Hash :
7ef9ecf0
Author :
Date :
2021-10-15T14:38:03
Add GL_ANGLE_robust_fragment_shader_output. This extension codifies expected behaviour on Android, where some applications don't declare shader outputs that are active with the Framebuffer. Bug: angleproject:6566 Change-Id: I3538a0aca25b6567e4b11e40d4611f1b240579c7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3226724 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// Copyright 2021 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.
//
// RobustFragmentShaderOutputTest: Tests for the custom ANGLE extension.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <stdint.h>
using namespace angle;
namespace
{
bool ExtEnabled()
{
return IsGLExtensionEnabled("GL_ANGLE_robust_fragment_shader_output");
}
} // namespace
class RobustFragmentShaderOutputTest : public ANGLETest
{
public:
RobustFragmentShaderOutputTest() {}
};
// Basic behaviour from the extension.
TEST_P(RobustFragmentShaderOutputTest, Basic)
{
ANGLE_SKIP_TEST_IF(!ExtEnabled());
const char kFS[] = R"(#version 300 es
precision mediump float;
out vec4 outvar;
void main() {
outvar = vec4(0.0, 1.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(testProgram, essl3_shaders::vs::Simple(), kFS);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
constexpr GLsizei kSize = 2;
std::vector<GLColor> bluePixels(kSize * kSize, GLColor::blue);
GLTexture texA;
glBindTexture(GL_TEXTURE_2D, texA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
bluePixels.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
GLTexture texB;
glBindTexture(GL_TEXTURE_2D, texB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
bluePixels.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Verify initial attachment colors (blue).
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
constexpr std::array<GLenum, 2> kDrawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, kDrawBuffers.data());
glViewport(0, 0, kSize, kSize);
glUseProgram(testProgram);
ASSERT_GL_NO_ERROR();
// Draw, verify first attachment is updated (green) and second is unchanged (blue).
drawQuad(testProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
ANGLE_INSTANTIATE_TEST_ES3(RobustFragmentShaderOutputTest);