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

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  • Author : Yunchao He
    Date : 2017-04-24 10:49:17
    Hash : f81ce4a3
    Message : Refactoring: replace NULL by nullptr for pointers (3rd CL). This CL mainly handles passing/returning NULL to/from a function. BUG=angleproject:2001 Change-Id: I34802f792e710e3d7ff697cbe4701dc1bf5ab009 Reviewed-on: https://chromium-review.googlesource.com/485060 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DiscardFramebufferEXTTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class DiscardFramebufferEXTTest : public ANGLETest
    {
    protected:
        DiscardFramebufferEXTTest()
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    };
    
    TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer)
    {
        if (!extensionEnabled("EXT_discard_framebuffer"))
        {
            std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
            return;
        }
    
        // These should succeed on the default framebuffer
        const GLenum discards1[] = { GL_COLOR_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
        EXPECT_GL_NO_ERROR();
    
        const GLenum discards2[] = { GL_DEPTH_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
        EXPECT_GL_NO_ERROR();
    
        const GLenum discards3[] = { GL_STENCIL_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
        EXPECT_GL_NO_ERROR();
    
        const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
        EXPECT_GL_NO_ERROR();
    
        // These should fail on the default framebuffer
        const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
    {
        if (!extensionEnabled("EXT_discard_framebuffer"))
        {
            std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
            return;
        }
    
        GLuint tex2D;
        GLuint framebuffer;
    
        // Create a basic off-screen framebuffer
        // Don't create a depth/stencil texture, to ensure that also works correctly
        glGenTextures(1, &tex2D);
        glGenFramebuffers(1, &framebuffer);
        glBindTexture(GL_TEXTURE_2D, tex2D);
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // These should fail on the non-default framebuffer
        const GLenum discards1[] = { GL_COLOR_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        const GLenum discards2[] = { GL_DEPTH_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        const GLenum discards3[] = { GL_STENCIL_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // These should succeed on the non-default framebuffer
        const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
        EXPECT_GL_NO_ERROR();
    
        const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
        EXPECT_GL_NO_ERROR();
    
        const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DiscardFramebufferEXTTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());