| // |
| // Copyright 2017 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. |
| // |
| // RenderStencilBufferTest: |
| // Reproduce driver bug on Intel windows and mac when rendering with stencil |
| // buffer enabled, depth buffer disabled and large viewport. |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| class RenderStencilBufferTest : public ANGLETest |
| { |
| protected: |
| RenderStencilBufferTest() : mProgram(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setWebGLCompatibilityEnabled(true); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vertexShaderSource = |
| R"(attribute vec4 position; |
| void main() |
| { |
| gl_Position = position; |
| })"; |
| |
| const std::string fragmentShaderSource = |
| R"(precision mediump float; |
| uniform vec4 u_draw_color; |
| void main() |
| { |
| gl_FragColor = u_draw_color; |
| })"; |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, mProgram); |
| |
| glUseProgram(mProgram); |
| |
| GLint positionLoc = glGetAttribLocation(mProgram, "position"); |
| ASSERT_NE(-1, positionLoc); |
| |
| setupQuadVertexBuffer(1.0f, 1.0f); |
| glEnableVertexAttribArray(positionLoc); |
| glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| |
| GLint colorLoc = glGetUniformLocation(mProgram, "u_draw_color"); |
| ASSERT_NE(-1, colorLoc); |
| glUniform4f(colorLoc, 1.0f, 0.0f, 0.0f, 1.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnable(GL_STENCIL_TEST); |
| } |
| |
| void TearDown() override |
| { |
| glDisable(GL_STENCIL_TEST); |
| if (mProgram != 0) |
| glDeleteProgram(mProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mProgram; |
| }; |
| |
| // This test reproduce driver bug on Intel windows platforms on driver version |
| // from 4815 to 4877. |
| // When rendering with Stencil buffer enabled and depth buffer disabled, and |
| // large viewport will lead to memory leak and driver crash. And the pixel |
| // result is a random value. |
| TEST_P(RenderStencilBufferTest, DrawWithLargeViewport) |
| { |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX()); |
| |
| // The iteration is to reproduce memory leak when rendering several times. |
| for (int i = 0; i < 10; ++i) |
| { |
| // Create offscreen fbo and its color attachment and depth stencil attachment. |
| GLTexture framebufferColorTexture; |
| glBindTexture(GL_TEXTURE_2D, framebufferColorTexture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| GLTexture framebufferStencilTexture; |
| glBindTexture(GL_TEXTURE_2D, framebufferStencilTexture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, getWindowWidth(), getWindowHeight()); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer fb; |
| glBindFramebuffer(GL_FRAMEBUFFER, fb); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| framebufferColorTexture, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, |
| framebufferStencilTexture, 0); |
| |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| ASSERT_GL_NO_ERROR(); |
| |
| glEnable(GL_STENCIL_TEST); |
| glDisable(GL_DEPTH_TEST); |
| |
| GLint kStencilRef = 4; |
| glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); |
| glStencilFunc(GL_ALWAYS, kStencilRef, 0xFF); |
| |
| glViewport(0, 0, 16384, 16384); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb); |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_GL_NO_ERROR(); |
| } |
| } |
| |
| ANGLE_INSTANTIATE_TEST(RenderStencilBufferTest, ES3_D3D11(), ES3_OPENGL()); |