Hash :
6fc22a13
Author :
Date :
2019-02-01T12:53:01
Vulkan: Discard scissored clears where scissor is null
If a clear becomes a no-op because the scissor has a width and height
of 0, return early and skip the draw.
This also works around a driver issue on some devices where it was
ignoring a null scissor and drawing the clear anyway. Found with deqp
test:
adb shell am start -n com.drawelements.deqp/android.app.NativeActivity \
-e cmdLine '"deqp --deqp-case=dEQP-GLES2.functional.color_clear.* \
--deqp-log-filename=/sdcard/dEQP-Log.qpa"'
run_angle_end2end_tests --gtest_filter=ClearTest.EmptyScissor/ES2_VULKAN
Bug: angleproject:3114
Change-Id: I6cf2716bd93bb332f74b44c7250e363c68cc614f
Reviewed-on: https://chromium-review.googlesource.com/c/1436841
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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.
//
#include "test_utils/ANGLETest.h"
#include "platform/FeaturesVk.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
Vector4 RandomVec4(int seed, float minValue, float maxValue)
{
RNG rng(seed);
srand(seed);
return Vector4(
rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue),
rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue));
}
GLColor Vec4ToColor(const Vector4 &vec)
{
GLColor color;
color.R = static_cast<uint8_t>(vec.x() * 255.0f);
color.G = static_cast<uint8_t>(vec.y() * 255.0f);
color.B = static_cast<uint8_t>(vec.z() * 255.0f);
color.A = static_cast<uint8_t>(vec.w() * 255.0f);
return color;
}
class ClearTestBase : public ANGLETest
{
protected:
ClearTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
mFBOs.resize(2, 0);
glGenFramebuffers(2, mFBOs.data());
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
if (!mFBOs.empty())
{
glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
}
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
}
ANGLETest::TearDown();
}
std::vector<GLuint> mFBOs;
std::vector<GLuint> mTextures;
};
class ClearTest : public ClearTestBase
{
protected:
void MaskedScissoredColorDepthStencilClear(bool mask,
bool scissor,
bool clearDepth,
bool clearStencil);
bool mHasDepth = true;
bool mHasStencil = true;
};
class ClearTestES3 : public ClearTestBase
{};
class ClearTestRGB : public ANGLETest
{
protected:
ClearTestRGB()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
}
};
class ScissoredClearTest : public ClearTest
{};
class VulkanClearTest : public ClearTest
{
protected:
void SetUp() override
{
ANGLETest::SetUp();
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
// Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
0);
glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mStencilTexture);
ASSERT_GL_NO_ERROR();
// Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2.
if (getClientMajorVersion() >= 3)
{
// Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
mDepthTexture);
}
ASSERT_GL_NO_ERROR();
}
void bindColorStencilFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
mHasDepth = false;
}
void bindColorDepthFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
mHasStencil = false;
}
// Override a feature to force emulation of stencil-only and depth-only formats with a packed
// depth/stencil format
void overrideFeaturesVk(FeaturesVk *featuresVk) override
{
featuresVk->forceFallbackFormat = true;
}
private:
GLFramebuffer mColorStencilFBO;
GLFramebuffer mColorDepthFBO;
GLTexture mColorTexture;
GLRenderbuffer mDepthTexture;
GLRenderbuffer mStencilTexture;
};
// Test clearing the default framebuffer
TEST_P(ClearTest, DefaultFramebuffer)
{
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
}
// Test clearing the default framebuffer with scissor and mask
// This forces down path that uses draw to do clear
TEST_P(ClearTest, EmptyScissor)
{
// These configs have bug that fails this test.
// These configs are unmaintained so skipping.
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
ANGLE_SKIP_TEST_IF(IsOSX());
glClearColor(0.25f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(-10, 0, 5, 5);
glClearColor(0.5f, 0.25f, 0.75f, 0.5f);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared
TEST_P(ClearTestRGB, DefaultFramebufferRGB)
{
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Test clearing a RGBA8 Framebuffer
TEST_P(ClearTest, RGBA8Framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still
// have a correct behavior after.
TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB)
{
// http://anglebug.com/2689
ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES()));
ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL());
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(),
angle::essl1_shaders::fs::UniformColor());
setupQuadVertexBuffer(0.5f, 1.0f);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib());
ASSERT_NE(positionLocation, -1);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere.
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 128, 1.0);
// In the Vulkan backend, RGB textures are emulated with an RGBA texture format
// underneath and we keep a special mask to know that we shouldn't touch the alpha
// channel when we have that emulated texture. This test exists to validate that
// this mask gets updated correctly when the framebuffer attachment changes.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
}
// Test clearing a RGB8 Framebuffer with a color mask.
TEST_P(ClearTest, RGB8WithMaskFramebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.2f, 0.4f, 0.6f, 0.8f);
glClear(GL_COLOR_BUFFER_BIT);
// Since there's no alpha, we expect to get 255 back instead of the clear value (204).
EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(0.1f, 0.3f, 0.5f, 0.7f);
glClear(GL_COLOR_BUFFER_BIT);
// The blue channel was masked so its value should be unchanged.
EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0);
// Restore default.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
TEST_P(ClearTest, ClearIssue)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16);
EXPECT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
EXPECT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Regression test for a bug where "glClearDepthf"'s argument was not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, ClearIsClamped)
{
glClearDepthf(5.0f);
GLfloat clear_depth;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_EQ(1.0f, clear_depth);
}
// Regression test for a bug where "glDepthRangef"'s arguments were not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, DepthRangefIsClamped)
{
glDepthRangef(1.1f, -4.0f);
GLfloat depth_range[2];
glGetFloatv(GL_DEPTH_RANGE, depth_range);
EXPECT_EQ(1.0f, depth_range[0]);
EXPECT_EQ(0.0f, depth_range[1]);
}
// Test scissored clears on Depth16
TEST_P(ClearTest, Depth16Scissored)
{
// Crashes on NVIDIA and Android in FramebufferVk::clearWithClearAttachments.
// http://anglebug.com/3081
ANGLE_SKIP_TEST_IF(IsNVIDIA() || IsAndroid() || IsFuchsia());
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize,
kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearDepthf(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearDepthf(perc);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
// Test scissored clears on Stencil8
TEST_P(ClearTest, Stencil8Scissored)
{
// Crashes on NVIDIA and Android in FramebufferVk::clearWithClearAttachments.
// http://anglebug.com/3081
ANGLE_SKIP_TEST_IF(IsNVIDIA() || IsAndroid() || IsFuchsia());
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearStencil(static_cast<int>(perc * 255.0f));
glClear(GL_STENCIL_BUFFER_BIT);
}
}
// Covers a bug in the Vulkan back-end where starting a new command buffer in
// the masked clear would not trigger descriptor sets to be re-bound.
TEST_P(ClearTest, MaskedClearThenDrawWithUniform)
{
// Initialize a program with a uniform.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(-1, uniLoc);
glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Initialize a simple FBO.
constexpr GLsizei kSize = 2;
GLTexture clearTexture;
glBindTexture(GL_TEXTURE_2D, clearTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
glViewport(0, 0, kSize, kSize);
// Clear and draw to flush out dirty bits.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Flush to trigger a new serial.
glFlush();
// Enable color mask and draw again to trigger the bug.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Requires ES3
// This tests a bug where in a masked clear when calling "ClearBuffer", we would
// mistakenly clear every channel (including the masked-out ones)
TEST_P(ClearTestES3, MaskedClearBufferBug)
{
unsigned char pixelData[] = {255, 255, 255, 255};
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
float clearValue[] = {0, 0.5f, 0.5f, 1.0f};
GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearBufferfv(GL_COLOR, 1, clearValue);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
}
TEST_P(ClearTestES3, BadFBOSerialBug)
{
// First make a simple framebuffer, and clear it to green
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, clearValues1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Next make a second framebuffer, and draw it to red
// (Triggers bad applied render target serial)
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
glDrawBuffers(1, drawBuffers);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Check that the first framebuffer is still green.
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that SRGB framebuffers clear to the linearized clear color
TEST_P(ClearTestES3, SRGBClear)
{
// First make a simple framebuffer, and clear it
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
}
// Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
// attachment
TEST_P(ClearTestES3, MixedSRGBClear)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
// Clear both textures
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
// Check value of texture0
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
// Check value of texture1
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync
// before a draw call. The test draws small quads to a larger FBO (the default back buffer).
// Before each blit to the back buffer it clears the quad to a certain color using
// ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to
// flush or finish after ClearBufferfv or each draw.
TEST_P(ClearTestES3, RepeatedClear)
{
constexpr char kVS[] =
"#version 300 es\n"
"in highp vec2 position;\n"
"out highp vec2 v_coord;\n"
"void main(void)\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" vec2 texCoord = (position * 0.5) + 0.5;\n"
" v_coord = texCoord;\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"in highp vec2 v_coord;\n"
"out highp vec4 color;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" color = texture(tex, v_coord);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
mTextures.resize(1, 0);
glGenTextures(1, mTextures.data());
GLenum format = GL_RGBA8;
const int numRowsCols = 3;
const int cellSize = 32;
const int fboSize = cellSize;
const int backFBOSize = cellSize * numRowsCols;
const float fmtValueMin = 0.0f;
const float fmtValueMax = 1.0f;
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// larger fbo bound -- clear to transparent black
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, uniLoc);
glUniform1i(uniLoc, 0);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
glUseProgram(program);
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glClearBufferfv(GL_COLOR, 0, color.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Method 1: Set viewport and draw full-viewport quad
glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
drawQuad(program, "position", 0.5f);
// Uncommenting the glFinish call seems to make the test pass.
// glFinish();
}
}
std::vector<GLColor> pixelData(backFBOSize * backFBOSize);
glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
GLColor expectedColor = Vec4ToColor(color);
int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1;
GLColor actualColor = pixelData[testN];
EXPECT_NEAR(expectedColor.R, actualColor.R, 1);
EXPECT_NEAR(expectedColor.G, actualColor.G, 1);
EXPECT_NEAR(expectedColor.B, actualColor.B, 1);
EXPECT_NEAR(expectedColor.A, actualColor.A, 1);
}
}
ASSERT_GL_NO_ERROR();
}
void ClearTest::MaskedScissoredColorDepthStencilClear(bool mask,
bool scissor,
bool clearDepth,
bool clearStencil)
{
// Flaky on Android Nexus 5x, possible driver bug.
// TODO(jmadill): Re-enable when possible. http://anglebug.com/2548
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid());
const int w = getWindowWidth();
const int h = getWindowHeight();
const int whalf = w >> 1;
const int hhalf = h >> 1;
// Clear to a random color, 0.9 depth and 0x00 stencil
Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f);
GLColor color1RGB(color1);
glClearColor(color1[0], color1[1], color1[2], color1[3]);
glClearDepthf(0.9f);
glClearStencil(0x00);
glClear(GL_COLOR_BUFFER_BIT | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
ASSERT_GL_NO_ERROR();
// Verify color was cleared correctly.
EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1);
if (scissor)
{
glEnable(GL_SCISSOR_TEST);
glScissor(whalf / 2, hhalf / 2, whalf, hhalf);
}
// Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil.
Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f);
GLColor color2RGB(color2);
glClearColor(color2[0], color2[1], color2[2], color2[3]);
glClearDepthf(0.5f);
glClearStencil(0xFF);
if (mask)
{
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilMask(0x59);
}
glClear(GL_COLOR_BUFFER_BIT | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
ASSERT_GL_NO_ERROR();
// Verify second clear mask worked as expected.
GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]);
GLColor expectedCenterColorRGB = mask ? color2MaskedRGB : color2RGB;
GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB;
EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
// If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage,
// so no particular behavior can be expected.
if (clearDepth || !mHasDepth)
{
// We use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(mask ? GL_GREATER : GL_EQUAL);
// - If depth is cleared, but it's masked, 0.9 should be in the depth buffer.
// - If depth is cleared, but it's not masked, 0.5 should be in the depth buffer.
// - If depth is not cleared, the if above ensures there is no depth buffer at all,
// which means depth test will always pass.
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), mask ? 1.0f : 0.0f);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect blue to be written to the center.
expectedCenterColorRGB = GLColor::blue;
// If there is no depth, depth test always passes so the whole image must be blue. Same if
// depth write is masked.
expectedCornerColorRGB =
mHasDepth && scissor && !mask ? expectedCornerColorRGB : GLColor::blue;
EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
}
// If there is stencil, but it's not asked to be cleared, there is similarly no expectation.
if (clearStencil || !mHasStencil)
{
// And another small shader to verify stencil.
ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
glEnable(GL_STENCIL_TEST);
// - If stencil is cleared, but it's masked, 0x59 should be in the stencil buffer.
// - If stencil is cleared, but it's not masked, 0xFF should be in the stencil buffer.
// - If stencil is not cleared, the if above ensures there is no stencil buffer at all,
// which means stencil test will always pass.
glStencilFunc(GL_EQUAL, mask ? 0x59 : 0xFF, 0xFF);
drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
glDisable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect green to be written to the center.
expectedCenterColorRGB = GLColor::green;
// If there is no stencil, stencil test always passes so the whole image must be green.
expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green;
EXPECT_PIXEL_COLOR_NEAR(whalf, hhalf, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
}
}
// Tests combined color+depth+stencil clears.
TEST_P(ClearTest, MaskedColorAndDepthClear)
{
MaskedScissoredColorDepthStencilClear(true, false, true, false);
}
TEST_P(ClearTest, MaskedColorAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(true, false, false, true);
}
TEST_P(ClearTest, MaskedColorAndDepthAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(true, false, true, true);
}
// Simple scissored clear.
TEST_P(ScissoredClearTest, BasicScissoredColorClear)
{
MaskedScissoredColorDepthStencilClear(false, true, false, false);
}
// Simple scissored masked clear.
TEST_P(ScissoredClearTest, MaskedScissoredColorClear)
{
MaskedScissoredColorDepthStencilClear(true, true, false, false);
}
// Tests combined color+depth+stencil scissored clears.
TEST_P(ScissoredClearTest, ScissoredColorAndDepthClear)
{
MaskedScissoredColorDepthStencilClear(false, true, true, false);
}
TEST_P(ScissoredClearTest, ScissoredColorAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(false, true, false, true);
}
TEST_P(ScissoredClearTest, ScissoredColorAndDepthAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(false, true, true, true);
}
// Tests combined color+depth+stencil scissored masked clears.
TEST_P(ScissoredClearTest, MaskedScissoredColorAndDepthClear)
{
MaskedScissoredColorDepthStencilClear(true, true, true, false);
}
TEST_P(ScissoredClearTest, MaskedScissoredColorAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(true, true, false, true);
}
TEST_P(ScissoredClearTest, MaskedScissoredColorAndDepthAndStencilClear)
{
MaskedScissoredColorDepthStencilClear(true, true, true, true);
}
// Tests combined color+stencil scissored masked clears for a depth-stencil-emulated
// stencil-only-type.
TEST_P(VulkanClearTest, ColorAndStencilClear)
{
bindColorStencilFBO();
MaskedScissoredColorDepthStencilClear(false, false, false, true);
}
TEST_P(VulkanClearTest, MaskedColorAndStencilClear)
{
bindColorStencilFBO();
MaskedScissoredColorDepthStencilClear(true, false, false, true);
}
TEST_P(VulkanClearTest, ScissoredColorAndStencilClear)
{
bindColorStencilFBO();
MaskedScissoredColorDepthStencilClear(false, true, false, true);
}
TEST_P(VulkanClearTest, MaskedScissoredColorAndStencilClear)
{
bindColorStencilFBO();
MaskedScissoredColorDepthStencilClear(true, true, false, true);
}
// Tests combined color+depth scissored masked clears for a depth-stencil-emulated
// depth-only-type.
TEST_P(VulkanClearTest, ColorAndDepthClear)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
MaskedScissoredColorDepthStencilClear(false, false, true, false);
}
TEST_P(VulkanClearTest, MaskedColorAndDepthClear)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
MaskedScissoredColorDepthStencilClear(true, false, true, false);
}
TEST_P(VulkanClearTest, ScissoredColorAndDepthClear)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
MaskedScissoredColorDepthStencilClear(false, true, true, false);
}
TEST_P(VulkanClearTest, MaskedScissoredColorAndDepthClear)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
MaskedScissoredColorDepthStencilClear(true, true, true, false);
}
// Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an
// assert.
TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert)
{
std::vector<GLuint> testUint(4);
glClearBufferuiv(GL_COLOR, 1, testUint.data());
std::vector<GLint> testInt(4);
glClearBufferiv(GL_COLOR, 1, testInt.data());
std::vector<GLfloat> testFloat(4);
glClearBufferfv(GL_COLOR, 1, testFloat.data());
EXPECT_GL_NO_ERROR();
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. Vulkan support disabled because of incomplete implementation.
ANGLE_INSTANTIATE_TEST(ClearTest,
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN());
ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(ScissoredClearTest, ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
ANGLE_INSTANTIATE_TEST(VulkanClearTest, ES2_VULKAN());
// Not all ANGLE backends support RGB backbuffers
ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN());
} // anonymous namespace