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

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  • Author : Geoff Lang
    Date : 2017-01-09 16:49:19
    Hash : 5f319a4b
    Message : Fix incorrect NPOT availability check. Add tests for enabling NPOT extensions. BUG=angleproject:1678 Change-Id: Ibcbfc1192bceb634deb2904dbb9644902471e3fd Reviewed-on: https://chromium-review.googlesource.com/425713 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/WebGLCompatibilityTest.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.
    //
    
    // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    
    namespace angle
    {
    
    class WebGLCompatibilityTest : public ANGLETest
    {
      protected:
        WebGLCompatibilityTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setWebGLCompatibilityEnabled(true);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
            glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
                eglGetProcAddress("glRequestExtensionANGLE"));
        }
    
        void TearDown() override { ANGLETest::TearDown(); }
    
        PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
    };
    
    class WebGL2CompatibilityTest : public WebGLCompatibilityTest
    {
    };
    
    // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
    // the GL extension should always be present
    TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
    {
        EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
    }
    
    // Verify that all extension entry points are available
    TEST_P(WebGLCompatibilityTest, EntryPoints)
    {
        if (extensionEnabled("GL_ANGLE_request_extension"))
        {
            EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
        }
    }
    
    // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point.  Make sure it is usable,
    // even in ES2 contexts.
    TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuffer.get());
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
    TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
    {
        glRequestExtensionANGLE("invalid_extension_string");
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test enabling the GL_OES_element_index_uint extension
    TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
    {
        if (getClientMajorVersion() != 2)
        {
            // This test only works on ES2 where uint indices are not available by default
            return;
        }
    
        EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
    
        GLuint data[] = {0, 1, 2, 1, 3, 2};
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
    
        ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
                         "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
        glUseProgram(program.get());
    
        glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        if (extensionRequestable("GL_OES_element_index_uint"))
        {
            glRequestExtensionANGLE("GL_OES_element_index_uint");
            EXPECT_GL_NO_ERROR();
            EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
    
            glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
            EXPECT_GL_NO_ERROR();
        }
    }
    
    // Verify that shaders are of a compatible spec when the extension is enabled.
    TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
    {
        EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
    
        // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
        const std::string &vert =
            "struct Foo {\n"
            "    int _webgl_bar;\n"
            "};\n"
            "void main()\n"
            "{\n"
            "    Foo foo = Foo(1);\n"
            "}";
    
        // Default fragement shader.
        const std::string &frag =
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
            "}";
    
        GLuint program = CompileProgram(vert, frag);
        EXPECT_EQ(0u, program);
        glDeleteProgram(program);
    }
    
    // Test that client-side array buffers are forbidden in WebGL mode
    TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        const auto &vertices = GetQuadVertices();
        glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
        glEnableVertexAttribArray(posLocation);
    
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that client-side element array buffers are forbidden in WebGL mode
    TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        const auto &vertices = GetQuadVertices();
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(posLocation);
    
        const GLubyte indices[] = {0, 1, 2, 3, 4, 5};
    
        ASSERT_GL_NO_ERROR();
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
    TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
    {
        // Run the test in an FBO to make sure we have some stencil bits.
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuffer.get());
    
        ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
                         "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
        glUseProgram(program.get());
        ASSERT_GL_NO_ERROR();
    
        // Having ref and mask the same for front and back is valid.
        glStencilMask(255);
        glStencilFunc(GL_ALWAYS, 0, 255);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different front - back write mask generates an error.
        glStencilMaskSeparate(GL_FRONT, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both write masks separately to the same value is valid.
        glStencilMaskSeparate(GL_BACK, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different stencil front - back mask generates an error
        glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both masks separately to the same value is valid.
        glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different stencil front - back reference generates an error
        glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both references separately to the same value is valid.
        glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Using different stencil funcs, everything being equal is valid.
        glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that GL_FIXED is forbidden
    TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Test the WebGL limit of 255 for the attribute stride
    TEST_P(WebGLCompatibilityTest, MaxStride)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test the checks for OOB reads in the vertex buffers, non-instanced version
    TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
    {
        const std::string &vert =
            "attribute float a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(posLocation);
    
        const uint8_t* zeroOffset = nullptr;
    
        // Test touching the last element is valid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
        glDrawArrays(GL_POINTS, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
        glDrawArrays(GL_POINTS, 0, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test touching the last element is valid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
        glDrawArrays(GL_POINTS, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
        glDrawArrays(GL_POINTS, 0, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test any offset is valid if no vertices are drawn.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
        glDrawArrays(GL_POINTS, 0, 0);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
    TEST_P(WebGLCompatibilityTest, NPOT)
    {
        EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
    
        // Create a texture and set an NPOT mip 0, should always be acceptable.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // Try setting an NPOT mip 1 and verify the error if WebGL 1
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        if (getClientMajorVersion() < 3)
        {
            ASSERT_GL_ERROR(GL_INVALID_VALUE);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    
        if (extensionRequestable("GL_OES_texture_npot"))
        {
            glRequestExtensionANGLE("GL_OES_texture_npot");
            ASSERT_GL_NO_ERROR();
    
            // Try again to set NPOT mip 1
            glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Test the checks for OOB reads in the vertex buffers, instanced version
    TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
    {
        const std::string &vert =
            "attribute float a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(posLocation);
        glVertexAttribDivisor(posLocation, 1);
    
        const uint8_t* zeroOffset = nullptr;
    
        // Test touching the last element is valid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test touching the last element is valid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test any offset is valid if no vertices are drawn.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
        ASSERT_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(WebGLCompatibilityTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest,
                           ES3_D3D11(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());
    
    }  // namespace