GLFramebuffer &fbo, GLTexture &texture)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, texture);
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, GL_TEXTURE_2D, texture, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
void SimpleStateChangeTest::drawToFboWithCulling(const GLenum frontFace, bool earlyFrontFaceDirty)
{
// Render to an FBO
GLFramebuffer fbo1;
GLTexture texture1;
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
bindTextureToFbo(fbo1, texture1);
// Clear the surface FBO to initialize it to a known value
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(kFloatRed.R, kFloatRed.G, kFloatRed.B, kFloatRed.A);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glFlush();
// Draw to FBO 1 to initialize it to a known value
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
if (earlyFrontFaceDirty)
{
glEnable(GL_CULL_FACE);
// Make sure we don't cull
glCullFace(frontFace == GL_CCW ? GL_BACK : GL_FRONT);
glFrontFace(frontFace);
}
else
{
glDisable(GL_CULL_FACE);
}
glUseProgram(greenProgram);
drawQuad(greenProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Draw into FBO 0 using FBO 1's texture to determine if culling is working or not
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, texture1);
glCullFace(GL_BACK);
if (!earlyFrontFaceDirty)
{
// Set the culling we want to test
glEnable(GL_CULL_FACE);
glFrontFace(frontFace);
}
glUseProgram(textureProgram);
drawQuad(textureProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
if (frontFace == GL_CCW)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Validates if culling rasterization states work with FBOs using CCW winding.
TEST_P(SimpleStateChangeTest, FboEarlyCullFaceBackCCWState)
{
drawToFboWithCulling(GL_CCW, true);
}
// Validates if culling rasterization states work with FBOs using CW winding.
TEST_P(SimpleStateChangeTest, FboEarlyCullFaceBackCWState)
{
drawToFboWithCulling(GL_CW, true);
}
TEST_P(SimpleStateChangeTest, FboLateCullFaceBackCCWState)
{
drawToFboWithCulling(GL_CCW, false);
}
// Validates if culling rasterization states work with FBOs using CW winding.
TEST_P(SimpleStateChangeTest, FboLateCullFaceBackCWState)
{
drawToFboWithCulling(GL_CW, false);
}
// Test that vertex attribute translation is still kept after binding it to another buffer then
// binding back to the previous buffer.
TEST_P(SimpleStateChangeTest, RebindTranslatedAttribute)
{
// http://anglebug.com/42263918
ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsVulkan());
constexpr char kVS[] = R"(attribute vec4 a_position;
attribute float a_attrib;
varying float v_attrib;
void main()
{
v_attrib = a_attrib;
gl_Position = a_position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glBindAttribLocation(program, 0, "a_position");
glBindAttribLocation(program, 1, "a_attrib");
glLinkProgram(program);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
// Set up color data so red is drawn
std::vector<GLushort> data(1000, 0xffff);
GLBuffer redBuffer;
glBindBuffer(GL_ARRAY_BUFFER, redBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLushort) * data.size(), data.data(), GL_STATIC_DRAW);
// Use offset not multiple of 4 GLushorts, this could force vertex translation in Metal backend.
glVertexAttribPointer(1, 4, GL_UNSIGNED_SHORT, GL_TRUE, 0,
reinterpret_cast<const void *>(sizeof(GLushort) * 97));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(1);
drawQuad(program, "a_position", 0.5f);
// Verify red was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that green was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Bind black color buffer to the same attribute with zero offset
std::vector<GLfloat> black(6, 0.0f);
GLBuffer blackBuffer;
glBindBuffer(GL_ARRAY_BUFFER, blackBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * black.size(), black.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
drawQuad(program, "a_position", 0.5f);
// Verify black was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Rebind the old buffer & offset
glBindBuffer(GL_ARRAY_BUFFER, redBuffer);
// Use offset not multiple of 4 GLushorts
glVertexAttribPointer(1, 4, GL_UNSIGNED_SHORT, GL_TRUE, 0,
reinterpret_cast<const void *>(sizeof(GLushort) * 97));
drawQuad(program, "a_position", 0.5f);
// Verify red was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test that switching between programs that only contain default uniforms is correct.
TEST_P(SimpleStateChangeTest, TwoProgramsWithOnlyDefaultUniforms)
{
constexpr char kVS[] = R"(attribute vec4 a_position;
varying float v_attrib;
uniform float u_value;
void main()
{
v_attrib = u_value;
gl_Position = a_position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float v_attrib;
void main()
{
gl_FragColor = vec4(v_attrib, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program1, kVS, kFS);
ANGLE_GL_PROGRAM(program2, kVS, kFS);
// Don't use drawQuad so there's no state changes between the draw calls other than the program
// binding.
constexpr size_t kProgramCount = 2;
GLuint programs[kProgramCount] = {program1, program2};
for (size_t i = 0; i < kProgramCount; ++i)
{
glUseProgram(programs[i]);
GLint uniformLoc = glGetUniformLocation(programs[i], "u_value");
ASSERT_NE(uniformLoc, -1);
glUniform1f(uniformLoc, static_cast<float>(i + 1) / static_cast<float>(kProgramCount));
// Ensure position is at location 0 in both programs.
GLint positionLocation = glGetAttribLocation(programs[i], "a_position");
ASSERT_EQ(positionLocation, 0);
}
ASSERT_GL_NO_ERROR();
std::array<Vector3, 6> quadVertices = GetQuadVertices();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
glEnableVertexAttribArray(0);
// Draw once with each so their uniforms are updated.
// The first draw will clear the screen to 255, 0, 0, 255
glUseProgram(program2);
glDrawArrays(GL_TRIANGLES, 0, 6);
// The second draw will clear the screen to 127, 0, 0, 255
glUseProgram(program1);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw with the previous program again, to make sure its default uniforms are bound again.
glUseProgram(program2);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Verify red was drawn
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test that glDrawArrays when an empty-sized element array buffer is bound doesn't crash.
// Regression test for crbug.com/1172577.
TEST_P(SimpleStateChangeTest, DrawArraysWithZeroSizedElementArrayBuffer)
{
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validates GL_RASTERIZER_DISCARD state is tracked correctly
TEST_P(SimpleStateChangeTestES3, RasterizerDiscardState)
{
glClearColor(kFloatRed.R, kFloatRed.G, kFloatRed.B, kFloatRed.A);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// The drawQuad() should have no effect with GL_RASTERIZER_DISCARD enabled
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(greenProgram);
drawQuad(greenProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// The drawQuad() should draw something with GL_RASTERIZER_DISCARD disabled
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(greenProgram);
drawQuad(greenProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// The drawQuad() should have no effect with GL_RASTERIZER_DISCARD enabled
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(blueProgram);
drawQuad(blueProgram, std::string(essl1_shaders::PositionAttrib()), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that early return on binding the same texture is functional
TEST_P(SimpleStateChangeTestES3, BindingSameTexture)
{
// Create two 1x1 textures
constexpr GLsizei kSize = 2;
std::array<GLColor, kSize> colors = {GLColor::yellow, GLColor::cyan};
GLTexture tex[kSize];
// Bind texture 0 and 1 to active textures 0 and 1 and set data
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors[0].data());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors[1].data());
// Create simple program and query sampler location
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
ASSERT(program.valid());
glUseProgram(program);
GLint textureLocation = glGetUniformLocation(program, essl1_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLocation);
// Draw using active texture 0.
glActiveTexture(GL_TEXTURE0);
glUniform1i(textureLocation, 0);
glBindTexture(GL_TEXTURE_2D, tex[0]);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, colors[0]);
// Draw using active texture 1.
glActiveTexture(GL_TEXTURE1);
glUniform1i(textureLocation, 1);
glBindTexture(GL_TEXTURE_2D, tex[1]);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, colors[1]);
// Rebind the same texture to texture unit 1 and expect same color
glBindTexture(GL_TEXTURE_2D, tex[1]);
glUniform1i(textureLocation, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, colors[1]);
// Rebind the same texture to texture unit 0 and expect same color
glActiveTexture(GL_TEXTURE0);
glUniform1i(textureLocation, 0);
glBindTexture(GL_TEXTURE_2D, tex[0]);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, colors[0]);
}
// Test that early return on binding the same sampler is functional
TEST_P(SimpleStateChangeTestES3, BindingSameSampler)
{
// Create 2 samplers with different filtering.
constexpr GLsizei kNumSamplers = 2;
GLSampler samplers[kNumSamplers];
// Init sampler0
glBindSampler(0, samplers[0]);
glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Init sampler1
glBindSampler(1, samplers[1]);
glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
// Create a simple 2x1 texture with black and white colors
std::array<GLColor, 2> colors = {{GLColor::black, GLColor::white}};
GLTexture tex;
// Bind the same texture to texture units 0 and 1
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
// Create a program that uses 2 samplers.
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D baseSampler;
uniform sampler2D overrideSampler;
void main()
{
gl_FragColor = texture2D(baseSampler, v_texCoord);
gl_FragColor = texture2D(overrideSampler, v_texCoord);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
glUseProgram(program);
GLint baseSamplerLoc = glGetUniformLocation(program, "baseSampler");
GLint overrideSamplerLoc = glGetUniformLocation(program, "overrideSampler");
// Bind samplers to texture units 0 and 1
glBindSampler(0, samplers[0]);
glBindSampler(1, samplers[1]);
glUniform1i(baseSamplerLoc, 0);
glUniform1i(overrideSamplerLoc, 1);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
// A gradient should have been rendered since "overrideSampler" has linear filter,
// we should not expect a solid black or white color.
EXPECT_NE(angle::ReadColor(getWindowWidth() / 2, getWindowHeight() / 2), GLColor::black);
EXPECT_NE(angle::ReadColor(getWindowWidth() / 2, getWindowHeight() / 2), GLColor::white);
// Switch sampler bindings
glBindSampler(1, samplers[0]);
glBindSampler(0, samplers[1]);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
// Now that "overrideSampler" has nearest filter expect solid colors.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::white);
// Rebind the same samplers again and expect same output
glBindSampler(1, samplers[0]);
glBindSampler(0, samplers[1]);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::white);
}
// Test that early return on binding the same buffer is functional
TEST_P(SimpleStateChangeTestES3, BindingSameBuffer)
{
GLushort indexData[] = {0, 1, 2, 3};
GLBuffer elementArrayBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexData), indexData, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, kZeroVertexShaderForPoints, essl1_shaders::fs::Red());
glUseProgram(program);
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_SHORT, 0);
std::vector<GLColor> colors0(kWindowSize * kWindowSize);
glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE, colors0.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_SHORT, 0);
std::vector<GLColor> colors1(kWindowSize * kWindowSize);
glReadPixels(0, 0, kWindowSize, kWindowSize, GL_RGBA, GL_UNSIGNED_BYTE, colors1.data());
EXPECT_EQ(colors0, colors1);
}
class ImageRespecificationTest : public ANGLETest<>
{
protected:
ImageRespecificationTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void testSetUp() override
{
constexpr char kVS[] = R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] = R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
})";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
ASSERT_NE(-1, mTextureUniformLocation);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
}
}
template <typename T>
void init2DSourceTexture(GLenum internalFormat,
GLenum dataFormat,
GLenum dataType,
const T *data)
{
glBindTexture(GL_TEXTURE_2D, mSourceTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void attachTargetTextureToFramebuffer()
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTargetTexture,
0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void renderToTargetTexture()
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mSourceTexture);
glUseProgram(mProgram);
glUniform1i(mTextureUniformLocation, 0);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
void renderToDefaultFramebuffer(GLColor *expectedData)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(mProgram);
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
glUniform1i(mTextureUniformLocation, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, *expectedData);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
GLuint mProgram;
GLint mTextureUniformLocation;
GLTexture mSourceTexture;
GLTexture mTargetTexture;
GLFramebuffer mFramebuffer;
};
// Verify that a swizzle on an active sampler is handled appropriately
TEST_P(ImageRespecificationTest, Swizzle)
{
GLubyte data[] = {1, 64, 128, 200};
GLColor expectedData(data[0], data[1], data[2], data[3]);
// Create the source and target texture
init2DSourceTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 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);
glBindTexture(GL_TEXTURE_2D, 0);
// Create a framebuffer and the target texture is attached to the framebuffer.
attachTargetTextureToFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render content of source texture to target texture
// This command triggers the creation of -
// - draw imageviews of the texture
// - VkFramebuffer object of the framebuffer
renderToTargetTexture();
// This swizzle operation should cause the read imageviews of the texture to be released
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
// Draw using the newly created read imageviews
renderToDefaultFramebuffer(&expectedData);
// Render content of source texture to target texture, again
renderToTargetTexture();
// Make sure the content rendered to target texture is correct
renderToDefaultFramebuffer(&expectedData);
}
// Verify that when a texture is respecified through glEGLImageTargetTexture2DOES,
// the Framebuffer that has the texture as a color attachment is recreated before next use.
TEST_P(ImageRespecificationTest, ImageTarget2DOESSwitch)
{
// This is the specific problem on the Vulkan backend and needs some extensions
ANGLE_SKIP_TEST_IF(
!IsGLExtensionEnabled("GL_OES_EGL_image_external") ||
!IsEGLDisplayExtensionEnabled(getEGLWindow()->getDisplay(), "EGL_KHR_gl_texture_2D_image"));
GLubyte data[] = {1, 64, 128, 200};
GLColor expectedData(data[0], data[1], data[2], data[3]);
// Create the source texture
init2DSourceTexture(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create the first EGL image to attach the framebuffer through the texture
GLTexture firstTexture;
glBindTexture(GL_TEXTURE_2D, firstTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
EGLWindow *window = getEGLWindow();
EGLint attribs[] = {
EGL_IMAGE_PRESERVED,
EGL_TRUE,
EGL_NONE,
};
EGLImageKHR firstEGLImage = eglCreateImageKHR(
window->getDisplay(), window->getContext(), EGL_GL_TEXTURE_2D_KHR,
reinterpret_cast<EGLClientBuffer>(static_cast<uintptr_t>(firstTexture)), attribs);
ASSERT_EGL_SUCCESS();
// Create the target texture and attach it to the framebuffer
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, firstEGLImage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
attachTargetTextureToFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render content of source texture to target texture
// This command triggers the creation of -
// - draw imageviews of the texture
// - VkFramebuffer object of the framebuffer
renderToTargetTexture();
// Make sure the content rendered to target texture is correct
renderToDefaultFramebuffer(&expectedData);
// Create the second EGL image
GLTexture secondTexture;
glBindTexture(GL_TEXTURE_2D, secondTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
EGLImageKHR secondEGLImage = eglCreateImageKHR(
window->getDisplay(), window->getContext(), EGL_GL_TEXTURE_2D_KHR,
reinterpret_cast<EGLClientBuffer>(static_cast<uintptr_t>(secondTexture)), attribs);
ASSERT_EGL_SUCCESS();
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
// This will release all the imageviews related to the first EGL image
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, secondEGLImage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// Attach the first EGL image to the target texture again
glBindTexture(GL_TEXTURE_2D, mTargetTexture);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, firstEGLImage);
// This is for checking this code can deal with the problem even if both ORPHAN and
// COLOR_ATTACHMENT dirty bits are set.
GLTexture tempTexture;
glBindTexture(GL_TEXTURE_2D, tempTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
// This sets COLOR_ATTACHMENT dirty bit
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tempTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// The released imageviews related to "secondEGLImage" will be garbage collected
renderToDefaultFramebuffer(&expectedData);
// Process both OPPHAN and COLOR_ATTACHMENT dirty bits
renderToTargetTexture();
// Make sure the content rendered to target texture is correct
renderToDefaultFramebuffer(&expectedData);
// Render content of source texture to target texture
attachTargetTextureToFramebuffer();
renderToTargetTexture();
// Make sure the content rendered to target texture is correct
renderToDefaultFramebuffer(&expectedData);
eglDestroyImageKHR(window->getDisplay(), firstEGLImage);
eglDestroyImageKHR(window->getDisplay(), secondEGLImage);
}
// Covers a bug where sometimes we wouldn't catch invalid element buffer sizes.
TEST_P(WebGL2ValidationStateChangeTest, DeleteElementArrayBufferValidation)
{
GLushort indexData[] = {0, 1, 2, 3};
GLBuffer elementArrayBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexData), indexData, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Zero(), essl1_shaders::fs::Red());
glUseProgram(program);
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_SHORT, 0);
elementArrayBuffer.reset();
// Must use a non-0 offset and a multiple of the type size.
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_SHORT, reinterpret_cast<const void *>(0x4));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Covers a bug in the D3D11 back-end related to how buffers are translated.
TEST_P(RobustBufferAccessWebGL2ValidationStateChangeTest, BindZeroSizeBufferThenDeleteBufferBug)
{
// SwiftShader does not currently support robustness.
ANGLE_SKIP_TEST_IF(isSwiftshader());
// http://anglebug.com/42263447
ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
// no intent to follow up on this failure.
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL());
// no intent to follow up on this failure.
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
// no intent to follow up on this failure.
ANGLE_SKIP_TEST_IF(IsMac());
// Mali does not support robustness now.
ANGLE_SKIP_TEST_IF(IsARM());
std::vector<GLubyte> data(48, 1);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Red());
glUseProgram(program);
// First bind and draw with a buffer with a format we know to be "Direct" in D3D11.
GLBuffer arrayBuffer;
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, 48, data.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Then bind a zero size buffer and draw.
GLBuffer secondBuffer;
glBindBuffer(GL_ARRAY_BUFFER, secondBuffer);
glVertexAttribPointer(0, 4, GL_UNSIGNED_BYTE, GL_FALSE, 1, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Finally delete the original buffer. This triggers the bug.
arrayBuffer.reset();
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
}
// Tests DrawElements with an empty buffer using a VAO.
TEST_P(WebGL2ValidationStateChangeTest, DrawElementsEmptyVertexArray)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
// Draw with empty buffer. Out of range but valid.
GLBuffer buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid *>(0x1000));
// Switch VAO. No buffer bound, should be an error.
GLVertexArray vao;
glBindVertexArray(vao);
glDrawElements(GL_LINE_STRIP, 0x1000, GL_UNSIGNED_SHORT,
reinterpret_cast<const GLvoid *>(0x1000));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that closing the render pass due to an update to UBO data then drawing non-indexed followed
// by indexed works.
TEST_P(SimpleStateChangeTestES31, DrawThenUpdateUBOThenDrawThenDrawIndexed)
{
// First, create the index buffer and issue an indexed draw call. This clears the index dirty
// bit.
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const std::array<GLuint, 4> kIndexData = {0, 1, 2, 0};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData.data(), GL_STATIC_DRAW);
// Setup vertices.
const std::array<GLfloat, 6> kVertices = {
-1, -1, 3, -1, -1, 3,
};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// Create a uniform buffer that will get modified. This is used to break the render pass.
const std::array<GLuint, 4> kUboData1 = {0x12345678u, 0, 0, 0};
GLBuffer ubo;
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kUboData1), kUboData1.data(), GL_DYNAMIC_DRAW);
// Set up a program. The same program is used for all draw calls to avoid state change due to
// program change.
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform block { uint data; } ubo;
uniform highp uint expect;
uniform vec4 successColor;
out vec4 colorOut;
void main()
{
colorOut = ubo.data == expect ? successColor : colorOut = vec4(0, 0, 0, 0);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
const GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
const GLint expectLoc = glGetUniformLocation(program, "expect");
const GLint successLoc = glGetUniformLocation(program, "successColor");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, expectLoc);
ASSERT_NE(-1, successLoc);
glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLoc);
glUniform1ui(expectLoc, kUboData1[0]);
glUniform4f(successLoc, 0, 0, 0, 1);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Then upload data to the UBO so on next use the render pass has to break. This draw call is
// not indexed.
constexpr GLuint kUboData2 = 0x87654321u;
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(kUboData2), &kUboData2);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glUniform1ui(expectLoc, kUboData2);
glUniform4f(successLoc, 0, 1, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Issue another draw call that is indexed. The index buffer should be bound correctly on the
// new render pass.
glUniform4f(successLoc, 0, 0, 1, 0);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Ensure correct rendering.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Test that switching framebuffers then a non-indexed draw followed by an indexed one works.
TEST_P(SimpleStateChangeTestES31, DrawThenChangeFBOThenDrawThenDrawIndexed)
{
// Create a framebuffer, and make sure it and the default framebuffer are fully synced.
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
GLFramebuffer fbo;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 16, 16);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// First, create the index buffer and issue an indexed draw call. This clears the index dirty
// bit.
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const std::array<GLuint, 4> kIndexData = {0, 1, 2, 0};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData.data(), GL_STATIC_DRAW);
// Setup vertices.
const std::array<GLfloat, 6> kVertices = {
-1, -1, 3, -1, -1, 3,
};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// Set up a program. The same program is used for all draw calls to avoid state change due to
// program change.
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform vec4 colorIn;
out vec4 colorOut;
void main()
{
colorOut = colorIn;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
const GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
const GLint colorLoc = glGetUniformLocation(program, "colorIn");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, colorLoc);
glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLoc);
glUniform4f(colorLoc, 1, 0, 0, 1);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Then switch to fbo and issue a non-indexed draw call followed by an indexed one.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glUniform4f(colorLoc, 0, 1, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUniform4f(colorLoc, 0, 0, 1, 0);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Ensure correct rendering.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test that switching framebuffers then a non-indexed draw followed by an indexed one works, with
// another context flushing work in between the two draw calls.
TEST_P(SimpleStateChangeTestES31, DrawThenChangeFBOThenDrawThenFlushInAnotherThreadThenDrawIndexed)
{
// Create a framebuffer, and make sure it and the default framebuffer are fully synced.
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
GLFramebuffer fbo;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 16, 16);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// First, create the index buffer and issue an indexed draw call. This clears the index dirty
// bit.
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
const std::array<GLuint, 4> kIndexData = {0, 1, 2, 0};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData.data(), GL_STATIC_DRAW);
// Setup vertices.
const std::array<GLfloat, 6> kVertices = {
-1, -1, 3, -1, -1, 3,
};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// Set up a program. The same program is used for all draw calls to avoid state change due to
// program change.
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform vec4 colorIn;
out vec4 colorOut;
void main()
{
colorOut = colorIn;
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
const GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
const GLint colorLoc = glGetUniformLocation(program, "colorIn");
ASSERT_NE(-1, positionLoc);
ASSERT_NE(-1, colorLoc);
glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLoc);
glUniform4f(colorLoc, 0, 0, 0, 1);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Then switch to fbo and issue a non-indexed draw call followed by an indexed one.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glUniform4f(colorLoc, 0, 1, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
// In between the two calls, make sure the first render pass is submitted, so the primary
// command buffer is reset.
{
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint pbufferAttributes[] = {EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE};
EGLSurface surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EGLContext ctx = window->createContext(EGL_NO_CONTEXT, nullptr);
EXPECT_EGL_SUCCESS();
std::thread flushThread = std::thread([&]() {
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
});
flushThread.join();
eglDestroySurface(dpy, surface);
eglDestroyContext(dpy, ctx);
}
glUniform4f(colorLoc, 0, 0, 1, 0);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
EXPECT_GL_NO_ERROR();
// Ensure correct rendering.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
}
// Negative test for EXT_primitive_bounding_box
TEST_P(SimpleStateChangeTestES31, PrimitiveBoundingBoxEXTNegativeTest)
{
ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_primitive_bounding_box"));
glPrimitiveBoundingBoxEXT(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLfloat boundingBox[8] = {0};
glGetFloatv(GL_PRIMITIVE_BOUNDING_BOX_EXT, boundingBox);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Negative test for OES_primitive_bounding_box
TEST_P(SimpleStateChangeTestES31, PrimitiveBoundingBoxOESNegativeTest)
{
ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_OES_primitive_bounding_box"));
glPrimitiveBoundingBoxEXT(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLfloat boundingBox[8] = {0};
glGetFloatv(GL_PRIMITIVE_BOUNDING_BOX_OES, boundingBox);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Update an element array buffer that is already in use.
TEST_P(SimpleStateChangeTest, UpdateBoundElementArrayBuffer)
{
constexpr char kVS[] = R"(attribute vec4 position;
attribute float color;
varying float colorVarying;
void main()
{
gl_Position = position;
colorVarying = color;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float colorVarying;
void main()
{
if (colorVarying == 1.0)
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
else
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
})";
ANGLE_GL_PROGRAM(testProgram, kVS, kFS);
glUseProgram(testProgram);
GLint posLoc = glGetAttribLocation(testProgram, "position");
ASSERT_NE(-1, posLoc);
GLint colorLoc = glGetAttribLocation(testProgram, "color");
ASSERT_NE(-1, colorLoc);
std::array<GLushort, 6> quadIndices = GetQuadIndices();
std::vector<GLubyte> indices;
for (GLushort index : quadIndices)
{
indices.push_back(static_cast<GLubyte>(index));
}
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(indices[0]), indices.data(),
GL_STATIC_DRAW);
std::array<Vector3, 4> quadVertices = GetIndexedQuadVertices();
std::vector<Vector3> positionVertices;
for (Vector3 vertex : quadVertices)
{
positionVertices.push_back(vertex);
}
for (Vector3 vertex : quadVertices)
{
positionVertices.push_back(vertex);
}
GLBuffer positionVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, positionVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, positionVertices.size() * sizeof(positionVertices[0]),
positionVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
std::vector<float> colorVertices = {1, 1, 1, 1, 0, 0, 0, 0};
GLBuffer colorVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, colorVertices.size() * sizeof(colorVertices[0]),
colorVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(colorLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(colorLoc);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
indices.clear();
for (GLushort index : quadIndices)
{
indices.push_back(static_cast<GLubyte>(index + 4));
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indices.size() * sizeof(indices[0]),
indices.data());
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Covers a bug where we would use a stale cache variable in the Vulkan back-end.
TEST_P(SimpleStateChangeTestES3, DeleteFramebufferBeforeQuery)
{
ANGLE_GL_PROGRAM(testProgram, essl1_shaders::vs::Zero(), essl1_shaders::fs::Red());
glUseProgram(testProgram);
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, 16, 16);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
GLfloat floatArray[] = {1, 2, 3, 4};
GLBuffer buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLfloat) * 4, floatArray, GL_DYNAMIC_COPY);
glDrawElements(GL_TRIANGLE_FAN, 5, GL_UNSIGNED_SHORT, 0);
fbo.reset();
GLQuery query2;
glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, query2);
ASSERT_GL_NO_ERROR();
}
// Covers an edge case
TEST_P(SimpleStateChangeTestES3, TextureTypeConflictAfterDraw)
{
constexpr char kVS[] = R"(precision highp float;
attribute vec4 a_position;
void main()
{
gl_Position = a_position;
}
)";
constexpr char kFS[] = R"(precision highp float;
uniform sampler2D u_2d1;
uniform samplerCube u_Cube1;
void main()
{
gl_FragColor = texture2D(u_2d1, vec2(0.0, 0.0)) + textureCube(u_Cube1, vec3(0.0, 0.0, 0.0));
}
)";
ANGLE_GL_PROGRAM(testProgram, kVS, kFS);
glUseProgram(testProgram);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 4, GL_SRGB8, 1268, 614);
GLint uniformloc = glGetUniformLocation(testProgram, "u_Cube1");
ASSERT_NE(-1, uniformloc);
glUniform1i(uniformloc, 1);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_GL_NO_ERROR();
// Trigger the state update.
glLinkProgram(testProgram);
texture.reset();
// The texture types are now conflicting, and draws should fail.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Regression test for a bug where a mutable texture is used with non-zero base level then rebased
// to zero but made incomplete and attached to the framebuffer. The texture's image is not
// recreated with level 0, leading to errors when drawing to the framebuffer.
TEST_P(SimpleStateChangeTestES3, NonZeroBaseMutableTextureThenZeroBaseButIncompleteBug)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(program);
const std::array<GLColor, 4> kMip0Data = {GLColor::red, GLColor::red, GLColor::red,
GLColor::red};
const std::array<GLColor, 2> kMip1Data = {GLColor::green, GLColor::green};
// Create two textures.
GLTexture immutableTex;
glBindTexture(GL_TEXTURE_2D, immutableTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, kMip0Data.data());
GLTexture mutableTex;
glBindTexture(GL_TEXTURE_2D, mutableTex);
for (uint32_t mip = 0; mip < 2; ++mip)
{
const uint32_t size = 4 >> mip;
glTexImage2D(GL_TEXTURE_2D, mip, GL_RGBA8, size, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
mip == 0 ? kMip0Data.data() : kMip1Data.data());
}
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Sample from the mutable texture at non-zero base level.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, immutableTex, 0);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMip1Data[0]);
// Rebase the mutable texture to zero, but enable mipmapping which makes it incomplete.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// Remove feedback loop for good measure.
glBindTexture(GL_TEXTURE_2D, immutableTex);
// Draw into base zero of the texture.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mutableTex, 0);
drawQuad(program, std::string(essl1_shaders::PositionAttrib()), 0.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, kMip1Data[1]);
ASSERT_GL_NO_ERROR();
}
// Regression test for a bug where the framebuffer binding was not synced during invalidate when a
// clear operation was deferred.
TEST_P(SimpleStateChangeTestES3, ChangeFramebufferThenInvalidateWithClear)
{
// Clear the default framebuffer.
glClear(GL_COLOR_BUFFER_BIT);
// Start rendering to another framebuffer
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Red());
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Switch back to the default framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// Invalidate it. Don't invalidate color, as that's the one being cleared.
constexpr GLenum kAttachment = GL_DEPTH;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &kAttachment);
EXPECT_GL_NO_ERROR();
}
// Test that clear / invalidate / clear works. The invalidate is for a target that's not cleared.
// Regression test for a bug where invalidate() would start a render pass to perform the first
// clear, while the second clear didn't expect a render pass opened without any draw calls in it.
TEST_P(SimpleStateChangeTestES3, ClearColorInvalidateDepthClearColor)
{
// Clear color.
glClear(GL_COLOR_BUFFER_BIT);
// Invalidate depth.
constexpr GLenum kAttachment = GL_DEPTH;
glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &kAttachment);
EXPECT_GL_NO_ERROR();
// Clear color again.
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
// Regression test for a bug where glInvalidateFramebuffer(GL_FRAMEBUFFER, ...) was invalidating
// both the draw and read framebuffers.
TEST_P(SimpleStateChangeTestES3, InvalidateFramebufferShouldntInvalidateReadFramebuffer)
{
// Create an invalid read framebuffer.
GLFramebuffer fbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R8, 1, 1, 1);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, tex, 0, 5);
// Invalidate using GL_FRAMEBUFFER. If GL_READ_FRAMEBUFFER was used, validation would fail due
// to the framebuffer not being complete. A bug here was attempting to invalidate the read
// framebuffer given GL_FRAMEBUFFER anyway.
constexpr std::array<GLenum, 2> kAttachments = {GL_DEPTH, GL_STENCIL};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, kAttachments.data());
EXPECT_GL_NO_ERROR();
}
// Test that respecifies a buffer after we start XFB.
TEST_P(SimpleStateChangeTestES3, RespecifyBufferAfterBeginTransformFeedback)
{
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(testProgram, essl3_shaders::vs::Simple(),
essl3_shaders::fs::Green(), tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(testProgram);
GLBuffer buffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 3 * 2 * 7, nullptr, GL_STREAM_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer);
glBeginTransformFeedback(GL_TRIANGLES);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 3 * 4 * 6, nullptr, GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
}
// Test a bug angleproject:6998 in TransformFeedback code path by allocating paddingBuffer first and
// then allocate another buffer and then deallocate paddingBuffer and then allocate buffer again.
// This new buffer will be allocated in the space where paddingBuffer was allocated which causing
// XFB generate VVL error.
TEST_P(SimpleStateChangeTestES3, RespecifyBufferAfterBeginTransformFeedbackInDeletedPaddingBuffer)
{
std::vector<std::string> tfVaryings = {"gl_Position"};
ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(testProgram, essl3_shaders::vs::Simple(),
essl3_shaders::fs::Green(), tfVaryings,
GL_INTERLEAVED_ATTRIBS);
glUseProgram(testProgram);
GLuint paddingBuffer;
glGenBuffers(1, &paddingBuffer);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, paddingBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 256, nullptr, GL_STREAM_DRAW);
GLBuffer buffer;
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 3 * 2 * 7, nullptr, GL_STREAM_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer);
// Delete padding buffer, expecting the next bufferData call will reuse the space of
// paddingBuffer whose offset is smaller than buffer's offset, which triggers the bug.
glDeleteBuffers(1, &paddingBuffer);
glBeginTransformFeedback(GL_TRIANGLES);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(float) * 3 * 4 * 6, nullptr, GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEndTransformFeedback();
}
// Regression test for a bug in the Vulkan backend where a draw-based copy after a deferred flush
// would lead to an image view being destroyed too early.
TEST_P(SimpleStateChangeTestES3, DrawFlushThenCopyTexImage)
{
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
// Issue a cheap draw call and a flush
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 1, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.0f);
glDisable(GL_SCISSOR_TEST);
glFlush();
constexpr GLsizei kSize = 32;
// Then an expensive copy tex image
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGB8, kSize, kSize, kSize);
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, kSize, kSize);
glFlush();
ASSERT_GL_NO_ERROR();
}
TEST_P(SimpleStateChangeTestES3, DrawFlushThenBlit)
{
constexpr GLsizei kSize = 256;
const std::vector<GLColor> data(kSize * kSize, GLColor::red);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture readColor;
glBindTexture(GL_TEXTURE_2D, readColor);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
data.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, readColor, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Issue a cheap draw call and a flush
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 1, 1);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.0f);
glDisable(GL_SCISSOR_TEST);
glFlush();
// Then an expensive blit
glBlitFramebuffer(0, 0, kSize, kSize, kSize + 2, kSize, 0, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glFlush();
ASSERT_GL_NO_ERROR();
}
class VertexAttribArrayStateChangeTest : public ANGLETest<>
{
protected:
VertexAttribArrayStateChangeTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
void testSetUp() override
{
constexpr char kVS[] = R"(precision highp float;
attribute vec4 position;
attribute vec4 color;
varying vec4 colorOut;
void main()
{
gl_Position = position;
colorOut = color;
})";
constexpr char kFS[] = R"(precision highp float;
varying vec4 colorOut;
void main()
{
gl_FragColor = colorOut;
})";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
mPosAttribLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, mPosAttribLocation);
mColorAttribLocation = glGetAttribLocation(mProgram, "color");
ASSERT_NE(-1, mColorAttribLocation);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
ASSERT_GL_NO_ERROR();
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
const float posAttribData[] = {
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(posAttribData), posAttribData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void testTearDown() override
{
if (mVertexBuffer != 0)
{
glDeleteBuffers(1, &mVertexBuffer);
}
if (mProgram != 0)
{
glDeleteProgram(mProgram);
}
}
GLuint mProgram;
GLint mPosAttribLocation;
GLint mColorAttribLocation;
GLuint mVertexBuffer;
};
TEST_P(VertexAttribArrayStateChangeTest, Basic)
{
glUseProgram(mProgram);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(mPosAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(mPosAttribLocation);
glDisableVertexAttribArray(mColorAttribLocation);
glVertexAttrib4f(mColorAttribLocation, 1.0f, 0.0f, 0.0f, 1.0f);
// Don't try to verify the color of this draw as red here because it might
// hide the bug
glDrawArrays(GL_TRIANGLES, 0, 6);
glVertexAttrib4f(mColorAttribLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
TEST_P(SimpleStateChangeTestES3, DepthOnlyToColorAttachmentPreservesBlendState)
{
constexpr char kVS[] = R"(precision highp float;
attribute vec4 position;
attribute vec4 color;
varying vec4 colorOut;
void main()
{
gl_Position = position;
colorOut = color;
})";
constexpr char kFS[] = R"(precision highp float;
varying vec4 colorOut;
void main()
{
gl_FragColor = colorOut;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint posAttribLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, posAttribLocation);
GLint colorAttribLocation = glGetAttribLocation(program, "color");
ASSERT_NE(-1, colorAttribLocation);
GLBuffer vertexBuffer;
GLTexture texture;
GLFramebuffer framebuffer;
GLRenderbuffer depthRenderbuffer;
GLFramebuffer depthFramebuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const float posAttribData[] = {
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(posAttribData), posAttribData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
constexpr int kWidth = 1;
constexpr int kHeight = 1;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kWidth, kHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, depthFramebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
depthRenderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(posAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posAttribLocation);
glDisableVertexAttribArray(colorAttribLocation);
glVertexAttrib4f(colorAttribLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_ONE, GL_ONE, GL_ONE, GL_ONE);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glBindFramebuffer(GL_FRAMEBUFFER, depthFramebuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
}
// Tests a bug where we wouldn't update our cached base/max levels in Vulkan.
TEST_P(SimpleStateChangeTestES3, MaxLevelChange)
{
// Initialize an immutable texture with 2 levels.
std::vector<GLColor> bluePixels(4, GLColor::blue);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, bluePixels.data());
glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow);
// Set up draw resources.
ANGLE_GL_PROGRAM(testProgram, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
glUseProgram(testProgram);
GLint posLoc = glGetAttribLocation(testProgram, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
std::array<Vector3, 6> quadVerts = GetQuadVertices();
GLBuffer vao;
glBindBuffer(GL_ARRAY_BUFFER, vao);
glBufferData(GL_ARRAY_BUFFER, quadVerts.size() * sizeof(quadVerts[0]), quadVerts.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
ASSERT_GL_NO_ERROR();
// Draw with the 2x2 mip / max level 1.
glViewport(0, 0, 2, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw with the 1x1 mip / max level 2.
glViewport(2, 0, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw with the 2x2 mip / max level 1.
glViewport(0, 2, 2, 2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Draw with the 1x1 mip / max level 2.
glViewport(2, 2, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(2, 0, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(0, 2, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(2, 2, GLColor::yellow);
}
// Tests a bug when removing an element array buffer bound to two vertex arrays.
TEST_P(SimpleStateChangeTestES3, DeleteDoubleBoundBufferAndVertexArray)
{
std::vector<uint8_t> bufData(100, 0);
GLBuffer buffer;
GLVertexArray vao;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
buffer.reset();
vao.reset();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufData.size(), bufData.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufData.size(), bufData.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
}
// Tests state change for glLineWidth.
TEST_P(StateChangeTestES3, LineWidth)
{
// According to the spec, the minimum value for the line width range limits is one.
GLfloat range[2] = {1};
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, range);
EXPECT_GL_NO_ERROR();
EXPECT_GE(range[0], 1.0f);
EXPECT_GE(range[1], 1.0f);
ANGLE_SKIP_TEST_IF(range[1] < 5.0);
constexpr char kVS[] = R"(#version 300 es
precision highp float;
uniform float height;
void main()
{
gl_Position = vec4(gl_VertexID == 0 ? -1 : 1, height * 2. - 1., 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint heightLoc = glGetUniformLocation(program, "height");
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(-1, heightLoc);
ASSERT_NE(-1, colorLoc);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
const int w = getWindowWidth();
const int h = getWindowHeight();
const float halfPixelHeight = 0.5 / h;
glUniform1f(heightLoc, 0.25f + halfPixelHeight);
glUniform4f(colorLoc, 1, 0, 0, 1);
glLineWidth(3);
glDrawArrays(GL_LINES, 0, 2);
glUniform1f(heightLoc, 0.5f + halfPixelHeight);
glUniform4f(colorLoc, 0, 1, 0, 1);
glLineWidth(5);
glDrawArrays(GL_LINES, 0, 2);
glUniform1f(heightLoc, 0.75f + halfPixelHeight);
glUniform4f(colorLoc, 0, 0, 1, 1);
glLineWidth(1);
glDrawArrays(GL_LINES, 0, 2);
EXPECT_PIXEL_RECT_EQ(0, h / 4 - 2, w, 1, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, h / 4 - 1, w, 3, GLColor::red);
EXPECT_PIXEL_RECT_EQ(0, h / 4 + 2, w, 1, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, h / 2 - 3, w, 1, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, h / 2 - 2, w, 5, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, h / 2 + 3, w, 1, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, 3 * h / 4 - 1, w, 1, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, 3 * h / 4, w, 1, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, 3 * h / 4 + 1, w, 1, GLColor::black);
ASSERT_GL_NO_ERROR();
}
// Tests state change for out-of-range value for glLineWidth. The expectation
// here is primarily that rendering backends do not crash with invalid line
// width values.
TEST_P(StateChangeTestES3, LineWidthOutOfRangeDoesntCrash)
{
GLfloat range[2] = {1};
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, range);
EXPECT_GL_NO_ERROR();
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
gl_Position = vec4(gl_VertexID == 0 ? -1.0 : 1.0, -1.0, 0.0, 1.0);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
void main()
{
colorOut = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glLineWidth(range[1] + 1.0f);
glDrawArrays(GL_LINES, 0, 2);
glFinish();
ASSERT_GL_NO_ERROR();
}
// Tests state change for glPolygonOffset.
TEST_P(StateChangeTestES3, PolygonOffset)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
glEnable(GL_POLYGON_OFFSET_FILL);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glClearColor(0, 0, 0, 1);
glClearDepthf(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
// The shader creates a depth slope from left (0) to right (1).
//
// This test issues three draw calls:
//
// Draw 2 (green): factor width/2, offset 0, depth test: Greater
// ^ | __________________
// | | __/__/ __/
// | V __/__/ __/ <--- Draw 1 (red): factor width/4, offset 0
// | __/__/ ^ __/
// | __/__/ _|/
// |/__/ __/ |
// |/ __/ |
// | __/ Draw 3 (blue): factor width/2, offset -2, depth test: Less
// |/
// |
// |
// +------------------------------->
//
// Result: <----blue-----><-green-><--red-->
const int w = getWindowWidth();
const int h = getWindowHeight();
glUniform4f(colorLoc, 1, 0, 0, 1);
glPolygonOffset(getWindowWidth() / 4, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform4f(colorLoc, 0, 1, 0, 1);
glPolygonOffset(getWindowWidth() / 2, 0);
glDepthFunc(GL_GREATER);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform4f(colorLoc, 0, 0, 1, 1);
glPolygonOffset(getWindowWidth() / 2, -2);
glDepthFunc(GL_LESS);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2 - 1, h, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2 + 1, 0, w / 4 - 1, h, GLColor::green);
EXPECT_PIXEL_RECT_EQ(3 * w / 4 + 1, 0, w / 4 - 1, h, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests state change for glPolygonOffsetClampEXT.
TEST_P(StateChangeTestES3, PolygonOffsetClamp)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_polygon_offset_clamp"));
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
glEnable(GL_POLYGON_OFFSET_FILL);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glClearColor(0, 0, 0, 1);
glClearDepthf(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
// The shader creates a depth slope from left (0) to right (1).
//
// This test issues two draw calls:
//
// Draw 2 (green): factor width, offset 0, clamp 0.5, depth test: Greater
// ^ | __________________
// | | __/ __/
// | V __/ __/ <--- Draw 1 (red): factor width, offset 0, clamp 0.25
// | __/ __/
// | __/ __/
// |/ __/
// | __/
// | __/
// |/
// |
// |
// +------------------------------->
//
// Result: <---------green--------><--red-->
const int w = getWindowWidth();
const int h = getWindowHeight();
glUniform4f(colorLoc, 1, 0, 0, 1);
glPolygonOffsetClampEXT(getWindowWidth(), 0, 0.25);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform4f(colorLoc, 0, 1, 0, 1);
glPolygonOffsetClampEXT(getWindowWidth(), 0, 0.5);
glDepthFunc(GL_GREATER);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_RECT_EQ(0, 0, 3 * w / 4 - 1, h, GLColor::green);
EXPECT_PIXEL_RECT_EQ(3 * w / 4 + 1, 0, w / 4 - 1, h, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests state change for glBlendColor.
TEST_P(StateChangeTestES3, BlendColor)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
glBlendColor(0.498, 0.498, 0, 1);
glUniform4f(colorLoc, 1, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
const int w = getWindowWidth();
const int h = getWindowHeight();
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h);
glBlendColor(0, 1, 0.498, 1);
glUniform4f(colorLoc, 1, 0.247, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h, GLColor(0, 63, 127, 255));
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h, GLColor(127, 127, 0, 255));
ASSERT_GL_NO_ERROR();
}
// Tests state change for ref and mask in glStencilFuncSeparate.
TEST_P(StateChangeTestES3, StencilReferenceAndCompareMask)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
glClearColor(0, 0, 0, 1);
glClearStencil(0x3A);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMaskSeparate(GL_FRONT, 0xF0);
glStencilMaskSeparate(GL_BACK, 0x0F);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0xB9, 0x7C);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFuncSeparate(GL_BACK, GL_EQUAL, 0x99, 0xAC);
glStencilOpSeparate(GL_BACK, GL_REPLACE, GL_KEEP, GL_KEEP);
const int w = getWindowWidth();
const int h = getWindowHeight();
// Draw front-facing. Front stencil test should pass, replacing the top bits with 0xB:
//
// Current value of stencil buffer: 0x3A, mask: 0x7C, writing 0xB9
//
// B9 & 7C == 38 == 3A & 7C
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw back-facing. Back stencil test should fail, replacing the bottom bits with 0x9:
//
// Current value of stencil buffer: 0xBA, mask: 0xAC, writing 0x99
//
// 99 & AC == 88 != A8 == BA & AC
glFrontFace(GL_CW);
glDisable(GL_CULL_FACE);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// The left half of image should now have a value of B9, the right half should have BA
//
// Change the masks such that if the old masks are used, stencil test would fail, but if the new
// mask is used it would pass.
//
// Left: B9 & 7C == 38 != 3C == 3D & 7C
// B9 & 33 == 31 == 3D & 33
//
// Right: BA & AC == A8 != 28 == 3A & AC
// BA & 59 == 18 == 3A & 59
//
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x3D, 0x33);
glStencilFuncSeparate(GL_BACK, GL_EQUAL, 0x3A, 0x59);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_KEEP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
glScissor(0, 0, w, h / 2);
// Draw front-facing, coloring the top-left
glUniform4f(colorLoc, 1, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glFrontFace(GL_CCW);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::red);
// Verify stencil exactly
glDisable(GL_SCISSOR_TEST);
glStencilFunc(GL_EQUAL, 0xB9, 0xFF);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glStencilFunc(GL_EQUAL, 0xBA, 0xFF);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h, GLColor::magenta);
ASSERT_GL_NO_ERROR();
}
// Tests state change for mask in glStencilMaskSeparate.
TEST_P(StateChangeTestES3, StencilWriteMask)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
glClearColor(0, 0, 0, 1);
glClearStencil(0x00);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilOpSeparate(GL_BACK, GL_REPLACE, GL_KEEP, GL_REPLACE);
const int w = getWindowWidth();
const int h = getWindowHeight();
// Draw front-facing to the left half, replacing the top four bits, and back-facing to the right
// half, replacing the bottom four bits.
glStencilMaskSeparate(GL_FRONT, 0xF0);
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x39, 0xFF);
glStencilMaskSeparate(GL_BACK, 0x0F);
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x2A, 0xFF);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glDisable(GL_CULL_FACE);
glFrontFace(GL_CW);
glScissor(w / 2, 0, w / 2, h);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw back-facing to the top-left quarter, replacing the top two bits, and front-facing to the
// top-right quarter, replacing the bottom two bits.
glStencilMaskSeparate(GL_FRONT, 0xC0);
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x81, 0xFF);
glStencilMaskSeparate(GL_BACK, 0x03);
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x53, 0xFF);
glScissor(0, 0, w / 2, h / 2);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glFrontFace(GL_CCW);
glScissor(w / 2, 0, w / 2, h / 2);
glUniform4f(colorLoc, 1, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::green);
// Verify stencil exactly. Stencil has the following values:
//
// +------+------+
// | | |
// | 33 | 8A |
// | | |
// +------+------+
// | | |
// | 30 | 0A |
// | | |
// +------+------+
//
glDisable(GL_SCISSOR_TEST);
glStencilFunc(GL_EQUAL, 0x33, 0xFF);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glStencilFunc(GL_EQUAL, 0x8A, 0xFF);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glStencilFunc(GL_EQUAL, 0x30, 0xFF);
glUniform4f(colorLoc, 1, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glStencilFunc(GL_EQUAL, 0x0A, 0xFF);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::black);
ASSERT_GL_NO_ERROR();
}
// Tests that |discard| works with stencil write mask
TEST_P(StateChangeTestES3, StencilWriteMaskVsDiscard)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
uniform int flag;
void main()
{
if (flag > 0)
{
discard;
}
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(colorLoc, -1);
GLint flagLoc = glGetUniformLocation(program, "flag");
ASSERT_NE(flagLoc, -1);
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 1);
glClearDepthf(1);
glClearStencil(0x00);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
// Enable stencil write, but issue a draw call where all fragments are discarded.
glStencilFunc(GL_ALWAYS, 128, 128);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(128);
glUniform4f(colorLoc, 1, 0, 0, 1);
glUniform1i(flagLoc, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// At this point, the stencil buffer should be unmodified. Verify it with another draw call.
glStencilFunc(GL_NOTEQUAL, 128, 128);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(128);
glUniform4f(colorLoc, 0, 1, 0, 1);
glUniform1i(flagLoc, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const int w = getWindowWidth();
const int h = getWindowHeight();
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Tests state change for glCullFace and glEnable(GL_CULL_FACE) as well as glFrontFace
TEST_P(StateChangeTestES3, CullFaceAndFrontFace)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
const int w = getWindowWidth();
const int h = getWindowHeight();
// Draw red back-facing. Face culling is initially disabled
glFrontFace(GL_CW);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw green back-facing, but enable face culling. Default cull face is back.
glEnable(GL_CULL_FACE);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h / 2);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw blue front-facing.
glFrontFace(GL_CCW);
glScissor(w / 2, 0, w / 2, h / 2);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw magenta front-facing, but change cull face to front
glCullFace(GL_FRONT);
glScissor(0, h / 2, w / 2, h / 2);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw cyan front-facing, with face culling disabled
glDisable(GL_CULL_FACE);
glScissor(w / 2, h / 2, w / 2, h / 2);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Draw yellow front-facing, with cull face set to front and back
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT_AND_BACK);
glDisable(GL_SCISSOR_TEST);
glUniform4f(colorLoc, 1, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::cyan);
ASSERT_GL_NO_ERROR();
}
// Tests state change for draw primitive mode
TEST_P(StateChangeTestES3, PrimitiveMode)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
// Hardcoded positions for a number of draw modes, using different vertex offsets.
const vec2 kVertices[35] = vec2[35](
// Two triangle
vec2(-1, -1), vec2(1, -1), vec2(-1, 1),
vec2(-1, 1), vec2(1, -1), vec2( 1, 1),
// A triangle strip with 8 triangles
vec2( -1, -0.5), vec2( -1, 0.5),
vec2(-0.75, -0.5), vec2(-0.75, 0.5),
vec2( -0.5, -0.5), vec2( -0.5, 0.5),
vec2(-0.25, -0.5), vec2(-0.25, 0.5),
vec2( 0, -0.5), vec2( 0, 0.5),
// A triangle fan with 4 triangles
vec2(0.5, 0), vec2(1, -0.5), vec2(1, 0.5), vec2(0, 0.5), vec2(0, -0.5), vec2(1, -0.5),
// One line
vec2(-1, -0.49), vec2(1, -0.49),
// One line strip
vec2(-1, 0.51), vec2(0, 0.51), vec2(1, 0.51),
// One line loop
vec2(-.99, -.99), vec2(0.99, -.99), vec2(0.99, 0.99), vec2(-.99, 0.99),
// Four points
vec2(-.99, -.99), vec2(0.99, -.99), vec2(0.99, 0.99), vec2(-.99, 0.99)
);
void main()
{
gl_Position = vec4(kVertices[gl_VertexID], 0, 1);
gl_PointSize = 1.;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(colorLoc, -1);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Draw the following:
//
// 1. Red with two triangles
// 2. Green with a triangle strip
// 3. Blue with a triangle fan
// 4. Yellow with a line
// 5. Cyan with a line strip
// 6. Magenta with a line loop
// 7. White with four points
//
//
// +---------------------------+ <-- 7: corners
// | |
// | 1 |
// | |
// +-------------+-------------+ <-- 5: horizontal line
// | | |
// | | |
// | | |
// | 2 | 3 | <-- 6: border around image
// | | |
// | | |
// | | |
// +-------------+-------------+ <-- 4: horizontal line
// | |
// | 1 |
// | |
// +---------------------------+
glUniform4f(colorLoc, 1, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUniform4f(colorLoc, 0, 1, 0, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 6, 10);
glUniform4f(colorLoc, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 16, 6);
glUniform4f(colorLoc, 1, 1, 0, 1);
glDrawArrays(GL_LINES, 22, 2);
glUniform4f(colorLoc, 0, 1, 1, 1);
glDrawArrays(GL_LINE_STRIP, 24, 3);
glUniform4f(colorLoc, 1, 0, 1, 1);
glDrawArrays(GL_LINE_LOOP, 27, 4);
glUniform4f(colorLoc, 1, 1, 1, 1);
glDrawArrays(GL_POINTS, 31, 4);
const int w = getWindowWidth();
const int h = getWindowHeight();
// Verify results
EXPECT_PIXEL_RECT_EQ(1, 1, w - 2, h / 4 - 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(1, 3 * h / 4 + 1, w - 2, h / 4 - 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(1, h / 4 + 1, w / 2 - 2, h / 2 - 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 2 + 1, h / 4 + 1, w / 2 - 2, h / 2 - 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(1, h / 4, w / 2 - 2, 1, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(1, 3 * h / 4, w / 2 - 2, 1, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(1, 0, w - 2, 1, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, 1, 1, h - 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(w - 1, 1, 1, h - 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(1, h - 1, w - 2, 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::white);
ASSERT_GL_NO_ERROR();
}
// Tests that vertex attributes are correctly bound after a masked clear. In the Vulkan backend,
// the masked clear is done with an internal shader that doesn't use vertex attributes.
TEST_P(StateChangeTestES3, DrawMaskedClearDraw)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
GLint posAttrib = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_EQ(0, posAttrib);
std::array<GLfloat, 3 * 4> positionData = {
-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0,
};
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positionData), positionData.data(), GL_STATIC_DRAW);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posAttrib);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Draw to red and alpha channels, with garbage in green and blue
glUniform4f(colorLoc, 1, 0.123f, 0.456f, 0.5f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Clear the green and blue channels
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
glClearColor(0.333f, 0.5, 0, 0.888f);
glClear(GL_COLOR_BUFFER_BIT);
// Blend in to saturate green and alpha
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glUniform4f(colorLoc, 0, 0.6f, 0, 0.6f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Tests state change for vertex attribute stride
TEST_P(StateChangeTestES3, VertexStride)
{
constexpr char kVS[] =
R"(#version 300 es
precision mediump float;
in vec4 position;
layout(location = 1) in vec4 test;
layout(location = 5) in vec4 expected;
out vec4 result;
void main(void)
{
gl_Position = position;
if (any(equal(test, vec4(0))) || any(equal(expected, vec4(0))))
{
result = vec4(0);
}
else
{
vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);
result = vec4(lessThanEqual(abs(test - expected), threshold));
}
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
in vec4 result;
out vec4 colorOut;
void main()
{
colorOut = vec4(greaterThanEqual(result, vec4(0.999)));
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
// Every draw call consists of 4 vertices. The vertex attributes are laid out as follows:
//
// Position: No gaps
// test: 4 unorm vertices with stride 20, simultaneously 4 vertices with stride 16
// expected: 4 float vertices with stride 80, simultaneously 4 vertices with stride 48
const std::array<GLubyte, 7 * 4> kData = {{1, 2, 3, 4, 5, 6, 7, 8, 125, 126,
127, 128, 129, 250, 251, 252, 78, 79, 80, 81,
155, 156, 157, 158, 20, 21, 22, 23}};
constexpr size_t kTestStride1 = 20;
constexpr size_t kTestStride2 = 16;
constexpr size_t kExpectedStride1 = 20;
constexpr size_t kExpectedStride2 = 12;
std::array<GLubyte, kTestStride1 * 3 + 4> testInitData = {};
std::array<GLfloat, kExpectedStride1 * 3 + 4> expectedInitData = {};
for (uint32_t vertex = 0; vertex < 7; ++vertex)
{
size_t testOffset = vertex * kTestStride1;
size_t expectedOffset = vertex * kExpectedStride1;
if (vertex >= 4)
{
testOffset = (vertex - 3) * kTestStride2;
expectedOffset = (vertex - 3) * kExpectedStride2;
}
for (uint32_t channel = 0; channel < 4; ++channel)
{
// The strides are chosen such that the two streams don't collide
ASSERT_EQ(testInitData[testOffset + channel], 0);
ASSERT_EQ(expectedInitData[expectedOffset + channel], 0);
GLubyte data = kData[vertex * 4 + channel];
testInitData[testOffset + channel] = data;
expectedInitData[expectedOffset + channel] = data;
}
// For the first 4 vertices, expect perfect match (i.e. get white). For the last 3
// vertices, expect the green channel test to fail (i.e. get magenta).
if (vertex >= 4)
{
expectedInitData[expectedOffset + 1] += 2;
}
}
std::array<GLfloat, 3 * 4> positionData = {
-1, -1, 0, 1, -1, 0, -1, 1, 0, 1, 1, 0,
};
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(positionData), positionData.data(), GL_STATIC_DRAW);
GLBuffer testBuffer;
glBindBuffer(GL_ARRAY_BUFFER, testBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(testInitData), testInitData.data(), GL_STATIC_DRAW);
GLBuffer expectedBuffer;
glBindBuffer(GL_ARRAY_BUFFER, expectedBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(expectedInitData), expectedInitData.data(),
GL_STATIC_DRAW);
GLint posAttrib = glGetAttribLocation(program, "position");
ASSERT_EQ(0, posAttrib);
GLint testAttrib = glGetAttribLocation(program, "test");
ASSERT_EQ(1, testAttrib);
GLint expectedAttrib = glGetAttribLocation(program, "expected");
ASSERT_EQ(5, expectedAttrib);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(testAttrib);
glEnableVertexAttribArray(expectedAttrib);
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, testBuffer);
glVertexAttribPointer(testAttrib, 4, GL_UNSIGNED_BYTE, GL_FALSE, kTestStride1 * sizeof(GLubyte),
nullptr);
glBindBuffer(GL_ARRAY_BUFFER, expectedBuffer);
glVertexAttribPointer(expectedAttrib, 4, GL_FLOAT, GL_FALSE, kExpectedStride1 * sizeof(GLfloat),
nullptr);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, testBuffer);
glVertexAttribPointer(testAttrib, 4, GL_UNSIGNED_BYTE, GL_FALSE, kTestStride2 * sizeof(GLubyte),
nullptr);
glBindBuffer(GL_ARRAY_BUFFER, expectedBuffer);
glVertexAttribPointer(expectedAttrib, 4, GL_FLOAT, GL_FALSE, kExpectedStride2 * sizeof(GLfloat),
nullptr);
glScissor(w / 2, 0, w / 2, h);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h, GLColor::magenta);
ASSERT_GL_NO_ERROR();
}
// Tests state change for vertex attribute format
TEST_P(StateChangeTestES3, VertexFormat)
{
constexpr char kVS[] = R"(precision highp float;
attribute vec3 position;
attribute vec4 color;
varying vec4 colorOut;
void main()
{
gl_Position = vec4(position, 1.0);
colorOut = color;
})";
constexpr char kFS[] = R"(precision highp float;
varying vec4 colorOut;
void main()
{
gl_FragColor = colorOut;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLoc = glGetAttribLocation(program, "position");
ASSERT_NE(positionLoc, -1);
GLint colorLoc = glGetAttribLocation(program, "color");
ASSERT_NE(colorLoc, -1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::vector<Vector4> colorAttribDataFloat(6, Vector4(255.0f, 0.0f, 0.0f, 255.0f));
std::vector<GLColor> colorAttribDataUnsignedByte(6, GLColor::green);
// Setup position attribute
std::array<Vector3, 6> quadVertices = GetQuadVertices();
GLBuffer vertexLocationBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexLocationBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 6, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLoc);
// Setup color attribute with float data
GLBuffer floatBuffer;
glBindBuffer(GL_ARRAY_BUFFER, floatBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector4) * 6, colorAttribDataFloat.data(), GL_STATIC_DRAW);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorLoc);
// Draw red using float attribute
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Setup color attribute with unsigned byte data
GLBuffer unsignedByteBuffer;
glBindBuffer(GL_ARRAY_BUFFER, unsignedByteBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * 6, colorAttribDataUnsignedByte.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorLoc);
// Draw green using unsigned byte attribute
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Tests state change for depth test, write and function
TEST_P(StateChangeTestES3, DepthTestWriteAndFunc)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClearDepthf(0.5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Initialize the depth buffer:
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h / 2);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.8f);
glScissor(w / 2, 0, w / 2, h / 2);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.2f);
glScissor(0, h / 2, w / 2, h / 2);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.4f);
glScissor(w / 2, h / 2, w / 2, h / 2);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.6f);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::red);
// Make draw calls that test depth or not, write depth or not, and use different functions
// Write green to one half
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.35f);
// Write blue to another half
glDepthFunc(GL_GREATER);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.15f);
// Write yellow to a corner, overriding depth
glDepthMask(GL_TRUE);
glUniform4f(colorLoc, 1, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.6f);
// Write magenta to another corner, overriding depth
glDepthFunc(GL_LESS);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// No-op write
glDepthFunc(GL_NEVER);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::magenta);
// Verify the depth buffer
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.61f);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.59f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::black);
glDepthFunc(GL_GREATER);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.51f);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.49f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::cyan);
glDepthFunc(GL_LESS);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.21f);
glUniform4f(colorLoc, 1, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.19f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::black);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::white);
glDepthFunc(GL_GREATER);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.41f);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.39f);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::blue);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::white);
ASSERT_GL_NO_ERROR();
}
// Tests state change for depth test while depth write is enabled
TEST_P(StateChangeTestES3, DepthTestToggleWithDepthWrite)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClearDepthf(0.5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth write, but keep depth test disabled. Internally, depth write may be disabled
// because of the depth test.
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
// Draw with a different depth, but because depth test is disabled, depth is not actually
// changed.
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.3f);
// Enable depth test, but don't change state otherwise. The following draw must change depth.
glEnable(GL_DEPTH_TEST);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.2f);
// Verify that depth was changed in the last draw call.
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::green);
glDepthFunc(GL_GREATER);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.1f);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Tests state change for stencil test and function
TEST_P(StateChangeTestES3, StencilTestAndFunc)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClearDepthf(0.5);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Initialize the depth and stencil buffers
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, w / 2, h / 2);
glUniform4f(colorLoc, 0, 0, 0, 1);
glStencilFunc(GL_ALWAYS, 0x3E, 0xFF);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.8f);
glScissor(w / 2, 0, w / 2, h / 2);
glStencilFunc(GL_ALWAYS, 0xA7, 0xFF);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.2f);
glScissor(0, h / 2, w / 2, h / 2);
glStencilFunc(GL_ALWAYS, 0x6C, 0xFF);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.4f);
glScissor(w / 2, h / 2, w / 2, h / 2);
glStencilFunc(GL_ALWAYS, 0x5B, 0xFF);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.6f);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDepthMask(GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::red);
// Make draw calls that manipulate stencil and use different functions and ops.
// Current color/depth/stencil in the four sections of the image:
//
// red/-0.8/3E red/-0.2/A7
// red/ 0.4/6C red/0.6/5B
//
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_STENCIL_TEST);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x2C, 0x2C);
glStencilOpSeparate(GL_FRONT, GL_INCR, GL_DECR, GL_INVERT);
glStencilFuncSeparate(GL_BACK, GL_GREATER, 0x7B, 0xFF);
glStencilOpSeparate(GL_BACK, GL_INCR, GL_ZERO, GL_REPLACE);
// Draw green front-facing to get:
//
// red/-0.8/3D red/-0.2/A8
// green/ 0.4/93 red/ 0.6/5C
//
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
// Draw blue back-facing to get:
//
// red/-0.8/00 red/-0.2/A9
// green/ 0.4/94 blue/ 0.6/7B
//
glFrontFace(GL_CW);
glUniform4f(colorLoc, 0, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
glStencilFuncSeparate(GL_FRONT, GL_LEQUAL, 0x42, 0x42);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_INCR_WRAP);
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x00, 0x00);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_INVERT);
// Draw yellow back-facing to get:
//
// yellow/-0.8/FF yellow/-0.2/56
// green/ 0.4/95 blue/ 0.6/7C
//
glDepthFunc(GL_GREATER);
glUniform4f(colorLoc, 1, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
// Draw cyan front-facing to get:
//
// cyan/-0.8/00 yellow/-0.2/55
// green/ 0.4/95 blue/ 0.6/7C
//
glFrontFace(GL_CCW);
glUniform4f(colorLoc, 0, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), -0.5);
// No-op draw
glStencilFuncSeparate(GL_FRONT, GL_NEVER, 0x00, 0x00);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INVERT, GL_INVERT);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::cyan);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::blue);
// Verify the stencil buffer
glDisable(GL_DEPTH_TEST);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x00, 0xFF);
glUniform4f(colorLoc, 1, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::blue);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x55, 0xFF);
glUniform4f(colorLoc, 1, 0, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::green);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::blue);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x95, 0xFF);
glUniform4f(colorLoc, 1, 1, 1, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::blue);
glStencilFuncSeparate(GL_FRONT, GL_EQUAL, 0x7C, 0xFF);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2, h / 2, GLColor::red);
EXPECT_PIXEL_RECT_EQ(w / 2, 0, w / 2, h / 2, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(0, h / 2, w / 2, h / 2, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2, h / 2, w / 2, h / 2, GLColor::black);
ASSERT_GL_NO_ERROR();
}
// Tests state change for rasterizer discard
TEST_P(StateChangeTestES3, RasterizerDiscard)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Start a render pass and issue three draw calls with the middle one having rasterizer discard
// enabled.
glUniform4f(colorLoc, 1, 0, 0, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
glEnable(GL_RASTERIZER_DISCARD);
glUniform4f(colorLoc, 0, 1, 1, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
glDisable(GL_RASTERIZER_DISCARD);
glUniform4f(colorLoc, 0, 0, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::red);
// Enable rasterizer discard and make sure the state is effective.
glEnable(GL_RASTERIZER_DISCARD);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::red);
// Start a render pass and issue three draw calls with the first and last ones having rasterizer
// discard enabled.
glUniform4f(colorLoc, 0, 1, 0, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
glDisable(GL_RASTERIZER_DISCARD);
glUniform4f(colorLoc, 0, 0, 1, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
glEnable(GL_RASTERIZER_DISCARD);
glUniform4f(colorLoc, 0, 1, 0, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::magenta);
ASSERT_GL_NO_ERROR();
}
// Tests state change for GL_POLYGON_OFFSET_FILL.
TEST_P(StateChangeTestES3, PolygonOffsetFill)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glClearColor(0, 0, 0, 1);
glClearDepthf(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// The shader creates a depth slope from left (0) to right (1).
//
// This test issues three draw calls:
//
//
// Draw 3 (blue): factor width/2, enabled, depth test: Greater
// ^ | __________________
// | | __/ __/ __/
// | V __/ __/ __/
// | __/ __/ __/
// | __/ __/ __/
// |/ __/^ __/
// | __/ | __/ <--- Draw 2: factor width/2, disabled, depth test: Greater
// | __/ _\/
// |/ __/ \
// | __/ Draw 1 (red): factor width/4, enabled
// | __/
// +/------------------------------>
//
// Result: <-------magenta-------><--red-->
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_POLYGON_OFFSET_FILL);
const int w = getWindowWidth();
const int h = getWindowHeight();
glUniform4f(colorLoc, 1, 0, 0, 1);
glPolygonOffset(getWindowWidth() / 4, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform4f(colorLoc, 0, 1, 0, 1);
glPolygonOffset(getWindowWidth() / 2, 0);
glDepthFunc(GL_GREATER);
glDisable(GL_POLYGON_OFFSET_FILL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform4f(colorLoc, 0, 0, 1, 1);
glEnable(GL_POLYGON_OFFSET_FILL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_RECT_EQ(0, 0, 3 * w / 4 - 1, h, GLColor::magenta);
EXPECT_PIXEL_RECT_EQ(3 * w / 4 + 1, 0, w / 4 - 1, h, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Tests state change for GL_PRIMITIVE_RESTART.
TEST_P(StateChangeTestES3, PrimitiveRestart)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorLoc, -1);
GLint posAttrib = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_EQ(0, posAttrib);
// Arrange the vertices as such:
//
// 1 3 4
// +-----+-----+
// | | |
// | | |
// | | |
// | | |
// | | |
// | | |
// +-----+-----+
// 0 2 FF
//
// Drawing a triangle strip, without primitive restart, the whole framebuffer is rendered, while
// with primitive restart only the left half is.
std::vector<Vector3> positionData(256, {0, 0, 0});
positionData[0] = Vector3(-1, -1, 0);
positionData[1] = Vector3(-1, 1, 0);
positionData[2] = Vector3(0, -1, 0);
positionData[3] = Vector3(0, 1, 0);
positionData[0xFF] = Vector3(1, -1, 0);
positionData[4] = Vector3(1, 1, 0);
constexpr std::array<GLubyte, 6> indices = {0, 1, 2, 3, 0xFF, 4};
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(positionData[0]),
positionData.data(), GL_STATIC_DRAW);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posAttrib);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices.data(), GL_STATIC_DRAW);
const int w = getWindowWidth();
const int h = getWindowHeight();
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Draw red with primitive restart enabled
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glUniform4f(colorLoc, 1, 0, 0, 0);
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_BYTE, nullptr);
// Draw green with primitive restart disabled
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glUniform4f(colorLoc, 0, 1, 0, 1);
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_BYTE, nullptr);
// Draw blue with primitive restart enabled again
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glUniform4f(colorLoc, 0, 0, 1, 0);
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_BYTE, nullptr);
// Verify results
EXPECT_PIXEL_RECT_EQ(0, 0, w / 2 - 1, h, GLColor::white);
EXPECT_PIXEL_RECT_EQ(w / 2 + 1, 0, w / 2 - 1, h, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Tests that primitive restart for patches can be queried when tessellation shaders are available,
// and that its value is independent of whether primitive restart is enabled.
TEST_P(StateChangeTestES31, PrimitiveRestartForPatchQuery)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_tessellation_shader"));
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
GLint primitiveRestartForPatchesWhenEnabled = -1;
glGetIntegerv(GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED,
&primitiveRestartForPatchesWhenEnabled);
ASSERT_GL_NO_ERROR();
EXPECT_GE(primitiveRestartForPatchesWhenEnabled, 0);
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
GLint primitiveRestartForPatchesWhenDisabled = -1;
glGetIntegerv(GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED,
&primitiveRestartForPatchesWhenDisabled);
ASSERT_GL_NO_ERROR();
EXPECT_GE(primitiveRestartForPatchesWhenDisabled, 0);
EXPECT_EQ(primitiveRestartForPatchesWhenEnabled, primitiveRestartForPatchesWhenDisabled);
}
// Tests state change for GL_COLOR_LOGIC_OP and glLogicOp.
TEST_P(StateChangeTestES3, LogicOp)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_logic_op"));
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 colorOut;
uniform vec4 color;
void main()
{
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, "color");
ASSERT_NE(-1, colorLoc);
glClearColor(0, 0, 0, 1);
glClearDepthf(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto unorm8 = [](uint8_t value) { return (value + 0.1f) / 255.0f; };
constexpr uint8_t kInitRed = 0xA4;
constexpr uint8_t kInitGreen = 0x1E;
constexpr uint8_t kInitBlue = 0x97;
constexpr uint8_t kInitAlpha = 0x65;
// Initialize with logic op enabled, but using the default GL_COPY op.
glEnable(GL_COLOR_LOGIC_OP_ANGLE);
glUniform4f(colorLoc, unorm8(kInitRed), unorm8(kInitGreen), unorm8(kInitBlue),
unorm8(kInitAlpha));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Set logic op to GL_XOR and draw again.
glLogicOpANGLE(GL_LOGIC_OP_XOR_ANGLE);
constexpr uint8_t kXorRed = 0x4C;
constexpr uint8_t kXorGreen = 0x7D;
constexpr uint8_t kXorBlue = 0xB3;
constexpr uint8_t kXorAlpha = 0x0F;
glUniform4f(colorLoc, unorm8(kXorRed), unorm8(kXorGreen), unorm8(kXorBlue), unorm8(kXorAlpha));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Set logic op to GL_INVERT and draw again.
glLogicOpANGLE(GL_LOGIC_OP_INVERT_ANGLE);
glUniform4f(colorLoc, 0.123f, 0.234f, 0.345f, 0.456f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const int w = getWindowWidth();
const int h = getWindowHeight();
// Verify results
const GLColor kExpect(static_cast<uint8_t>(~(kInitRed ^ kXorRed)),
static_cast<uint8_t>(~(kInitGreen ^ kXorGreen)),
static_cast<uint8_t>(~(kInitBlue ^ kXorBlue)),
static_cast<uint8_t>(~(kInitAlpha ^ kXorAlpha)));
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, kExpect);
// Render again with logic op enabled, this time with GL_COPY_INVERTED
glLogicOpANGLE(GL_LOGIC_OP_COPY_INVERTED_ANGLE);
glUniform4f(colorLoc, 0.123f, 0.234f, 0.345f, 0.456f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Disable logic op and render again
glDisable(GL_COLOR_LOGIC_OP_ANGLE);
glUniform4f(colorLoc, 0, 1, 0, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test for a bug with the VK_EXT_graphics_pipeline_library implementation in a scenario such as
// this:
//
// - Use blend function A, draw <-- a new pipeline is created
// - Use blend function B, draw <-- a new pipeline is created,
// new transition from A to B
// - Switch to program 2
// - Use blend function A, draw <-- a new pipeline is created
// - Switch to program 1
// - draw <-- the first pipeline is retrieved from cache,
// new transition from B to A
// - Use blend function B, draw <-- the second pipeline is retrieved from transition
// - Switch to program 3
// - draw <-- a new pipeline is created
//
// With graphics pipeline library, the fragment output partial pipeline changes as follows:
//
// - Use blend function A, draw <-- a new fragment output pipeline is created
// - Use blend function B, draw <-- a new fragment output pipeline is created,
// new transition from A to B
// - Switch to program 2
// - Use blend function A, draw <-- the first fragment output pipeline is retrieved from cache
// - Switch to program 1
// - draw <-- the first monolithic pipeline is retrieved from cache
// - Use blend function B, draw <-- the second monolithic pipeline is retrieved from transition
// - Switch to program 3
// - draw <-- the second fragment output pipeline is retrieved from cache
//
// The bug was that the dirty blend state was discarded when the monolithic pipeline was retrieved
// through the transition graph, and the last draw call used a stale fragment output pipeline (from
// the last draw call with function A)
//
TEST_P(StateChangeTestES3, FragmentOutputStateChangeAfterCachedPipelineTransition)
{
// Program 1
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
// Program 2
ANGLE_GL_PROGRAM(drawColor2, essl3_shaders::vs::Simple(), R"(#version 300 es
precision mediump float;
out vec4 colorOut;
uniform vec4 colorIn;
void main()
{
colorOut = colorIn;
}
)");
// Program 3
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor2);
GLint color2UniformLocation = glGetUniformLocation(drawColor2, "colorIn");
ASSERT_NE(color2UniformLocation, -1);
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// Framebuffer color is now (0, 0, 0, 0)
glUniform4f(colorUniformLocation, 0, 0, 1, 0.25f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0, 0, 0.25, 0.25*0.25)
glBlendFunc(GL_ONE, GL_ONE);
glUniform4f(colorUniformLocation, 0, 0, 0.25, 0.5 - 0.0625);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0, 0, 0.5, 0.5)
// Draw with a different program, but same fragment output state. The fragment output pipeline
// is retrieved from cache.
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glUseProgram(drawColor2);
glUniform4f(color2UniformLocation, 1, 0, 0, 0.5);
drawQuad(drawColor2, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0.5, 0, 0.25, 0.5)
// Draw with the original program and the first fragment output state, so it's retrieved from
// cache.
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glUseProgram(drawColor);
glUniform4f(colorUniformLocation, 0, 0, 0.5, 0.25);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0.25, 0, 0.25, 0.25+0.25*0.25)
// Change to the second fragment output state, so it's retrieved through the transition graph.
glBlendFunc(GL_ONE, GL_ONE);
glUniform4f(colorUniformLocation, 0, 0, 0.5, 0.25 - 0.25 * 0.25);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0.25, 0, 0.75, 0.5)
// Draw with the third program, not changing the fragment output state.
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.5f);
// Framebuffer color is now (0.25, 1, 0.75, 1)
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(64, 255, 192, 255), 1);
ASSERT_GL_NO_ERROR();
}
// Tests a specific case for multiview and queries.
TEST_P(SimpleStateChangeTestES3, MultiviewAndQueries)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OVR_multiview"));
ANGLE_GL_PROGRAM(prog, kZeroVertexShaderForPoints, essl1_shaders::fs::Red());
glUseProgram(prog);
const int PRE_QUERY_CNT = 63;
GLQuery qry;
GLTexture tex;
GLFramebuffer fb;
GLFramebuffer fb2;
glBeginQuery(GL_ANY_SAMPLES_PASSED, qry);
for (int i = 0; i < PRE_QUERY_CNT; i++)
{
glDrawArrays(GL_POINTS, 0, 1);
GLColor color;
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &color);
}
glEndQuery(GL_ANY_SAMPLES_PASSED);
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2);
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0, 2);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, fb2);
glBeginQuery(GL_ANY_SAMPLES_PASSED, qry);
}
// Tests a bug related to an ordering of certain commands.
TEST_P(SimpleStateChangeTestES3, ClearQuerySwapClear)
{
glClear(GL_COLOR_BUFFER_BIT);
{
GLQuery query;
glBeginQuery(GL_ANY_SAMPLES_PASSED, query);
glEndQuery(GL_ANY_SAMPLES_PASSED);
}
swapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
}
// Tests a bug around sampler2D swap and uniform locations.
TEST_P(StateChangeTestES3, SamplerSwap)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS1[] = R"(#version 300 es
precision highp float;
uniform sampler2D A;
uniform sampler2D B;
out vec4 colorOut;
void main()
{
float a = texture(A, vec2(0)).x;
float b = texture(B, vec2(0)).x;
colorOut = vec4(a, b, 0, 1);
})";
constexpr char kFS2[] = R"(#version 300 es
precision highp float;
uniform sampler2D B;
uniform sampler2D A;
const vec2 multiplier = vec2(0.5, 0.5);
out vec4 colorOut;
void main()
{
float a = texture(A, vec2(0)).x;
float b = texture(B, vec2(0)).x;
colorOut = vec4(a, b, 0, 1);
})";
ANGLE_GL_PROGRAM(prog1, kVS, kFS1);
ANGLE_GL_PROGRAM(prog2, kVS, kFS2);
const GLColor kColorA(123, 0, 0, 0);
const GLColor kColorB(157, 0, 0, 0);
GLTexture texA;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texA);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kColorA);
GLTexture texB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texB);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kColorB);
EXPECT_GL_NO_ERROR();
glUseProgram(prog1);
glUniform1i(glGetUniformLocation(prog1, "A"), 0);
glUniform1i(glGetUniformLocation(prog1, "B"), 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const GLColor kExpect(kColorA.R, kColorB.R, 0, 255);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpect, 1);
ASSERT_GL_NO_ERROR();
// The same with the second program that has sampler2D (definitions) swapped which should have
// no effect on the result.
glUseProgram(prog2);
glUniform1i(glGetUniformLocation(prog2, "A"), 0);
glUniform1i(glGetUniformLocation(prog2, "B"), 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpect, 1);
ASSERT_GL_NO_ERROR();
}
// Tests a bug around sampler2D reordering and uniform locations.
TEST_P(StateChangeTestES3, SamplerReordering)
{
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS1[] = R"(#version 300 es
precision highp float;
uniform sampler2D A;
uniform sampler2D B;
//uniform vec2 multiplier;
const vec2 multiplier = vec2(0.5, 0.5);
out vec4 colorOut;
void main()
{
float a = texture(A, vec2(0)).x;
float b = texture(B, vec2(0)).x;
colorOut = vec4(vec2(a, b) * multiplier, 0, 1);
})";
constexpr char kFS2[] = R"(#version 300 es
precision highp float;
uniform sampler2D S;
uniform sampler2D P;
//uniform vec2 multiplier;
const vec2 multiplier = vec2(0.5, 0.5);
out vec4 colorOut;
void main()
{
float a = texture(P, vec2(0)).x;
float b = texture(S, vec2(0)).x;
colorOut = vec4(vec2(a, b) * multiplier, 0, 1);
})";
constexpr char kFS3[] = R"(#version 300 es
precision highp float;
uniform sampler2D R;
uniform sampler2D S;
//uniform vec2 multiplier;
const vec2 multiplier = vec2(0.5, 0.5);
out vec4 colorOut;
void main()
{
float a = texture(R, vec2(0)).x;
float b = texture(S, vec2(0)).x;
colorOut = vec4(vec2(a, b) * multiplier, 0, 1);
})";
ANGLE_GL_PROGRAM(prog1, kVS, kFS1);
ANGLE_GL_PROGRAM(prog2, kVS, kFS2);
ANGLE_GL_PROGRAM(prog3, kVS, kFS3);
const GLColor kColorA(123, 0, 0, 0);
const GLColor kColorB(157, 0, 0, 0);
GLTexture texA;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texA);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kColorA);
GLTexture texB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texB);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &kColorB);
EXPECT_GL_NO_ERROR();
glUseProgram(prog1);
glUniform1i(glGetUniformLocation(prog1, "A"), 0);
glUniform1i(glGetUniformLocation(prog1, "B"), 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(prog2);
glUniform1i(glGetUniformLocation(prog2, "S"), 0);
glUniform1i(glGetUniformLocation(prog2, "P"), 1);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
constexpr float kXMultiplier = 0.5;
constexpr float kYMultiplier = 0.5;
const GLColor kExpect(static_cast<uint8_t>((kColorA.R + kColorB.R) * kXMultiplier),
static_cast<uint8_t>((kColorA.R + kColorB.R) * kYMultiplier), 0, 255);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpect, 1);
ASSERT_GL_NO_ERROR();
// Do the same thing again, but with the second shader having its samplers specified in the
// opposite order. The difference between kFS2 and kFS3 is that S is now the second
// declaration, and P is renamed to R. The reason for the rename is that even if the samplers
// get sorted by name, they would still result in the two shaders declaring them in different
// orders.
glDisable(GL_BLEND);
glUseProgram(prog1);
glUniform1i(glGetUniformLocation(prog1, "A"), 0);
glUniform1i(glGetUniformLocation(prog1, "B"), 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(prog3);
glUniform1i(glGetUniformLocation(prog3, "S"), 0);
glUniform1i(glGetUniformLocation(prog3, "R"), 1);
glEnable(GL_BLEND);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpect, 1);
ASSERT_GL_NO_ERROR();
}
// Test that switching FBO attachments affects sample coverage
TEST_P(StateChangeTestES3, SampleCoverageFramebufferAttachmentSwitch)
{
// Keep this state unchanged during the test
glEnable(GL_SAMPLE_COVERAGE);
glSampleCoverage(0.0f, false);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// Sample coverage must have no effect
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
GLRenderbuffer rboMS;
glBindRenderbuffer(GL_RENDERBUFFER, rboMS);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboMS);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// Use a temporary FBO to resolve
{
GLFramebuffer fboResolve;
glBindFramebuffer(GL_FRAMEBUFFER, fboResolve);
GLRenderbuffer rboResolve;
glBindRenderbuffer(GL_RENDERBUFFER, rboResolve);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
rboResolve);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboResolve);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Nothing was drawn because of zero coverage
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboResolve);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// Sample coverage must have no effect
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that GL_SAMPLE_COVERAGE value has proper effect after frame buffer switch.
TEST_P(StateChangeTestES3, SampleCoverageFramebufferSwitch)
{
// Keep this state unchanged during the test
glEnable(GL_SAMPLE_COVERAGE);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rboMS;
glBindRenderbuffer(GL_RENDERBUFFER, rboMS);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboMS);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLFramebuffer fboResolve;
glBindFramebuffer(GL_FRAMEBUFFER, fboResolve);
GLRenderbuffer rboResolve;
glBindRenderbuffer(GL_RENDERBUFFER, rboResolve);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboResolve);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(1, 0, 0, 1);
// Set any non 1 coverage and draw the quad
glSampleCoverage(0.5, false);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
// Switch to single sampled FBO and draw with coverage 1.
glBindFramebuffer(GL_FRAMEBUFFER, fboResolve);
glSampleCoverage(1.0, false);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// Switch back to multisampled FBO and draw with coverage 1, verify that coverage was indeed 1.
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glSampleCoverage(1.0, false);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
// Resolve
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboResolve);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Last draw happened with sample coverage 1, so we expect the results to be green.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboResolve);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that switching FBO attachments affects alpha-to-coverage
TEST_P(StateChangeTestES3, AlphaToCoverageFramebufferAttachmentSwitch)
{
// Keep this state unchanged during the test
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
glUniform4f(glGetUniformLocation(program, essl1_shaders::ColorUniform()), 0, 1, 0, 0);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// A2C must have no effect
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(0, 255, 0, 0));
GLRenderbuffer rboMS;
glBindRenderbuffer(GL_RENDERBUFFER, rboMS);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboMS);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// Use a temporary FBO to resolve
{
GLFramebuffer fboResolve;
glBindFramebuffer(GL_FRAMEBUFFER, fboResolve);
GLRenderbuffer rboResolve;
glBindRenderbuffer(GL_RENDERBUFFER, rboResolve);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
rboResolve);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboResolve);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Nothing was drawn because of zero alpha
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboResolve);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0);
ASSERT_GL_NO_ERROR();
// A2C must have no effect
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(0, 255, 0, 0));
}
// Test that switching FBO attachments affects depth test
TEST_P(StateChangeTestES3, DepthTestFramebufferAttachmentSwitch)
{
// Keep this state unchanged during the test
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_GREATER);
constexpr char kVS[] = R"(#version 300 es
precision highp float;
uniform float u_depth;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, u_depth * 2. - 1., 1);
})";
constexpr char kFS[] = R"(#version 300 es
uniform mediump vec4 u_color;
out mediump vec4 color;
void main(void)
{
color = u_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint depthUni = glGetUniformLocation(program, "u_depth");
GLint colorUni = glGetUniformLocation(program, "u_color");
constexpr uint32_t kWidth = 17;
constexpr uint32_t kHeight = 23;
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kWidth, kHeight);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glClearColor(0, 0, 0, 0);
glClearDepthf(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Draw with the depth buffer attached, set depth to 0.5. Should succeed and the color buffer
// becomes red.
glUniform4f(colorUni, 1, 0, 0, 0);
glUniform1f(depthUni, 0.5);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Detach the depth buffer and draw with a smaller depth. Should still succeed because there is
// no depth buffer test against. Green should be added.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glUniform4f(colorUni, 0, 0.2, 0, 0.6);
glUniform1f(depthUni, 0.3);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Higher depth should also pass
glUniform1f(depthUni, 0.9);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Reattach the depth buffer and draw with a depth in between. Should fail the depth. Blue
// should not be added.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glUniform4f(colorUni, 0, 0, 1, 1);
glUniform1f(depthUni, 0.4);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Reattach the depth buffer and draw with a depth larger than 0.5. Should pass the depth test.
// Blue should be added.
glUniform4f(colorUni, 0, 0.8, 0, 0);
glUniform1f(depthUni, 0.6);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Test that switching FBO attachments affects blend state
TEST_P(StateChangeTestES3, BlendFramebufferAttachmentSwitch)
{
// Keep this state unchanged during the test
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
uniform mediump vec4 u_color;
layout(location=0) out mediump vec4 color0;
layout(location=1) out mediump vec4 color1;
void main(void)
{
color0 = u_color;
color1 = u_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint colorUni = glGetUniformLocation(program, "u_color");
constexpr uint32_t kWidth = 17;
constexpr uint32_t kHeight = 23;
GLRenderbuffer color0;
glBindRenderbuffer(GL_RENDERBUFFER, color0);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
GLRenderbuffer color1;
glBindRenderbuffer(GL_RENDERBUFFER, color1);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
constexpr GLenum kDrawBuffers[2] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
};
glDrawBuffers(2, kDrawBuffers);
// Clear the first attachment to transparent green
glClearColor(0, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// Clear the second attachment to transparent blue
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color1);
glClearColor(0, 0, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Draw with only one attachment. Attachment 0 is now transparent yellow-ish.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color0);
glUniform4f(colorUni, 0.6, 0, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Attach the second renderbuffer and draw to both. Attachment 0 is now yellow-ish, while
// attachment 1 is blue.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, color1);
glUniform4f(colorUni, 0, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Detach the second renderbuffer again and draw. Attachment 0 is now yellow.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, 0);
glUniform4f(colorUni, 0.6, 0, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::yellow);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color1);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Tests state change for sample shading.
TEST_P(StateChangeTestES31, SampleShading)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_shading"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_variables"));
constexpr GLsizei kSize = 1;
constexpr GLsizei kSampleCount = 4;
// Create a single sampled texture and framebuffer for verifying results
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Create a multisampled texture and framebuffer.
GLFramebuffer msaaFBO;
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO);
GLTexture msaaTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTexture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, kSampleCount, GL_RGBA8, kSize, kSize,
false);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
msaaTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Create a fragment shader whose _resolved_ output is different based on whether sample shading
// is enabled or not, but which doesn't use gl_SampleID (which implicitly enables sample
// shading).
//
// This is done by non-linearly transforming a varying, resulting in a different color average
// based on the location in which the varying is sampled. The framebuffer is 1x1 and the vertex
// shader outputs the following triangle:
//
// (-3, 3)
// |\
// | \
// | \
// | \
// | \
// | \
// +-----------+ <----- position evaluates as (1, 1)
// | X | \
// | W | \
// | C | \
// | Z | \
// | Y | \
// +-----------+-----------\
// (-1, -1) (3, -1)
//
// The varying |gradient| is output as position. This means that:
//
// - At the center of the pixel (C), the |gradient| value is (0,0)
// - At sample positions W, X, Y and Z, the |gradient| has 0.75 and 0.25 (positive or negative)
// in its components. Most importantly, its length^2 (i.e. gradient.gradient) is:
//
// 0.25^2 + 0.75^2 = 0.625
//
// The fragment shader outputs gradient.gradient + (0.1, 0) as color. Without sample shading,
// this outputs (0.1, 0, 0, 1) in the color. With sample shading, it outputs
// (0.725, 0.625, 0, 1) (for all samples). By using additive blending, we can verify that when
// only sample shading state is modified, that sample shading is indeed toggled.
//
constexpr char kVS[] = R"(#version 300 es
out mediump vec2 gradient;
void main()
{
vec2 position = vec2(-1, -1);
if (gl_VertexID == 1)
position = vec2(3, -1);
else if (gl_VertexID == 2)
position = vec2(-1, 3);
gradient = position;
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
in mediump vec2 gradient;
out mediump vec4 color;
uniform mediump vec2 offset;
void main()
{
mediump float len = dot(gradient, gradient);
color = vec4(vec2(len, len) + offset, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint offsetLoc = glGetUniformLocation(program, "offset");
ASSERT_NE(offsetLoc, -1);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, kSize, kSize);
// Issue 2 draw calls, with sample shading enabled then disabled.
glUniform2f(offsetLoc, 0.1f, 0);
glEnable(GL_SAMPLE_SHADING_OES);
glMinSampleShadingOES(1.0f);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisable(GL_SAMPLE_SHADING_OES);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Verify results
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(210, 159, 0, 255), 1);
// Do the same test in opposite order (sample shading disabled first, then enabled).
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO);
glUniform2f(offsetLoc, 0, 0.1f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glEnable(GL_SAMPLE_SHADING_OES);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Verify results
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(159, 210, 0, 255), 1);
ASSERT_GL_NO_ERROR();
}
// Tests value change for MinSampleShadingOES.
TEST_P(StateChangeTestES31, MinSampleShadingOES)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_shading"));
ASSERT_TRUE(IsGLExtensionEnabled("GL_OES_sample_variables"));
GLfloat value = 0.0f;
glEnable(GL_SAMPLE_SHADING_OES);
EXPECT_GL_TRUE(glIsEnabled(GL_SAMPLE_SHADING_OES));
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_OES, &value);
ASSERT_EQ(value, 0); // initial value should be 0.
glDisable(GL_SAMPLE_SHADING_OES);
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_OES, &value);
ASSERT_EQ(value, 0);
glMinSampleShadingOES(0.5);
EXPECT_GL_FALSE(glIsEnabled(GL_SAMPLE_SHADING_OES));
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_OES, &value);
ASSERT_EQ(value, 0.5);
glMinSampleShadingOES(1.5);
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_OES, &value);
ASSERT_EQ(value, 1); // clamped to 1.
glMinSampleShadingOES(-0.5);
glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE_OES, &value);
ASSERT_EQ(value, 0); // clamped to 0.
}
// Tests state changes with uniform block binding.
TEST_P(StateChangeTestES3, UniformBlockBinding)
{
constexpr char kVS[] = R"(#version 300 es
void main()
{
vec2 pos = vec2(0.0);
switch (gl_VertexID) {
case 0: pos = vec2(-1.0, -1.0); break;
case 1: pos = vec2(3.0, -1.0); break;
case 2: pos = vec2(-1.0, 3.0); break;
};
gl_Position = vec4(pos, 0.0, 1.0);
})";
constexpr char kFS[] = R"(#version 300 es
out mediump vec4 colorOut;
layout(std140) uniform buffer { mediump vec4 color; };
void main()
{
colorOut = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
const GLint uniformBufferIndex = glGetUniformBlockIndex(program, "buffer");
// Create buffers bound to bindings 1 and 2
constexpr std::array<float, 4> kRed = {1, 0, 0, 1};
constexpr std::array<float, 4> kTransparentGreen = {0, 1, 0, 0};
GLBuffer red, transparentGreen;
glBindBuffer(GL_UNIFORM_BUFFER, red);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kRed), kRed.data(), GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, transparentGreen);
glBufferData(GL_UNIFORM_BUFFER, sizeof(kTransparentGreen), kTransparentGreen.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, transparentGreen);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, red);
glUniformBlockBinding(program, uniformBufferIndex, 2);
// Issue a draw call. The buffer should be transparent green now
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Change the binding
glUniformBlockBinding(program, uniformBufferIndex, 1);
ASSERT_GL_NO_ERROR();
// Draw again, it should accumulate blue and the buffer should become magenta.
glDrawArrays(GL_TRIANGLES, 0, 3);
// Verify results
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
ASSERT_GL_NO_ERROR();
}
// Tests that viewport changes within a render pass are correct. WebGPU sets a default viewport,
// cover the omission of setViewport in the backend.
TEST_P(StateChangeTest, ViewportChangeWithinRenderPass)
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
glViewport(0, 0, 10, 10);
glUniform4f(colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glViewport(0, 0, getWindowWidth(), getWindowHeight()); // "default" size
glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify that the first draw is covered by the second "full" draw
EXPECT_PIXEL_COLOR_EQ(5, 5, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(12, 12, GLColor::green);
// Go the other way, start with a full size viewport and change it to 10x10 for the second draw
glViewport(0, 0, getWindowWidth(), getWindowHeight()); // "default" size
glUniform4f(colorLoc, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glViewport(0, 0, 10, 10);
glUniform4f(colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify that the first draw is covered by the second "full" draw
EXPECT_PIXEL_COLOR_EQ(5, 5, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(12, 12, GLColor::blue);
}
// Tests that scissor changes within a render pass are correct. WebGPU sets a default scissor, cover
// the omission of setScissorRect in the backend.
TEST_P(StateChangeTest, ScissortChangeWithinRenderPass)
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
glScissor(0, 0, 10, 10);
glUniform4f(colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glScissor(0, 0, getWindowWidth(), getWindowHeight()); // "default" size
glUniform4f(colorLoc, 0.0f, 1.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify that the first draw is covered by the second "full" draw
EXPECT_PIXEL_COLOR_EQ(5, 5, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(12, 12, GLColor::green);
// Go the other way, start with a full size scissor and change it to 10x10 for the second draw
glScissor(0, 0, getWindowWidth(), getWindowHeight()); // "default" size
glUniform4f(colorLoc, 0.0f, 0.0f, 1.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glScissor(0, 0, 10, 10);
glUniform4f(colorLoc, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
// Verify that the first draw is covered by the second "full" draw
EXPECT_PIXEL_COLOR_EQ(5, 5, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(12, 12, GLColor::blue);
}
} // anonymous namespace
ANGLE_INSTANTIATE_TEST_ES2(StateChangeTest);
ANGLE_INSTANTIATE_TEST_ES2(LineLoopStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES2(StateChangeRenderTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(StateChangeTestES3);
ANGLE_INSTANTIATE_TEST_ES3_AND(
StateChangeTestES3,
ES3_VULKAN().disable(Feature::SupportsIndexTypeUint8),
ES3_VULKAN().disable(Feature::UseDepthWriteEnableDynamicState),
ES3_VULKAN()
.disable(Feature::SupportsExtendedDynamicState)
.disable(Feature::SupportsExtendedDynamicState2),
ES3_VULKAN().disable(Feature::SupportsExtendedDynamicState2),
ES3_VULKAN()
.disable(Feature::SupportsExtendedDynamicState2)
.disable(Feature::SupportsGraphicsPipelineLibrary),
ES3_VULKAN().disable(Feature::UseVertexInputBindingStrideDynamicState),
ES3_VULKAN().disable(Feature::UsePrimitiveRestartEnableDynamicState));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(StateChangeTestES31);
ANGLE_INSTANTIATE_TEST_ES31_AND(
StateChangeTestES31,
ES31_VULKAN().disable(Feature::SupportsIndexTypeUint8),
ES31_VULKAN()
.disable(Feature::SupportsExtendedDynamicState)
.disable(Feature::SupportsExtendedDynamicState2),
ES31_VULKAN().disable(Feature::SupportsExtendedDynamicState2),
ES31_VULKAN()
.disable(Feature::SupportsExtendedDynamicState2)
.disable(Feature::SupportsGraphicsPipelineLibrary),
ES31_VULKAN().disable(Feature::UseVertexInputBindingStrideDynamicState),
ES31_VULKAN().disable(Feature::UsePrimitiveRestartEnableDynamicState));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(StateChangeTestWebGL2);
ANGLE_INSTANTIATE_TEST_COMBINE_1(StateChangeTestWebGL2,
StateChangeTestWebGL2Print,
testing::Bool(),
ANGLE_ALL_TEST_PLATFORMS_ES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(StateChangeRenderTestES3);
ANGLE_INSTANTIATE_TEST_ES3(StateChangeRenderTestES3);
ANGLE_INSTANTIATE_TEST_ES2(SimpleStateChangeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SimpleStateChangeTestES3);
ANGLE_INSTANTIATE_TEST_ES3_AND(
SimpleStateChangeTestES3,
ES3_VULKAN().enable(Feature::AllocateNonZeroMemory),
ES3_VULKAN().disable(Feature::PreferSkippingInvalidateForEmulatedFormats));
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ImageRespecificationTest);
ANGLE_INSTANTIATE_TEST_ES3(ImageRespecificationTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SimpleStateChangeTestES31);
ANGLE_INSTANTIATE_TEST_ES31(SimpleStateChangeTestES31);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SimpleStateChangeTestComputeES31);
ANGLE_INSTANTIATE_TEST_ES31(SimpleStateChangeTestComputeES31);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(SimpleStateChangeTestComputeES31PPO);
ANGLE_INSTANTIATE_TEST_ES31(SimpleStateChangeTestComputeES31PPO);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ValidationStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES3(ValidationStateChangeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGL2ValidationStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES3(WebGL2ValidationStateChangeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(RobustBufferAccessWebGL2ValidationStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES3(RobustBufferAccessWebGL2ValidationStateChangeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ValidationStateChangeTestES31);
ANGLE_INSTANTIATE_TEST_ES31(ValidationStateChangeTestES31);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGLComputeValidationStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES31(WebGLComputeValidationStateChangeTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(VertexAttribArrayStateChangeTest);
ANGLE_INSTANTIATE_TEST_ES3(VertexAttribArrayStateChangeTest);