Hash :
7a06ac1b
Author :
Date :
2018-03-15T10:17:04
Vulkan: Dynamic update of uniforms - This change enables us to update uniforms indefintely using VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC descriptor types. - Enables 219 new dEQP tests in the uniform_api namespace. - Creates a new white box test to validate new buffer allocation. Bug: angleproject:2392 Change-Id: I8146e6104a6b7727f63265a4671577d251a8fca8 Reviewed-on: https://chromium-review.googlesource.com/965929 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503
//
// 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"
using namespace angle;
namespace
{
class StateChangeTest : public ANGLETest
{
protected:
StateChangeTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
// Enable the no error extension to avoid syncing the FBO state on validation.
setNoErrorEnabled(true);
}
void SetUp() override
{
ANGLETest::SetUp();
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(2, mTextures.data());
glGenRenderbuffers(1, &mRenderbuffer);
ASSERT_GL_NO_ERROR();
}
void TearDown() 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);
ANGLETest::TearDown();
}
GLuint mFramebuffer = 0;
GLuint mRenderbuffer = 0;
std::vector<GLuint> mTextures = {0, 0};
};
class StateChangeTestES3 : public StateChangeTest
{
protected:
StateChangeTestES3() {}
};
// Ensure that CopyTexImage2D syncs framebuffer changes.
TEST_P(StateChangeTest, CopyTexImage2DSync)
{
// TODO(geofflang): Fix on Linux AMD drivers (http://anglebug.com/1291)
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(!extensionEnabled("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)
{
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(StateChangeTest, FramebufferIncompleteDepthStencilAttachment)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
!extensionEnabled("GL_OES_packed_depth_stencil"));
// TODO(jmadill): Investigate the failure (https://anglebug.com/1388)
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsOpenGL());
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();
}
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);
}
// 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.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
renderbuf.get());
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 SetUp() override
{
StateChangeTest::SetUp();
const std::string vertexShaderSource =
"attribute vec2 position;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
const std::string fragmentShaderSource =
"uniform highp vec4 uniformColor;\n"
"void main() {\n"
" gl_FragColor = uniformColor;\n"
"}";
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
glGenRenderbuffers(1, &mRenderbuffer);
}
void TearDown() override
{
glDeleteProgram(mProgram);
glDeleteRenderbuffers(1, &mRenderbuffer);
StateChangeTest::TearDown();
}
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_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 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);
GLColor green(0, 255, 0, 255);
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 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 will trigger the texture to be re-created on FL9_3.
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 D3D11 dirty bit updates don't forget about BufferSubData attrib updates.
TEST_P(StateChangeTest, VertexBufferUpdatedAfterDraw)
{
const std::string vs =
"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"
"}";
const std::string fs =
"varying mediump vec4 outcolor;\n"
"void main()\n"
"{\n"
" gl_FragColor = outcolor;\n"
"}";
ANGLE_GL_PROGRAM(program, vs, fs);
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();
}
// Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
TEST_P(StateChangeTestES3, VertexArrayObjectAndDisabledAttributes)
{
const std::string singleVertexShader =
"attribute vec4 position; void main() { gl_Position = position; }";
const std::string singleFragmentShader = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
ANGLE_GL_PROGRAM(singleProgram, singleVertexShader, singleFragmentShader);
const std::string dualVertexShader =
"#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"
"}";
const std::string dualFragmentShader =
"#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, dualVertexShader, dualFragmentShader);
GLint positionLocation = glGetAttribLocation(dualProgram, "position");
ASSERT_NE(-1, positionLocation);
GLint colorLocation = glGetAttribLocation(dualProgram, "color");
ASSERT_NE(-1, colorLocation);
GLint singlePositionLocation = glGetAttribLocation(singleProgram, "position");
ASSERT_NE(-1, singlePositionLocation);
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(singlePositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(singlePositionLocation);
// 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)
{
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 dummy;
void main()
{
dummy = 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);
}
// 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:
SimpleStateChangeTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void simpleDrawWithBuffer(GLBuffer *buffer);
void simpleDrawWithColor(const GLColor &color);
};
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 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);
}
// 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 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}};
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.
draw2DTexturedQuad(0.5f, 1.0f, true);
// 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();
// Check the Framebuffer. The draw call should have completed with the original RGBY data.
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 again to the Framebuffer. The second draw call should use the updated YBGR data.
draw2DTexturedQuad(0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::red);
ASSERT_GL_NO_ERROR();
}
const char kSolidColorVertexShader[] = R"(attribute vec2 position;
void main()
{
gl_Position = vec4(position, 0, 1);
})";
const char kSolidColorFragmentShader[] = R"(void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
})";
// 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, kSolidColorVertexShader, kSolidColorFragmentShader);
drawQuad(program, "position", 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();
}
// 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";
}
// Validates disabling cull face really disables it.
TEST_P(SimpleStateChangeTest, EnableAndDisableCullFace)
{
ANGLE_GL_PROGRAM(program, kSolidColorVertexShader, kSolidColorFragmentShader);
glUseProgram(program);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
drawQuad(program.get(), "position", 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.get(), "position", 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, kSolidColorVertexShader, kSolidColorFragmentShader);
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.get(), "position", 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.get(), "position", 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.get(), "position", 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);
})";
constexpr char kColorUniformFragmentShader[] = R"(
precision mediump float;
uniform vec4 uniColor;
void main()
{
gl_FragColor = uniColor;
})";
ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, kColorUniformFragmentShader);
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, "uniColor");
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.get(), "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.get(), "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);
}
} // anonymous namespace
ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());
ANGLE_INSTANTIATE_TEST(StateChangeRenderTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_OPENGL(),
ES2_D3D11_FL9_3());
ANGLE_INSTANTIATE_TEST(StateChangeTestES3, ES3_D3D11(), ES3_OPENGL());
ANGLE_INSTANTIATE_TEST(SimpleStateChangeTest, ES2_VULKAN(), ES2_OPENGL());