| #include "ANGLETest.h" | |
| class ClearTest : public ANGLETest | |
| { | |
| protected: | |
| ClearTest() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| setConfigDepthBits(24); | |
| setClientVersion(3); | |
| } | |
| virtual void SetUp() | |
| { | |
| ANGLETest::SetUp(); | |
| const std::string vertexShaderSource = SHADER_SOURCE | |
| ( | |
| precision highp float; | |
| attribute vec4 position; | |
| void main() | |
| { | |
| gl_Position = position; | |
| } | |
| ); | |
| const std::string fragmentShaderSource = SHADER_SOURCE | |
| ( | |
| precision highp float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| } | |
| ); | |
| mProgram = compileProgram(vertexShaderSource, fragmentShaderSource); | |
| if (mProgram == 0) | |
| { | |
| FAIL() << "shader compilation failed."; | |
| } | |
| glGenFramebuffers(1, &mFBO); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| virtual void TearDown() | |
| { | |
| glDeleteProgram(mProgram); | |
| glDeleteFramebuffers(1, &mFBO); | |
| ANGLETest::TearDown(); | |
| } | |
| GLuint mProgram; | |
| GLuint mFBO; | |
| }; | |
| TEST_F(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, mFBO); | |
| GLuint rbo; | |
| glGenRenderbuffers(1, &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); | |
| drawQuad(mProgram, "position", 0.5f); | |
| EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); | |
| } | |
| // 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_F(ClearTest, MaskedClearBufferBug) | |
| { | |
| unsigned char pixelData[] = { 255, 255, 255, 255 }; | |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBO); | |
| GLuint textures[2]; | |
| glGenTextures(2, &textures[0]); | |
| 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); | |
| // TODO: glReadBuffer support | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); | |
| EXPECT_PIXEL_EQ(0, 0, 0, 127, 255, 255); | |
| } |