blob: 9444715fc7d45390e24b088a6276e951215d9c23 [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
#include "test_utils/ANGLETest.h"
#include "common/mathutil.h"
#include "test_utils/gl_raii.h"
namespace
{
bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
{
return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
(second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
}
void CheckBlendFunctions(GLenum src, GLenum dst)
{
if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
ConstantColorAndAlphaBlendFunctions(dst, src))
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
}
// Extensions that affect the ability to use floating point textures
constexpr const char *FloatingPointTextureExtensions[] = {
"",
"GL_EXT_texture_storage",
"GL_OES_texture_half_float",
"GL_OES_texture_half_float_linear",
"GL_EXT_color_buffer_half_float",
"GL_OES_texture_float",
"GL_OES_texture_float_linear",
"GL_EXT_color_buffer_float",
"GL_EXT_float_blend",
"GL_CHROMIUM_color_buffer_float_rgba",
"GL_CHROMIUM_color_buffer_float_rgb",
};
} // namespace
namespace angle
{
class WebGLCompatibilityTest : public ANGLETest
{
protected:
WebGLCompatibilityTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setWebGLCompatibilityEnabled(true);
}
template <typename T>
void TestFloatTextureFormat(GLenum internalFormat,
GLenum format,
GLenum type,
bool texturingEnabled,
bool linearSamplingEnabled,
bool renderingEnabled,
const T textureData[4],
const float floatData[4])
{
ASSERT_GL_NO_ERROR();
constexpr char kVS[] =
R"(attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(precision mediump float;
uniform sampler2D tex;
uniform vec4 subtractor;
varying vec2 texcoord;
void main()
{
vec4 color = texture2D(tex, texcoord);
if (abs(color.r - subtractor.r) +
abs(color.g - subtractor.g) +
abs(color.b - subtractor.b) +
abs(color.a - subtractor.a) < 8.0)
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
else
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
})";
ANGLE_GL_PROGRAM(samplingProgram, kVS, kFS);
glUseProgram(samplingProgram.get());
// Need RGBA8 renderbuffers for enough precision on the readback
if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") &&
getClientMajorVersion() < 3);
ASSERT_GL_NO_ERROR();
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo.get());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
if (internalFormat == format)
{
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
}
else
{
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
else
{
ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
}
if (!texturingEnabled)
{
// Depending on the entry point and client version, different errors may be generated
ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
// Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
// second error
glGetError();
return;
}
ASSERT_GL_NO_ERROR();
glUniform1i(glGetUniformLocation(samplingProgram.get(), "tex"), 0);
glUniform4fv(glGetUniformLocation(samplingProgram.get(), "subtractor"), 1, floatData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
drawQuad(samplingProgram.get(), "position", 0.5f, 1.0f, true);
if (linearSamplingEnabled)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(),
0);
glBindTexture(GL_TEXTURE_2D, 0);
if (!renderingEnabled)
{
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
return;
}
GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED)
{
std::cout << "Framebuffer returned GL_FRAMEBUFFER_UNSUPPORTED, this is legal."
<< std::endl;
return;
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus);
ANGLE_GL_PROGRAM(renderingProgram, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
glUseProgram(renderingProgram.get());
glUniform4fv(glGetUniformLocation(renderingProgram.get(), essl1_shaders::ColorUniform()), 1,
floatData);
drawQuad(renderingProgram.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR32F_NEAR(
0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
}
void TestExtFloatBlend(GLenum internalFormat, GLenum type, bool shouldBlend)
{
constexpr char kVS[] =
R"(void main()
{
gl_PointSize = 1.0;
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(0.5, 0, 0, 0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, GL_RGBA, type, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(1, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(1, 0, 1, 1), 0.001f);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
glBlendColor(10, 1, 1, 1);
glViewport(0, 0, 1, 1);
glDrawArrays(GL_POINTS, 0, 1);
if (!shouldBlend)
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
return;
}
EXPECT_GL_NO_ERROR();
if (!IsOpenGLES())
{
// GLES test machines will need a workaround.
EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(5, 0, 0, 0), 0.001f);
}
// Check sure that non-float attachments clamp BLEND_COLOR.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0x80, 0, 0, 0), 1);
}
void TestDifferentStencilMaskAndRef(GLenum errIfMismatch);
// Called from RenderingFeedbackLoopWithDrawBuffersEXT.
void drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from RenderingFeedbackLoopWithDrawBuffers.
void drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
// Called from Enable[Compressed]TextureFormatExtensions
void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
void validateCompressedTexImageExtensionFormat(GLenum format,
GLsizei width,
GLsizei height,
GLsizei blockSize,
const std::string &extName,
bool subImageAllowed);
GLint expectedByteLength(GLenum format, GLsizei width, GLsizei height);
void testCompressedTexLevelDimension(GLenum format,
GLint level,
GLsizei width,
GLsizei height,
GLsizei expectedByteLength,
GLenum expectedError,
const char *explanation);
void testCompressedTexImage(GLenum format);
};
class WebGL2CompatibilityTest : public WebGLCompatibilityTest
{};
// Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
// the GL extension should always be present
TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
{
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
}
// Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest, EntryPoints)
{
if (IsGLExtensionEnabled("GL_ANGLE_request_extension"))
{
EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
}
}
// WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
// even in ES2 contexts.
TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
EXPECT_GL_NO_ERROR();
}
// Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
{
glRequestExtensionANGLE("invalid_extension_string");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
{
if (getClientMajorVersion() != 2)
{
// This test only works on ES2 where uint indices are not available by default
return;
}
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
GLuint data[] = {0, 1, 2, 1, 3, 2};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
glUseProgram(program.get());
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_element_index_uint"))
{
glRequestExtensionANGLE("GL_OES_element_index_uint");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
constexpr char kFS[] =
R"(#extension GL_OES_standard_derivatives : require
void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); })";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_OES_standard_derivatives"))
{
glRequestExtensionANGLE("GL_OES_standard_derivatives");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
constexpr char kFS[] =
R"(#extension GL_EXT_shader_texture_lod : require
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0,
0.0));
})";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_EXT_shader_texture_lod"))
{
glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
constexpr char kFS[] =
R"(#extension GL_EXT_frag_depth : require
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_FragDepthEXT = 1.0;
})";
ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
if (IsGLExtensionRequestable("GL_EXT_frag_depth"))
{
glRequestExtensionANGLE("GL_EXT_frag_depth");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
}
// Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
GLfloat maxAnisotropy = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
ASSERT_GL_NO_ERROR();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat currentAnisotropy = 0.0f;
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_EXT_texture_filter_anisotropic"))
{
glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_GE(maxAnisotropy, 2.0f);
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(1.0f, currentAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
ASSERT_GL_NO_ERROR();
}
}
// Test enabling the EGL image extensions
TEST_P(WebGLCompatibilityTest, EnableExtensionEGLImage)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
EXPECT_FALSE(IsGLExtensionEnabled("NV_EGL_stream_consumer_external"));
constexpr char kFSES2[] =
R"(#extension GL_OES_EGL_image_external : require
precision highp float;
uniform samplerExternalOES sampler;
void main()
{
gl_FragColor = texture2D(sampler, vec2(0, 0));
})";
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
constexpr char kFSES3[] =
R"(#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
precision highp float;
uniform samplerExternalOES sampler;
out vec4 my_FragColor;
void main()
{
my_FragColor = texture(sampler, vec2(0, 0));
})";
if (getClientMajorVersion() >= 3)
{
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint result;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_EGL_image_external"))
{
glRequestExtensionANGLE("GL_OES_EGL_image_external");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
EXPECT_GL_NO_ERROR();
if (getClientMajorVersion() >= 3 &&
IsGLExtensionRequestable("GL_OES_EGL_image_external_essl3"))
{
glRequestExtensionANGLE("GL_OES_EGL_image_external_essl3");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
else
{
EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
}
}
}
// Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
{
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
// Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
constexpr char kVS[] =
R"(struct Foo {
int _webgl_bar;
};
void main()
{
Foo foo = Foo(1);
})";
// Default fragement shader.
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Test enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
// http://anglebug.com/5268
ANGLE_SKIP_TEST_IF(IsOSX() && IsIntelUHD630Mobile() && IsDesktopOpenGL());
GLBuffer buffer;
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_NV_pixel_buffer_object"))
{
glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
EXPECT_GL_NO_ERROR();
// Create a framebuffer to read from
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
EXPECT_GL_NO_ERROR();
glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_texture_storage extension
TEST_P(WebGLCompatibilityTest, EnableTextureStorage)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
GLint result;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
if (getClientMajorVersion() >= 3)
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
{
glRequestExtensionANGLE("GL_EXT_texture_storage");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
EXPECT_GL_NO_ERROR();
const GLenum alwaysAcceptableFormats[] = {
GL_ALPHA8_EXT,
GL_LUMINANCE8_EXT,
GL_LUMINANCE8_ALPHA8_EXT,
};
for (const auto &acceptableFormat : alwaysAcceptableFormats)
{
GLTexture localTexture;
glBindTexture(GL_TEXTURE_2D, localTexture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, acceptableFormat, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
}
// Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
// These extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLBuffer buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint access = 0;
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_mapbuffer"))
{
glRequestExtensionANGLE("GL_OES_mapbuffer");
EXPECT_GL_NO_ERROR();
glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_EXT_map_buffer_range"))
{
glRequestExtensionANGLE("GL_EXT_map_buffer_range");
EXPECT_GL_NO_ERROR();
glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_fbo_render_mipmap"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
if (IsGLExtensionRequestable("GL_OES_fbo_render_mipmap"))
{
glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_blend_minmax"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
glBlendEquation(GL_MIN);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlendEquation(GL_MAX);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_EXT_blend_minmax"))
{
glRequestExtensionANGLE("GL_EXT_blend_minmax");
EXPECT_GL_NO_ERROR();
glBlendEquation(GL_MIN);
glBlendEquation(GL_MAX);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the query extensions
TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
EXPECT_FALSE(IsGLExtensionEnabled("GL_CHROMIUM_sync_query"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLQueryEXT badQuery;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_EXT_occlusion_query_boolean"))
{
glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_EXT_disjoint_timer_query"))
{
glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query1;
glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
glEndQueryEXT(GL_TIME_ELAPSED_EXT);
EXPECT_GL_NO_ERROR();
GLQueryEXT query2;
glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_CHROMIUM_sync_query"))
{
glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
EXPECT_GL_NO_ERROR();
GLQueryEXT query;
glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_multisample"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
EXPECT_GL_NO_ERROR();
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionANGLE)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint divisor = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"))
{
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
glVertexAttribDivisorANGLE(0, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_instanced_arrays extension
TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionEXT)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint divisor = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glVertexAttribDivisorEXT(0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_EXT_instanced_arrays"))
{
glRequestExtensionANGLE("GL_EXT_instanced_arrays");
EXPECT_GL_NO_ERROR();
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
glVertexAttribDivisorEXT(0, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_pack_reverse_row_order"));
GLint result = 0;
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_ANGLE_pack_reverse_row_order"))
{
glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_UNPACK_ROW_LENGTH_EXT,
GL_UNPACK_SKIP_ROWS_EXT,
GL_UNPACK_SKIP_PIXELS_EXT,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_EXT_unpack_subimage"))
{
glRequestExtensionANGLE("GL_EXT_unpack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
GLTexture texture;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint minFilter = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_ANGLE_texture_rectangle"))
{
glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_NO_ERROR();
glDisableExtensionANGLE("GL_ANGLE_texture_rectangle");
EXPECT_GL_NO_ERROR();
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pack_subimage"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
constexpr GLenum parameters[] = {
GL_PACK_ROW_LENGTH,
GL_PACK_SKIP_ROWS,
GL_PACK_SKIP_PIXELS,
};
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glPixelStorei(param, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
if (IsGLExtensionRequestable("GL_NV_pack_subimage"))
{
glRequestExtensionANGLE("GL_NV_pack_subimage");
EXPECT_GL_NO_ERROR();
for (GLenum param : parameters)
{
GLint resultI = 0;
glGetIntegerv(param, &resultI);
GLfloat resultF = 0.0f;
glGetFloatv(param, &resultF);
glPixelStorei(param, 0);
EXPECT_GL_NO_ERROR();
}
}
}
TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
{
glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLFramebuffer fbo;
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint result;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_blit"))
{
glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_get_program_binary"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint result = 0;
GLint numBinaryFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
uint8_t tempArray[512];
GLenum tempFormat = 0;
GLsizei tempLength = 0;
glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
&tempFormat, tempArray);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_OES_get_program_binary"))
{
glRequestExtensionANGLE("GL_OES_get_program_binary");
EXPECT_GL_NO_ERROR();
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
// No use to test further if no binary formats are supported
ANGLE_SKIP_TEST_IF(numBinaryFormats < 1);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
EXPECT_GL_NO_ERROR();
GLint binaryLength = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
EXPECT_GL_NO_ERROR();
GLenum binaryFormat;
GLsizei writeLength = 0;
std::vector<uint8_t> binary(binaryLength);
glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
EXPECT_GL_NO_ERROR();
glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
EXPECT_GL_NO_ERROR();
}
}
// Test enabling the GL_OES_vertex_array_object extension
TEST_P(WebGLCompatibilityTest, EnableVertexArrayExtension)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
// This extensions become core in in ES3/WebGL2.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
GLint result = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Expect that GL_OES_vertex_array_object is always available. It is implemented in the GL
// frontend.
EXPECT_TRUE(IsGLExtensionRequestable("GL_OES_vertex_array_object"));
glRequestExtensionANGLE("GL_OES_vertex_array_object");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
EXPECT_GL_NO_ERROR();
GLuint vao = 0;
glGenVertexArraysOES(0, &vao);
EXPECT_GL_NO_ERROR();
glBindVertexArrayOES(vao);
EXPECT_GL_NO_ERROR();
glDeleteVertexArraysOES(1, &vao);
EXPECT_GL_NO_ERROR();
}
// Verify that the context generates the correct error when the framebuffer attachments are
// different sizes
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
{
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
// Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
// Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
// enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
// GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(intptr_t(1)));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
{
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(1.0);
})";
constexpr char kFS[] =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
glEnableVertexAttribArray(0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
{
// glTexSubImage2D
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// TexImage with null data - OK
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// glTexSubImage3D
if (getClientMajorVersion() >= 3)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
// TexImage with null data - OK
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with zero size and null data - OK
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
// TexSubImage with non-zero size and null data - Invalid value
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
}
// Tests the WebGL requirement of having the same stencil mask, writemask and ref for front and back
// (when stencil testing is enabled)
void WebGLCompatibilityTest::TestDifferentStencilMaskAndRef(GLenum errIfMismatch)
{
// Run the test in an FBO to make sure we have some stencil bits.
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer.get());
ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
glUseProgram(program.get());
ASSERT_GL_NO_ERROR();
// Having ref and mask the same for front and back is valid.
glStencilMask(255);
glStencilFunc(GL_ALWAYS, 0, 255);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different front - back write mask generates an error.
glStencilMaskSeparate(GL_FRONT, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both write masks separately to the same value is valid.
glStencilMaskSeparate(GL_BACK, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back mask generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both masks separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Having a different stencil front - back reference generates an error
glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(errIfMismatch);
// Setting both references separately to the same value is valid.
glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Using different stencil funcs, everything being equal is valid.
glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
}
TEST_P(WebGLCompatibilityTest, StencilTestEnabledDisallowsDifferentStencilMaskAndRef)
{
glEnable(GL_STENCIL_TEST);
TestDifferentStencilMaskAndRef(GL_INVALID_OPERATION);
}
TEST_P(WebGLCompatibilityTest, StencilTestDisabledAllowsDifferentStencilMaskAndRef)
{
glDisable(GL_STENCIL_TEST);
TestDifferentStencilMaskAndRef(GL_NO_ERROR);
}
// Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest, MaxStride)
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
ASSERT_GL_NO_ERROR();
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArrays(GL_POINTS, 0, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArrays(GL_POINTS, 0, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArrays(GL_POINTS, 0, 0);
ASSERT_GL_NO_ERROR();
// Test a case of overflow that could give a max vertex that's negative
constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 0);
glDrawArrays(GL_POINTS, kIntMax, kIntMax);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that index values outside of the 32-bit integer range do not read out of bounds
TEST_P(WebGLCompatibilityTest, LargeIndexRange)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_element_index_uint"));
constexpr char kVS[] =
R"(attribute vec4 a_Position;
void main()
{
gl_Position = a_Position;
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
glUseProgram(program.get());
glEnableVertexAttribArray(glGetAttribLocation(program, "a_Position"));
constexpr float kVertexData[] = {
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STREAM_DRAW);
constexpr GLuint kMaxIntAsGLuint = static_cast<GLuint>(std::numeric_limits<GLint>::max());
constexpr GLuint kIndexData[] = {
kMaxIntAsGLuint,
kMaxIntAsGLuint + 1,
kMaxIntAsGLuint + 2,
kMaxIntAsGLuint + 3,
};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData, GL_DYNAMIC_DRAW);
EXPECT_GL_NO_ERROR();
// First index is representable as 32-bit int but second is not
glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Neither index is representable as 32-bit int
glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, reinterpret_cast<void *>(sizeof(GLuint) * 2));
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test for drawing with a null index buffer
TEST_P(WebGLCompatibilityTest, NullIndexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
glUseProgram(program.get());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
{
constexpr char kVS[] =
R"(attribute float a_pos;
attribute float a_w;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisor(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisor(wLocation, 1);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR();
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR();
}
// Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"));
glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
EXPECT_GL_NO_ERROR();
constexpr char kVS[] =
R"(attribute float a_pos;
attribute float a_w;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
GLint wLocation = glGetAttribLocation(program.get(), "a_w");
ASSERT_NE(-1, posLocation);
ASSERT_NE(-1, wLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
glVertexAttribDivisorANGLE(posLocation, 0);
glEnableVertexAttribArray(wLocation);
glVertexAttribDivisorANGLE(wLocation, 1);
const uint8_t *zeroOffset = nullptr;
// Test touching the last element is valid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR() << "touching the last element.";
// Test touching the last element + 1 is invalid.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1.";
// Test touching the last element is valid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR() << "touching the last element using a stride.";
// Test touching the last element + 1 is invalid, using a stride.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1 using a stride.";
// Test any offset is valid if no vertices are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
ASSERT_GL_NO_ERROR() << "any offset with no vertices.";
// Test any offset is valid if no primitives are drawn.
glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
ASSERT_GL_NO_ERROR() << "any offset with primitives.";
}
// Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the last index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the last + 1 element is invalid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test any offset if valid if count is zero
glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
ASSERT_GL_NO_ERROR();
// Test touching the first index is valid
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
ASSERT_GL_NO_ERROR();
// Test touching the first - 1 index is invalid
// The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
// the historic behavior of WebGL implementations
glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
const uint8_t *zeroOffset = nullptr;
const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Test touching the end of the vertex buffer is valid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
ASSERT_GL_NO_ERROR();
// Test touching just after the end of the vertex buffer is invalid
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test touching the whole vertex buffer is valid
glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
ASSERT_GL_NO_ERROR();
// Test an index that would be negative
glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest, DepthRange)
{
glDepthRangef(0, 1);
ASSERT_GL_NO_ERROR();
glDepthRangef(.5, .5);
ASSERT_GL_NO_ERROR();
glDepthRangef(1, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test all blend function combinations.
// In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
{
constexpr GLenum srcFunc[] = {
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR,
GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA,
GL_ONE_MINUS_CONSTANT_ALPHA,
GL_SRC_ALPHA_SATURATE,
};
constexpr GLenum dstFunc[] = {
GL_ZERO, GL_ONE,
GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
};
for (GLenum src : srcFunc)
{
for (GLenum dst : dstFunc)
{
glBlendFunc(src, dst);
CheckBlendFunctions(src, dst);
glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
CheckBlendFunctions(src, dst);
}
}
// Ensure the same semantics for indexed blendFunc
if (IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"))
{
glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
for (GLenum src : srcFunc)
{
for (GLenum dst : dstFunc)
{
glBlendFunciOES(0, src, dst);
CheckBlendFunctions(src, dst);
glBlendFuncSeparateiOES(0, src, dst, GL_ONE, GL_ONE);
CheckBlendFunctions(src, dst);
}
}
}
}
// Test draw state validation and invalidation wrt indexed blendFunc.
TEST_P(WebGLCompatibilityTest, IndexedBlendWithConstantColorInvalidation)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
constexpr char kVS[] =
R"(#version 300 es
void main()
{
gl_PointSize = 1.0;
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(#version 300 es
precision lowp float;
layout(location = 0) out vec4 o_color0;
layout(location = 1) out vec4 o_color1;
void main()
{
o_color0 = vec4(1, 0, 0, 1);
o_color1 = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glDisable(GL_BLEND);
glEnableiOES(GL_BLEND, 0);
glEnableiOES(GL_BLEND, 1);
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawbuffers);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
// Force-invalidate draw call
glBlendFuncSeparateiOES(0, GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, GL_CONSTANT_ALPHA,
GL_CONSTANT_ALPHA);
EXPECT_GL_NO_ERROR();
glBlendFuncSeparateiOES(1, GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA, GL_CONSTANT_COLOR,
GL_CONSTANT_COLOR);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test getIndexedParameter wrt GL_OES_draw_buffers_indexed.
TEST_P(WebGLCompatibilityTest, DrawBuffersIndexedGetIndexedParameter)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
GLint value;
GLboolean data[4];
glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
glDisable(GL_BLEND);
glEnableiOES(GL_BLEND, 0);
glBlendEquationSeparateiOES(0, GL_FUNC_ADD, GL_FUNC_SUBTRACT);
glBlendFuncSeparateiOES(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ZERO);
glColorMaskiOES(0, true, false, true, false);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(true, glIsEnablediOES(GL_BLEND, 0));
EXPECT_GL_NO_ERROR();
glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_FUNC_ADD, value);
glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_FUNC_SUBTRACT, value);
glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_SRC_ALPHA, value);
glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_ZERO, value);
glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_ONE_MINUS_SRC_ALPHA, value);
glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GL_ZERO, value);
glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(true, data[0]);
EXPECT_EQ(false, data[1]);
EXPECT_EQ(true, data[2]);
EXPECT_EQ(false, data[3]);
}
// Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
{
const std::string validAttribName =
"abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
const std::string validUniformName =
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
if (getClientMajorVersion() < 3)
{
invalidSet.push_back('\\');
}
std::string vert = "attribute float ";
vert += validAttribName;
vert +=
R"(;
void main()
{
gl_Position = vec4(1.0);
})";
std::string frag =
R"(precision highp float;
uniform vec4 )";
frag += validUniformName;
// Insert illegal characters into comments
frag +=
R"(;
// $ \" @ /*
void main()
{/*
` @ $
*/gl_FragColor = vec4(1.0);
})";
ANGLE_GL_PROGRAM(program, vert.c_str(), frag.c_str());
EXPECT_GL_NO_ERROR();
for (char invalidChar : invalidSet)
{
std::string invalidName = validAttribName + invalidChar;
glGetAttribLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
glBindAttribLocation(program, 0, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidName = validUniformName + invalidChar;
glGetUniformLocation(program, invalidName.c_str());
EXPECT_GL_ERROR(GL_INVALID_VALUE)
<< "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
}
for (char invalidChar : invalidSet)
{
std::string invalidAttribName = validAttribName + invalidChar;
std::string invalidVert = "attribute float ";
invalidVert += invalidAttribName;
invalidVert += R"(;,
void main(),
{,
gl_Position = vec4(1.0);,
})";
GLuint program_number = CompileProgram(invalidVert.c_str(), essl1_shaders::fs::Red());
EXPECT_EQ(0u, program_number);
}
}
// Test that line continuation is handled correctly when validating shader source
TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
{
// With recent changes to WebGL's shader source validation in
// https://github.com/KhronosGroup/WebGL/pull/3206 and follow-ons,
// the backslash character can be used in both WebGL 1.0 and 2.0
// contexts.
const char *validVert =
R"(#define foo this \
is a test
precision mediump float;
void main()
{
gl_Position = vec4(1.0);
})";
GLuint program = CompileProgram(validVert, essl1_shaders::fs::Red());
EXPECT_NE(0u, program);
glDeleteProgram(program);
}
// Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
{
const char *validVert =
R"(#version 300 es
precision mediump float;
void main ()
{
float f\
oo = 1.0;
gl_Position = vec4(foo);
})";
const char *invalidVert =
R"(#version 300 es
precision mediump float;
void main ()
{
float f\$
oo = 1.0;
gl_Position = vec4(foo);
})";
GLuint program = CompileProgram(validVert, essl3_shaders::fs::Red());
EXPECT_NE(0u, program);
glDeleteProgram(program);
program = CompileProgram(invalidVert, essl3_shaders::fs::Red());
EXPECT_EQ(0u, program);
}
// Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
{
constexpr int maxLocStringLength = 256;
const std::string tooLongString(maxLocStringLength + 1, '_');
glBindAttribLocation(0, 0, "_webgl_var");
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Tests getAttribLocation for reserved prefixes
TEST_P(WebGLCompatibilityTest, GetAttribLocationNameLimitation)
{
GLint attrLocation;
attrLocation = glGetAttribLocation(0, "gl_attr");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, attrLocation);
attrLocation = glGetAttribLocation(0, "webgl_attr");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, attrLocation);
attrLocation = glGetAttribLocation(0, "_webgl_attr");
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, attrLocation);
}
// Tests getAttribLocation for length limits
TEST_P(WebGLCompatibilityTest, GetAttribLocationLengthLimitation)
{
constexpr int maxLocStringLength = 256;
const std::string tooLongString(maxLocStringLength + 1, '_');
glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
{
constexpr char kVS[] =
R"(attribute float a_pos;
void main()
{
gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(posLocation);
glVertexAttribDivisor(posLocation, 1);
glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
ASSERT_GL_NO_ERROR();
}
// Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest, NPOT)
{
EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_texture_npot"));
// Create a texture and set an NPOT mip 0, should always be acceptable.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Try setting an NPOT mip 1 and verify the error if WebGL 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
if (getClientMajorVersion() < 3)
{
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
else
{
ASSERT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_OES_texture_npot"))
{
glRequestExtensionANGLE("GL_OES_texture_npot");
ASSERT_GL_NO_ERROR();
// Try again to set NPOT mip 1
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
template <typename T>
void FillTexture2D(GLuint texture,
GLsizei width,
GLsizei height,
const T &onePixelData,
GLint level,
GLint internalFormat,
GLenum format,
GLenum type)
{
std::vector<T> allPixelsData(width * height, onePixelData);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
allPixelsData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
// Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest, DefaultPosition)
{
// Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
// and green otherwise. The center of each quadrant will be red if and only if all
// four corners are red.
constexpr char kVS[] =
R"(attribute vec3 pos;
varying vec4 color;
void main() {
if (gl_Position == vec4(0,0,0,0)) {
color = vec4(1,0,0,1);
} else {
color = vec4(0,1,0,1);
}
gl_Position = vec4(pos,1);
})";
constexpr char kFS[] =
R"(precision mediump float;
varying vec4 color;
void main() {
gl_FragColor = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
}
// Tests that a rendering feedback loop triggers a GL error under WebGL.
// Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
{
constexpr char kVS[] =
R"(attribute vec4 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = (a_position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
// Shader swizzles color channels so we can tell if the draw succeeded.
gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
})";
GLTexture texture;
FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
ASSERT_NE(-1, uniformLoc);
glUseProgram(program.get());
glUniform1i(uniformLoc, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Drawing with a texture that is also bound to the current framebuffer should fail
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Ensure that the texture contents did not change after the previous render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Drawing when texture is bound to an inactive uniform should succeed
GLTexture texture2;
FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Multi-context uses of textures should not cause rendering feedback loops.
TEST_P(WebGLCompatibilityTest, MultiContextNoRenderingFeedbackLoops)
{
constexpr char kUnusedTextureVS[] =
R"(attribute vec4 a_position;
varying vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = (a_position.xy * 0.5) + 0.5;
})";
constexpr char kUnusedTextureFS[] =
R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
void main() {
gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
})";
ANGLE_GL_PROGRAM(unusedProgram, kUnusedTextureVS, kUnusedTextureFS);
glUseProgram(unusedProgram.get());
GLint uniformLoc = glGetUniformLocation(unusedProgram.get(), "u_texture");
ASSERT_NE(-1, uniformLoc);
glUniform1i(uniformLoc, 0);
GLTexture texture;
FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
glBindTexture(GL_TEXTURE_2D, texture.get());
// Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = window->getSurface();
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE,
EGL_TRUE,
EGL_NONE,
};
auto context1 = eglGetCurrentContext();
// Create context2, sharing resources with context1.
auto context2 = eglCreateContext(display, config, context1, contextAttributes);
ASSERT_NE(context2, EGL_NO_CONTEXT);
eglMakeCurrent(display, surface, surface, context2);
constexpr char kVS[] =
R"(attribute vec4 a_position;
void main() {
gl_Position = a_position;
})";
constexpr char kFS[] =
R"(precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
ASSERT_GL_NO_ERROR();
// Render to the texture in context2.
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
// Texture is still a valid name in context2.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// There is no rendering feedback loop at this point.
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
eglMakeCurrent(display, surface, surface, context1);
eglDestroyContext(display, context2);
}
// Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
{
// This test only applies to ES2.
if (getClientMajorVersion() != 2)
{
return;
}
GLFramebuffer fbo[2];
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
// Test that is valid when we bind with a single attachment point.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GL_NO_ERROR();
// Test that enabling the draw buffers extension will allow us to bind with a non-zero
// attachment point.
if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
{
glRequestExtensionANGLE("GL_EXT_draw_buffers");
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
0);
ASSERT_GL_NO_ERROR();
}
}
// Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
{
constexpr char kVS[] =
R"(attribute vec3 a_pos;
void main()
{
gl_Position = vec4(a_pos, 1.0);
})";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
GLBuffer indexBuffer;
const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
const char *zeroIndices = nullptr;
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
// size
TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
{
const char *zeroOffset = nullptr;
// Base case, vector of two floats
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
ASSERT_GL_NO_ERROR();
// Test setting a non-multiple offset
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Test setting a non-multiple stride
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffersEXT(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
// Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
{
constexpr char kVS[] =
R"(attribute vec4 aPosition;
varying vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = (aPosition.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(#extension GL_EXT_draw_buffers : require
precision mediump float;
uniform sampler2D tex;
varying vec2 texCoord;
void main() {
gl_FragData[0] = texture2D(tex, texCoord);
gl_FragData[1] = texture2D(tex, texCoord);
})";
GLsizei width = 8;
GLsizei height = 8;
// This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
// extension and gl_FragData semantics are changed to enforce indexing by zero always.
// TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
if (/*!IsGLExtensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
{
// No WEBGL_draw_buffers support -- this is legal.
return;
}
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// Test skipped because MAX_DRAW_BUFFERS is too small.
ANGLE_SKIP_TEST_IF(maxDrawBuffers < 2);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
ASSERT_GL_NO_ERROR();
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
// A feedback loop is formed regardless of drawBuffers settings.
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}},
GL_INVALID_OPERATION);
}
// Test tests that texture copying feedback loops are properly rejected in WebGL.
// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
{
// TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
// framebuffer should be FRAMEBUFFER_COMPLETE.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// testing copyTexImage2D
// copyTexImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// copyTexImage2D to same texture same level, invalid feedback loop
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// testing copyTexSubImage2D
// copyTexSubImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// copyTexSubImage2D to same texture same level, invalid feedback loop
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexSubImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
}
// Test that copying from mip 1 of a texture to mip 0 works. When the framebuffer is attached to
// mip 1 of a mip-complete texture, an image with both mips are created. When copying from the
// framebuffer to mip 0, it is being redefined.
TEST_P(WebGL2CompatibilityTest, CopyMip1ToMip0)
{
// http://anglebug.com/4804
ANGLE_SKIP_TEST_IF(IsD3D11());
// http://anglebug.com/4805
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && (IsWindows() || IsOSX()));
// TODO(anglebug.com/5360): Failing on ARM64-based Apple DTKs.
ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
const GLColor mip0[4] = {
GLColor::red,
GLColor::red,
GLColor::red,
GLColor::red,
};
const GLColor mip1[1] = {
GLColor::green,
};
// Create a complete mip chain in mips 0 to 2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
// Framebuffer can bind to mip 1, as the texture is mip-complete.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Copy to mip 0. This shouldn't crash.
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
EXPECT_GL_NO_ERROR();
// The framebuffer is now incomplete.
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// http://anglebug.com/4802
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
// http://anglebug.com/4803
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsOSX());
// Bind framebuffer to mip 0 and make sure the copy was done.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that copying from mip 0 of a texture to mip 1 works. When the framebuffer is attached to
// mip 0 of a mip-complete texture, an image with both mips are created. When copying from the
// framebuffer to mip 1, it is being redefined.
TEST_P(WebGL2CompatibilityTest, CopyMip0ToMip1)
{
// http://anglebug.com/4805
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
const GLColor mip0[4] = {
GLColor::red,
GLColor::red,
GLColor::red,
GLColor::red,
};
const GLColor mip1[1] = {
GLColor::green,
};
// Create a complete mip chain in mips 0 to 2
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
// Framebuffer can bind to mip 0, as the texture is mip-complete.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Copy to mip 1. This shouldn't crash.
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// The framebuffer is still complete.
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Make sure mip 0 is untouched.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
// When reading back the framebuffer, the attached texture is not rebased, so the framebuffer
// still sees the 1x1 mip. The copy is flushed to this mip, which is incorrect.
// http://anglebug.com/4792.
ANGLE_SKIP_TEST_IF(IsVulkan());
// Bind framebuffer to mip 1 and make sure the copy was done.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
}
void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffers(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// Tests invariance matching rules between built in varyings.
// Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
{
constexpr char kVS[] =
R"(varying vec4 v_varying;
void main()
{
gl_PointSize = 1.0;
gl_Position = v_varying;
})";
constexpr char kFSInvariantGlFragCoord[] =
R"(invariant gl_FragCoord;
void main()
{
gl_FragColor = gl_FragCoord;
})";
constexpr char kFSInvariantGlPointCoord[] =
R"(invariant gl_PointCoord;
void main()
{
gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);
})";
GLuint program = CompileProgram(kVS, kFSInvariantGlFragCoord);
EXPECT_EQ(0u, program);
program = CompileProgram(kVS, kFSInvariantGlPointCoord);
EXPECT_EQ(0u, program);
}
// Tests global namespace conflicts between uniforms and attributes.
// Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
{
constexpr char kVS[] =
R"(attribute vec4 foo;
void main()
{
gl_Position = foo;
})";
constexpr char kFS[] =
R"(precision mediump float;
uniform vec4 foo;
void main()
{
gl_FragColor = foo;
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_NE(0u, program);
}
// Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
{
if (IsGLExtensionRequestable("GL_EXT_texture_compression_dxt1"))
{
glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Regular case, verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test various dimensions that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test various image sizes that are not valid
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Fill a full mip chain and verify that it works
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that non-block size sub-uploads are not valid for the 0 mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Test that non-block size sub-uploads are valid for if they fill the whole mip
glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_NO_ERROR();
// Test that if the format miss-matches the texture, an error is generated
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
sizeof(CompressedImageDXT1), CompressedImageDXT1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test WebGL-specific constraints on sizes of S3TC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest, CompressedTexImageS3TC)
{
const char *extensions[] = {
"GL_EXT_texture_compression_dxt1",
"GL_ANGLE_texture_compression_dxt3",
"GL_ANGLE_texture_compression_dxt5",
};
for (const char *extension : extensions)
{
if (IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled(extension));
}
// Ported from WebGL conformance suite:
// sdk/tests/conformance/extensions/s3tc-and-srgb.html
constexpr GLenum formats[] = {
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
};
for (GLenum format : formats)
{
testCompressedTexImage(format);
}
}
// Test WebGL-specific constraints on sizes of RGTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest, CompressedTexImageRGTC)
{
if (IsGLExtensionRequestable("GL_EXT_texture_compression_rgtc"))
{
glRequestExtensionANGLE("GL_EXT_texture_compression_rgtc");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_rgtc"));
// Ported from WebGL conformance suite:
// sdk/tests/conformance/extensions/ext-texture-compression-rgtc.html
constexpr GLenum formats[] = {GL_COMPRESSED_RED_RGTC1_EXT, GL_COMPRESSED_SIGNED_RED_RGTC1_EXT,
GL_COMPRESSED_RED_GREEN_RGTC2_EXT,
GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT};
for (GLenum format : formats)
{
testCompressedTexImage(format);
}
}
// Test WebGL-specific constraints on sizes of BPTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest, CompressedTexImageBPTC)
{
if (IsGLExtensionRequestable("GL_EXT_texture_compression_bptc"))
{
glRequestExtensionANGLE("GL_EXT_texture_compression_bptc");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_bptc"));
// Ported from WebGL conformance suite:
// sdk/tests/conformance/extensions/ext-texture-compression-bptc.html
constexpr GLenum formats[] = {
GL_COMPRESSED_RGBA_BPTC_UNORM_EXT, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT,
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT};
for (GLenum format : formats)
{
testCompressedTexImage(format);
}
}
TEST_P(WebGLCompatibilityTest, L32FTextures)
{
constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized L 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized L 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, A32FTextures)
{
constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized A 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized A 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, LA32FTextures)
{
constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
textureData[1]};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized LA 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized LA 32F
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
filter, render, textureData, readPixelData);
}
}
}
TEST_P(WebGLCompatibilityTest, R32FTextures)
{
constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized R 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized R 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RG32FTextures)
{
constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RG 32F
{
bool texture = (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RG 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGB32FTextures)
{
constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGB 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGB 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
{
// http://anglebug.com/5357
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGBA 32F
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
}
if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 32F
bool texture =
(getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
IsGLExtensionEnabled("GL_EXT_texture_storage"));
bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
data);
}
}
}
// Test that has float color attachment caching works when color attachments change, by calling draw
// command when blending is enabled
TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachment)
{
if (getClientMajorVersion() >= 3)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
}
else
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
}
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glEnable(GL_BLEND);
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo1;
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
glDrawArrays(GL_POINTS, 0, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
0); // test unbind
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
// Test that has float color attachment caching works with multiple color attachments bound to a
// Framebuffer
TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachmentMRT)
{
bool isWebGL2 = getClientMajorVersion() >= 3;
if (isWebGL2)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
constexpr char kVS[] =
R"(#version 300 es
void main()
{
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(#version 300 es
precision lowp float;
layout(location = 0) out vec4 o_color0;
layout(location = 1) out vec4 o_color1;
void main()
{
o_color0 = vec4(1, 0, 0, 1);
o_color1 = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
}
else
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
constexpr char kVS[] =
R"(void main()
{
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(#extension GL_EXT_draw_buffers : require
precision lowp float;
void main()
{
gl_FragData[0] = vec4(1, 0, 0, 1);
gl_FragData[1] = vec4(0, 1, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
}
glEnable(GL_BLEND);
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture textureF1;
glBindTexture(GL_TEXTURE_2D, textureF1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
GLTexture textureF2;
glBindTexture(GL_TEXTURE_2D, textureF2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
if (isWebGL2)
{
glDrawBuffers(2, drawbuffers);
}
else
{
glDrawBuffersEXT(2, drawbuffers);
}
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureF1, 0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textureF2, 0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (isWebGL2)
{
// WebGL 1 will report a FRAMEBUFFER_UNSUPPORTED for one unsigned_byte and one float
// attachment bound to one FBO at the same time
glDrawBuffers(1, drawbuffers);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDrawBuffers(2, drawbuffers);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
static void TestBlendColor(const bool shouldClamp)
{
auto expected = GLColor32F(5, 0, 0, 0);
glBlendColor(expected.R, expected.G, expected.B, expected.A);
if (shouldClamp)
{
expected.R = 1;
}
float arr[4] = {};
glGetFloatv(GL_BLEND_COLOR, arr);
const auto actual = GLColor32F(arr[0], arr[1], arr[2], arr[3]);
EXPECT_COLOR_NEAR(expected, actual, 0.001);
}
// Test if blending of float32 color attachment generates GL_INVALID_OPERATION when
// GL_EXT_float_blend is not enabled
TEST_P(WebGLCompatibilityTest, FloatBlend)
{
if (getClientMajorVersion() >= 3)
{
TestBlendColor(false);
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
}
else
{
TestBlendColor(true);
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
}
TestBlendColor(false);
// -
TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, false);
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_float_blend"));
ASSERT_GL_NO_ERROR();
// D3D9 supports float rendering explicitly, supports blending operations in practice,
// but cannot support float blend colors.
ANGLE_SKIP_TEST_IF(IsD3D9());
TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, true);
}
// Test the blending of float16 color attachments
TEST_P(WebGLCompatibilityTest, HalfFloatBlend)
{
GLenum internalFormat = GL_RGBA16F;
GLenum type = GL_FLOAT;
if (getClientMajorVersion() >= 3)
{
TestBlendColor(false);
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
}
else
{
TestBlendColor(true);
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_half_float"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
internalFormat = GL_RGBA;
type = GL_HALF_FLOAT_OES;
}
TestBlendColor(false);
// -
// D3D9 supports float rendering explicitly, supports blending operations in practice,
// but cannot support float blend colors.
ANGLE_SKIP_TEST_IF(IsD3D9());
TestExtFloatBlend(internalFormat, type, true);
}
TEST_P(WebGLCompatibilityTest, R16FTextures)
{
// http://anglebug.com/5357
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized R 16F (OES)
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized R 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3)
{
// Sized R 16F
bool texture = true;
bool filter = true;
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized R 16F (OES)
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RG16FTextures)
{
// http://anglebug.com/5357
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RG 16F (OES)
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = false;
TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RG 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3)
{
// Sized RG 16F
bool texture = true;
bool filter = true;
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RG 16F (OES)
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
IsGLExtensionEnabled("GL_EXT_texture_rg");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RGB16FTextures)
{
// http://anglebug.com/5357
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGB 16F (OES)
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
// WebGL says that Unsized RGB 16F (OES) can be renderable with
// GL_EXT_color_buffer_half_float.
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RGB 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3)
{
// Sized RGB 16F
bool texture = true;
bool filter = true;
// Renderability of RGB is forbidden by GL_EXT_color_buffer_half_float in WebGL 2.
bool render = false;
TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGB 16F (OES)
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
}
}
TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
{
// http://anglebug.com/5357
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
const GLushort textureData[] = {
gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
for (auto extension : FloatingPointTextureExtensions)
{
if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
{
glRequestExtensionANGLE(extension);
ASSERT_GL_NO_ERROR();
}
// Unsized RGBA 16F (OES)
{
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
// Unsized RGBA 16F
{
bool texture = false;
bool filter = false;
bool render = false;
TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
if (getClientMajorVersion() >= 3)
{
// Sized RGBA 16F
bool texture = true;
bool filter = true;
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
textureData, readPixelsData);
}
else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
// Sized RGBA 16F (OES)
bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
textureData, readPixelsData);
}
}
}
// Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
// accepted by glTexImage2D
TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
{
// Test skipped because it is only valid for WebGL1 contexts.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_texture_float"));
glRequestExtensionANGLE("GL_OES_texture_float");
ASSERT_GL_NO_ERROR();
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
// dEQP implicitly defines error code ordering
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
// dEQP implicitly defines error code ordering
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
{
glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
}
if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
{
glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
ASSERT_GL_NO_ERROR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
EXPECT_GL_NO_ERROR();
}
}
// Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point.
TEST_P(WebGLCompatibilityTest, DepthStencilAttachment)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
// Test that attaching a bound texture succeeds.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0);
GLint attachmentType = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType);
// Test when if no attach object at the named attachment point and pname is not OBJECT_TYPE.
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &attachmentType);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify framebuffer attachments return expected types when in an inconsistant state.
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentConsistancy)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rb1;
glBindRenderbuffer(GL_RENDERBUFFER, rb1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1);
GLint attachmentType = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
GLRenderbuffer rb2;
glBindRenderbuffer(GL_RENDERBUFFER, rb2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
EXPECT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
}
// This tests that rendering feedback loops works as expected with WebGL 2.
// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
{
constexpr char kVS[] =
R"(#version 300 es
in vec4 aPosition;
out vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = (aPosition.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 texCoord;
out vec4 oColor;
void main() {
oColor = texture(tex, texCoord);
})";
GLsizei width = 8;
GLsizei height = 8;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
ASSERT_GE(maxDrawBuffers, 2);
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
ASSERT_GL_NO_ERROR();
drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
// A feedback loop is formed regardless of drawBuffers settings.
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
}
// This tests that texture base level for immutable textures is clamped to the valid range, unlike
// for non-immutable textures, for purposes of validation. Related to WebGL test
// conformance2/textures/misc/immutable-tex-render-feedback.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)
{
constexpr char kVS[] =
R"(#version 300 es
in vec4 aPosition;
out vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = (aPosition.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 texCoord;
out vec4 oColor;
void main() {
oColor = texture(tex, texCoord);
})";
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
std::vector<GLColor> texData(4 * 4, GLColor::green);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, texData.data());
// Set a base level greater than the max level. It should be clamped to the actual max level.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ANGLE_GL_PROGRAM(program, kVS, kFS);
GLint uniformLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, uniformLoc);
glUseProgram(program.get());
glUniform1i(uniformLoc, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Ensure that the texture can be used for rendering.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Ensure that the texture can't be used to create a feedback loop.
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glBindTexture(GL_TEXTURE_2D, texture.get());
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// This test covers detection of rendering feedback loops between the FBO and a depth Texture.
// Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
{
constexpr char kVS[] =
R"(#version 300 es
in vec4 aPosition;
out vec2 texCoord;
void main() {
gl_Position = aPosition;
texCoord = (aPosition.xy * 0.5) + 0.5;
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 texCoord;
out vec4 oColor;
void main() {
oColor = texture(tex, texCoord);
})";
GLsizei width = 8;
GLsizei height = 8;
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLint texLoc = glGetUniformLocation(program.get(), "tex");
glUniform1i(texLoc, 0);
// Create textures and allocate storage
GLTexture tex0;
GLTexture tex1;
GLTexture tex2;
FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
GL_UNSIGNED_INT);
FillTexture2D(tex2.get(), width, height, 0x40, 0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
// Test rendering and sampling feedback loop for depth buffer
glBindTexture(GL_TEXTURE_2D, tex1.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// The same image is used as depth buffer during rendering.
glEnable(GL_DEPTH_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as depth buffer should fail";
// The same image is used as depth buffer. But depth mask is false.
// This is now considered a feedback loop and should generate an error. http://crbug.com/763695
glDepthMask(GL_FALSE);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth writes disabled should still fail";
// The same image is used as depth buffer. But depth test is not enabled during rendering.
// This is now considered a feedback loop and should generate an error. http://crbug.com/763695
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth read disabled should still fail";
// Test rendering and sampling feedback loop for stencil buffer
glBindTexture(GL_TEXTURE_2D, tex2.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex2.get(), 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
constexpr GLint stencilClearValue = 0x40;
glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
// The same image is used as stencil buffer during rendering.
glEnable(GL_STENCIL_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as stencil buffer should fail";
// The same image is used as stencil buffer. But stencil mask is zero.
// This is now considered a feedback loop and should generate an error. http://crbug.com/763695
glStencilMask(0x0);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil mask zero should still fail";
// The same image is used as stencil buffer. But stencil test is not enabled during rendering.
// This is now considered a feedback loop and should generate an error. http://crbug.com/763695
glStencilMask(0xffff);
glDisable(GL_STENCIL_TEST);
drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil test disabled should still fail";
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// But the level of the 3D texture != the level of the read attachment.
TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_NO_ERROR();
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// But the zoffset of the 3D texture != the layer of the read attachment.
TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_NO_ERROR();
}
// The source and the target for CopyTexSubImage3D are the same 3D texture.
// And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
{
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_3D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
ASSERT_GL_NO_ERROR();
glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when there isn't a defined conversion between the clear type and
// the buffer type.
TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
{
// Test skipped for D3D11 because it generates D3D11 runtime warnings.
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
constexpr int clearInt[] = {0, 0, 0, 0};
constexpr unsigned int clearUint[] = {0, 0, 0, 0};
GLTexture texture;
GLFramebuffer framebuffer;
glBindTexture(GL_TEXTURE_2D, texture.get());
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
ASSERT_GL_NO_ERROR();
// Unsigned integer buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Integer buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_NO_ERROR();
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Float buffer
if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
{
glRequestExtensionANGLE("GL_EXT_color_buffer_float");
}
if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
}
// Normalized uint buffer
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
}
// Test the interaction of WebGL compatibility clears with default framebuffers
TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
{
constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
constexpr int clearInt[] = {0, 0, 0, 0};
constexpr unsigned int clearUint[] = {0, 0, 0, 0};
// glClear works as usual, this is also a regression test for a bug where we
// iterated on maxDrawBuffers for default framebuffers, triggering an assert
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Default framebuffers are normalized uints, so only glClearBufferfv works.
glClearBufferfv(GL_COLOR, 0, clearFloat);
EXPECT_GL_NO_ERROR();
glClearBufferiv(GL_COLOR, 0, clearInt);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glClearBufferuiv(GL_COLOR, 0, clearUint);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generate when trying to blit from an image to itself
TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
{
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
GLRenderbuffer renderbuffers[2];
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
GLFramebuffer framebuffers[2];
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
ASSERT_GL_NO_ERROR();
// Same texture
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Same textures but different renderbuffers
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[1]);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Same renderbuffers but different textures
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
0);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffers[0]);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when the fragment shader output doesn't match the bound color
// buffer types
TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
{
constexpr char kVS[] =
R"(#version 300 es
void main() {
gl_Position = vec4(0, 0, 0, 1);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
layout(location = 0) out vec4 floatOutput;
layout(location = 1) out uvec4 uintOutput;
layout(location = 2) out ivec4 intOutput;
void main() {
floatOutput = vec4(0, 0, 0, 1);
uintOutput = uvec4(0, 0, 0, 1);
intOutput = ivec4(0, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
GLuint intLocation = glGetFragDataLocation(program, "intOutput");
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer floatRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
floatRenderbuffer);
GLRenderbuffer uintRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
uintRenderbuffer);
GLRenderbuffer intRenderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
intRenderbuffer);
ASSERT_GL_NO_ERROR();
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
// Check that the correct case generates no errors
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Unbind some buffers and verify that there are still no errors
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
0);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Swap the int and uint buffers to and verify that an error is generated
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
intRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
uintRenderbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Swap the float and uint buffers to and verify that an error is generated
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
floatRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
uintRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
intRenderbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
// types
TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
{
constexpr char kVS[] =
R"(#version 300 es
in vec4 floatInput;
in uvec4 uintInput;
in ivec4 intInput;
void main() {
gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);
})";
constexpr char kFS[] =
R"(#version 300 es
precision mediump float;
out vec4 outputColor;
void main() {
outputColor = vec4(0, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program.get());
GLint floatLocation = glGetAttribLocation(program, "floatInput");
GLint uintLocation = glGetAttribLocation(program, "uintInput");
GLint intLocation = glGetAttribLocation(program, "intInput");
// Default attributes are of float types
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Set the default attributes to the correct types, should succeed
glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
glVertexAttribI4i(intLocation, 0, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Change the default float attribute to an integer, should fail
glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Use a buffer for some attributes
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glEnableVertexAttribArray(floatLocation);
glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
// Use a float pointer attrib for a uint input
glEnableVertexAttribArray(uintLocation);
glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Use a uint pointer for the uint input
glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_NO_ERROR();
}
// Test that it's not possible to query the non-zero color attachments without the drawbuffers
// extension in WebGL1
TEST_P(WebGLCompatibilityTest, FramebufferAttachmentQuery)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
EXPECT_GL_NO_ERROR();
GLint result;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &result);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests WebGL reports INVALID_OPERATION for mismatch of drawbuffers and fragment output
TEST_P(WebGLCompatibilityTest, DrawBuffers)
{
// Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
// Make sure we can use at least 4 attachments for the tests.
bool useEXT = false;
if (getClientMajorVersion() < 3)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_EXT_draw_buffers"));
glRequestExtensionANGLE("GL_EXT_draw_buffers");
useEXT = true;
EXPECT_GL_NO_ERROR();
}
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// Test skipped because MAX_DRAW_BUFFERS is too small.
ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
// Clears all the renderbuffers to red.
auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
GLFramebuffer clearFBO;
glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
glClearColor(1, 0, 0, 1);
for (int i = 0; i < 4; ++i)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffers[i]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
};
// Checks that the renderbuffers specified by mask have the correct color
auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
GLFramebuffer readFBO;
glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
for (int attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
{
if (mask & (1 << attachmentIndex))
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffers[attachmentIndex]);
EXPECT_PIXEL_COLOR_EQ(0, 0, color) << "attachment " << attachmentIndex;
}
}
ASSERT_GL_NO_ERROR();
};
// Depending on whether we are using the extension or ES3, a different entrypoint must be called
auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
if (useEXT)
{
glDrawBuffersEXT(numBuffers, buffers);
}
else
{
glDrawBuffers(numBuffers, buffers);
}
};
// Initialized the test framebuffer
GLFramebuffer drawFBO;
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
GLRenderbuffer renderbuffers[4];
for (int i = 0; i < 4; ++i)
{
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
renderbuffers[i]);
}
ASSERT_GL_NO_ERROR();
GLenum allDrawBuffers[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
};
GLenum halfDrawBuffers[] = {
GL_NONE,
GL_COLOR_ATTACHMENT1,
GL_NONE,
GL_COLOR_ATTACHMENT3,
};
// Test that when using gl_FragColor with no-array
const char *fragESSL1 =
R"(precision highp float;
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
})";
ANGLE_GL_PROGRAM(programESSL1, essl1_shaders::vs::Simple(), fragESSL1);
{
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, allDrawBuffers);
drawQuad(programESSL1, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test what happens when rendering to a subset of the outputs. There is a behavior difference
// between the extension and ES3. In the extension gl_FragData is implicitly declared as an
// array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
// should default to 0. On the contrary, in ES3 outputs are specified one by one, so
// attachments not declared in the shader should not be written to.
const char *positionAttrib;
const char *writeOddOutputsVert;
const char *writeOddOutputsFrag;
if (useEXT)
{
positionAttrib = essl1_shaders::PositionAttrib();
writeOddOutputsVert = essl1_shaders::vs::Simple();
writeOddOutputsFrag =
R"(#extension GL_EXT_draw_buffers : require
precision highp float;
void main()
{
gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);
gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);
})";
}
else
{
positionAttrib = essl3_shaders::PositionAttrib();
writeOddOutputsVert = essl3_shaders::vs::Simple();
writeOddOutputsFrag =
R"(#version 300 es
precision highp float;
layout(location = 1) out vec4 output1;
layout(location = 3) out vec4 output2;
void main()
{
output1 = vec4(0.0, 1.0, 0.0, 1.0);
output2 = vec4(0.0, 1.0, 0.0, 1.0);
})";
}
ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
// Test that attachments not written to get the "unwritten" color (useEXT)
// Or INVALID_OPERATION is generated if there's active draw buffer receive no output
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, allDrawBuffers);
drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
if (useEXT)
{
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b1010, GLColor::green);
// In the extension, when an attachment isn't written to, it should get 0's
CheckColors(renderbuffers, 0b0101, GLColor(0, 0, 0, 0));
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Test that attachments written to get the correct color from shader output but that even when
// the extension is used, disabled attachments are not written at all and stay red.
{
ClearEverythingToRed(renderbuffers);
glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
DrawBuffers(useEXT, 4, halfDrawBuffers);
drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
ASSERT_GL_NO_ERROR();
CheckColors(renderbuffers, 0b1010, GLColor::green);
CheckColors(renderbuffers, 0b0101, GLColor::red);
}
}
// Test that it's possible to generate mipmaps on unsized floating point textures once the
// extensions have been enabled
TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
{
glRequestExtensionANGLE("GL_OES_texture_float");
glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
constexpr GLColor32F data[4] = {
kFloatRed,
kFloatRed,
kFloatGreen,
kFloatBlue,
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_FLOAT, data);
ASSERT_GL_NO_ERROR();
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
}
// Test that it's possible to generate mipmaps on unsized floating point textures once the
// extensions have been enabled
TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
{
if (IsGLExtensionRequestable("GL_OES_texture_float"))
{
glRequestExtensionANGLE("GL_OES_texture_float");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
{
glRequestExtensionANGLE("GL_EXT_texture_storage");
}
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
constexpr GLColor32F data[4] = {
kFloatRed,
kFloatRed,
kFloatGreen,
kFloatBlue,
};
glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
ASSERT_GL_NO_ERROR();
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
{
// Format is renderable but not filterable
glRequestExtensionANGLE("GL_EXT_color_buffer_float");
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
if (IsGLExtensionRequestable("GL_EXT_color_buffer_float_linear"))
{
// Format is renderable but not filterable
glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
{
// Format is filterable and renderable
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_NO_ERROR();
}
else
{
// Format is filterable but not renderable
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
}
// Verify that a texture format is only allowed with extension enabled.
void WebGLCompatibilityTest::validateTexImageExtensionFormat(GLenum format,
const std::string &extName)
{
// Verify texture format fails by default.
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable(extName))
{
// Verify texture format is allowed once extension is enabled.
glRequestExtensionANGLE(extName.c_str());
EXPECT_TRUE(IsGLExtensionEnabled(extName));
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
}
// Test enabling various non-compressed texture format extensions
TEST_P(WebGLCompatibilityTest, EnableTextureFormatExtensions)
{
ANGLE_SKIP_TEST_IF(IsOzone());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
// Verify valid format is allowed.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Verify invalid format fails.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA32F, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Verify formats from enableable extensions.
if (!IsOpenGLES())
{
validateTexImageExtensionFormat(GL_RED_EXT, "GL_EXT_texture_rg");
}
validateTexImageExtensionFormat(GL_SRGB_EXT, "GL_EXT_texture_sRGB");
validateTexImageExtensionFormat(GL_BGRA_EXT, "GL_EXT_texture_format_BGRA8888");
}
void WebGLCompatibilityTest::validateCompressedTexImageExtensionFormat(GLenum format,
GLsizei width,
GLsizei height,
GLsizei blockSize,
const std::string &extName,
bool subImageAllowed)
{
std::vector<GLubyte> data(blockSize, 0u);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
// Verify texture format fails by default.
glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (IsGLExtensionRequestable(extName))
{
// Verify texture format is allowed once extension is enabled.
glRequestExtensionANGLE(extName.c_str());
EXPECT_TRUE(IsGLExtensionEnabled(extName));
glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
EXPECT_GL_NO_ERROR();
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, blockSize,
data.data());
if (subImageAllowed)
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
}
}
GLint WebGLCompatibilityTest::expectedByteLength(GLenum format, GLsizei width, GLsizei height)
{
switch (format)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RED_RGTC1_EXT:
case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
return ((width + 3) / 4) * ((height + 3) / 4) * 8;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
case GL_COMPRESSED_RGBA_BPTC_UNORM_EXT:
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:
case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT:
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT:
return ((width + 3) / 4) * ((height + 3) / 4) * 16;
}
UNREACHABLE();
return 0;
}
void WebGLCompatibilityTest::testCompressedTexLevelDimension(GLenum format,
GLint level,
GLsizei width,
GLsizei height,
GLsizei expectedByteLength,
GLenum expectedError,
const char *explanation)
{
std::vector<uint8_t> tempVector(expectedByteLength, 0);
EXPECT_GL_NO_ERROR();
GLTexture sourceTexture;
glBindTexture(GL_TEXTURE_2D, sourceTexture);
glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height, 0, expectedByteLength,
tempVector.data());
if (expectedError == 0)
{
EXPECT_GL_NO_ERROR() << explanation;
}
else
{
EXPECT_GL_ERROR(expectedError) << explanation;
}
if (level == 0 && width > 0)
{
GLTexture sourceTextureStorage;
glBindTexture(GL_TEXTURE_2D, sourceTextureStorage);
if (getClientMajorVersion() >= 3)
{
glTexStorage2D(GL_TEXTURE_2D, 1, format, width, height);
if (expectedError == 0)
{
EXPECT_GL_NO_ERROR() << explanation << " (texStorage2D)";
}
else
{
EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2D)";
}
}
else
{
if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
{
glRequestExtensionANGLE("GL_EXT_texture_storage");
ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, width, height);
if (expectedError == 0)
{
EXPECT_GL_NO_ERROR() << explanation << " (texStorage2DEXT)";
}
else
{
EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2DEXT)";
}
}
}
}
}
void WebGLCompatibilityTest::testCompressedTexImage(GLenum format)
{
struct TestCase
{
GLint level;
GLsizei width;
GLsizei height;
GLenum expectedError;
const char *explanation;
};
constexpr TestCase testCases[] = {
{0, 4, 3, GL_INVALID_OPERATION, "level is 0, height is not a multiple of 4"},
{0, 3, 4, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
{0, 2, 2, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
{0, 4, 4, GL_NO_ERROR, "is valid"},
{1, 1, 1, GL_INVALID_OPERATION, "implied base mip 2x2 is invalid"},
{1, 1, 2, GL_INVALID_OPERATION, "implied base mip 2x4 is invalid"},
{1, 2, 1, GL_INVALID_OPERATION, "implied base mip 4x2 is invalid"},
{1, 2, 2, GL_NO_ERROR, "implied base mip 4x4 is valid"},
};
constexpr TestCase webgl2TestCases[] = {
{0, 0, 0, GL_NO_ERROR, "0: 0x0 is valid"},
{0, 1, 1, GL_INVALID_OPERATION, "0: 1x1 is invalid"},
{0, 2, 2, GL_INVALID_OPERATION, "0: 2x2 is invalid"},
{0, 3, 3, GL_INVALID_OPERATION, "0: 3x3 is invalid"},
{0, 10, 10, GL_INVALID_OPERATION, "0: 10x10 is invalid"},
{0, 11, 11, GL_INVALID_OPERATION, "0: 11x11 is invalid"},
{0, 11, 12, GL_INVALID_OPERATION, "0: 11x12 is invalid"},
{0, 12, 11, GL_INVALID_OPERATION, "0: 12x11 is invalid"},
{0, 12, 12, GL_NO_ERROR, "0: 12x12 is valid"},
{1, 0, 0, GL_NO_ERROR, "1: 0x0 is valid"},
{1, 3, 3, GL_INVALID_OPERATION, "1: 3x3 is invalid"},
{1, 5, 5, GL_INVALID_OPERATION, "1: 5x5 is invalid"},
{1, 5, 6, GL_INVALID_OPERATION, "1: 5x6 is invalid"},
{1, 6, 5, GL_INVALID_OPERATION, "1: 6x5 is invalid"},
{1, 6, 6, GL_NO_ERROR, "1: 6x6 is valid"},
{2, 0, 0, GL_NO_ERROR, "2: 0x0 is valid"},
{2, 3, 3, GL_NO_ERROR, "2: 3x3 is valid"},
{3, 1, 3, GL_NO_ERROR, "3: 1x3 is valid"},
{3, 1, 1, GL_NO_ERROR, "3: 1x1 is valid"},
{2, 1, 3, GL_NO_ERROR, "implied base mip 4x12 is valid"},
};
for (const TestCase &test : testCases)
{
testCompressedTexLevelDimension(format, test.level, test.width, test.height,
expectedByteLength(format, test.width, test.height),
test.expectedError, test.explanation);
}
if (getClientMajorVersion() >= 3)
{
for (const TestCase &test : webgl2TestCases)
{
testCompressedTexLevelDimension(format, test.level, test.width, test.height,
expectedByteLength(format, test.width, test.height),
test.expectedError, test.explanation);
}
}
}
// Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGB)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_dxt1", true);
}
// Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_dxt1", true);
}
// Test enabling GL_ANGLE_texture_compression_dxt3
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, 4, 4, 16,
"GL_ANGLE_texture_compression_dxt3", true);
}
// Test enabling GL_ANGLE_texture_compression_dxt5
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, 4, 4, 16,
"GL_ANGLE_texture_compression_dxt5", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGB)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 4, 4, 8,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 4, 4, 16,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5SRGBA)
{
validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 4, 4, 16,
"GL_EXT_texture_compression_s3tc_srgb", true);
}
// Test enabling GL_OES_compressed_ETC1_RGB8_texture
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionETC1)
{
validateCompressedTexImageExtensionFormat(
GL_ETC1_RGB8_OES, 4, 4, 8, "GL_OES_compressed_ETC1_RGB8_texture",
IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
}
// Test enabling GL_ANGLE_lossy_etc_decode
TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionLossyDecode)
{
validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, 4, 4, 8,
"GL_ANGLE_lossy_etc_decode", true);
}
// Reject attempts to allocate too-large arrays in shaders.
// This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest, ValidateArraySizes)
{
// Note: on macOS with ANGLE's OpenGL backend, getting anywhere
// close to this limit causes pathologically slow shader
// compilation in the driver. For the "ok" case, therefore, use a
// fairly small array.
constexpr char kVSArrayOK[] =
R"(varying vec4 color;
const int array_size = 1000;
void main()
{
mat2 array[array_size];
if (array[0][0][0] == 2.0)
color = vec4(0.0, 1.0, 0.0, 1.0);
else
color = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kVSArrayTooLarge[] =
R"(varying vec4 color;
// 2 GB / 32 aligned bytes per mat2 = 67108864
const int array_size = 67108865;
void main()
{
mat2 array[array_size];
if (array[0][0][0] == 2.0)
color = vec4(0.0, 1.0, 0.0, 1.0);
else
color = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kVSArrayMuchTooLarge[] =
R"(varying vec4 color;
const int array_size = 556007917;
void main()
{
mat2 array[array_size];
if (array[0][0][0] == 2.0)
color = vec4(0.0, 1.0, 0.0, 1.0);
else
color = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kFS[] =
R"(precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = vec4(color.r - 0.5, 0.0, 0.0, 1.0);
})";
GLuint program = CompileProgram(kVSArrayOK, kFS);
EXPECT_NE(0u, program);
program = CompileProgram(kVSArrayTooLarge, kFS);
EXPECT_EQ(0u, program);
program = CompileProgram(kVSArrayMuchTooLarge, kFS);
EXPECT_EQ(0u, program);
}
// Reject attempts to allocate too-large structs in shaders.
// This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest, ValidateStructSizes)
{
// Note: on macOS with ANGLE's OpenGL backend, getting anywhere
// close to this limit causes pathologically slow shader
// compilation in the driver. For this reason, only perform a
// negative test.
constexpr char kFSStructTooLarge[] =
R"(precision mediump float;
struct Light {
// 2 GB / 32 aligned bytes per mat2 = 67108864
mat2 array[67108865];
};
uniform Light light;
void main()
{
if (light.array[0][0][0] == 2.0)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge);
EXPECT_EQ(0u, program);
}
// Linking should fail when corresponding vertex/fragment uniform blocks have different precision
// qualifiers.
TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
{
constexpr char kVS[] =
R"(#version 300 es
uniform Block { mediump vec4 val; };
void main() { gl_Position = val; })";
constexpr char kFS[] =
R"(#version 300 es
uniform Block { highp vec4 val; };
out highp vec4 out_FragColor;
void main() { out_FragColor = val; })";
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
ASSERT_NE(0u, vs);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
ASSERT_NE(0u, fs);
GLuint program = glCreateProgram();
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_EQ(0, linkStatus);
glDeleteProgram(program);
}
// Test no attribute vertex shaders
TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
{
constexpr char kVS[] =
R"(#version 300 es
void main()
{
ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);
gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, essl3_shaders::fs::Red());
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests bindAttribLocations for length limit
TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
{
constexpr int maxLocStringLength = 1024;
const std::string tooLongString(maxLocStringLength + 1, '_');
glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Tests getAttribLocation for length limit
TEST_P(WebGL2CompatibilityTest, GetAttribLocationLengthLimitation)
{
constexpr int maxLocStringLength = 1024;
const std::string tooLongString(maxLocStringLength + 1, '_');
glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Covers a bug in transform feedback loop detection.
TEST_P(WebGL2CompatibilityTest, TransformFeedbackCheckNullDeref)
{
constexpr char kVS[] = R"(attribute vec4 color; void main() { color.r; })";
constexpr char kFS[] = R"(void main(){})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, 1);
// This should fail because it is trying to pull a vertex with no buffer.
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
// This should fail because it is trying to pull a vertex from an empty buffer.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// We should forbid two transform feedback outputs going to the same buffer.
TEST_P(WebGL2CompatibilityTest, TransformFeedbackDoubleBinding)
{
constexpr char kVS[] =
R"(attribute float a; varying float b; varying float c; void main() { b = a; c = a; })";
constexpr char kFS[] = R"(void main(){})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
static const char *varyings[] = {"b", "c"};
glTransformFeedbackVaryings(program, 2, varyings, GL_SEPARATE_ATTRIBS);
glLinkProgram(program);
glUseProgram(program);
ASSERT_GL_NO_ERROR();
// Bind the transform feedback varyings to non-overlapping regions of the same buffer.
GLBuffer buffer;
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 0, 4);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, buffer, 4, 4);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 8, nullptr, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Two varyings bound to the same buffer should be an error.
glBeginTransformFeedback(GL_POINTS);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Check the return type of a given parameter upon getting the active uniforms.
TEST_P(WebGL2CompatibilityTest, UniformVariablesReturnTypes)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
std::vector<GLuint> validUniformIndices = {0};
std::vector<GLint> uniformNameLengthBuf(validUniformIndices.size());
// This should fail because GL_UNIFORM_NAME_LENGTH cannot be used in WebGL2.
glGetActiveUniformsiv(program, static_cast<GLsizei>(validUniformIndices.size()),
&validUniformIndices[0], GL_UNIFORM_NAME_LENGTH,
&uniformNameLengthBuf[0]);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests an error case to ensure we don't crash.
TEST_P(WebGLCompatibilityTest, DrawWithNoProgram)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Ensures that rendering to different texture levels of a sampled texture is supported.
TEST_P(WebGL2CompatibilityTest, RenderToLevelsOfSampledTexture)
{
// TODO: Fix on Vulkan back-end. http://anglebug.com/4690
ANGLE_SKIP_TEST_IF(IsVulkan());
constexpr GLsizei kTexSize = 2;
constexpr GLsizei kTexLevels = 2;
std::vector<GLColor> texData(kTexSize * kTexSize, GLColor::green);
GLTexture sourceTexture;
glBindTexture(GL_TEXTURE_2D, sourceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, kTexLevels, GL_RGBA8, kTexSize, kTexSize);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexSize, kTexSize, GL_RGBA, GL_UNSIGNED_BYTE,
texData.data());
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTexture, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glViewport(0, 0, kTexSize / 2, kTexSize / 2);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
ASSERT_GL_NO_ERROR();
// Should work - drawing from level 0 to level 1.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Should not work - drawing from levels [0,1] to level 1.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Should work - drawing with levels [0,1] to default FBO.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Reject attempts to allocate too-large variables in shaders.
// This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGL2CompatibilityTest, ValidateTypeSizes)
{
constexpr char kFSArrayBlockTooLarge[] = R"(#version 300 es
precision mediump float;
// 1 + the maximum size this implementation allows.
uniform LargeArrayBlock {
vec4 large_array[134217729];
};
out vec4 out_FragColor;
void main()
{
if (large_array[1].x == 2.0)
out_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFSArrayBlockTooLarge);
EXPECT_EQ(0u, program);
}
// Ensure that new type size validation code added for
// crbug.com/1220237 does not crash.
TEST_P(WebGL2CompatibilityTest, ValidatingTypeSizesShouldNotCrash)
{
constexpr char kFS1[] = R"(#version 300 es
precision mediump float;
out vec4 my_FragColor;
const vec4 constants[2] = vec4[] (
vec4(0.6, 0.3, 0.0, 3.0),
vec4(-0.6, 0.7, 0.0, -2.0)
);
void main()
{
my_FragColor = constants[0] + constants[1];
return;
})";
constexpr char kFS2[] = R"(#version 300 es
precision mediump float;
out vec4 my_FragColor;
const vec4 constants[2] = vec4[] (
vec4(0.6, 0.3, 0.0, 3.0),
vec4(-0.6, 0.7, 0.0, -2.0)
);
const vec4 constants2[2] = vec4[] (
constants[1],
constants[0]
);
void main()
{
my_FragColor = constants2[0] + constants2[1];
return;
})";
constexpr char kFS3[] = R"(#version 300 es
precision mediump float;
out vec4 my_FragColor;
const vec4 constants[2] = vec4[] (
vec4(0.6, 0.3, 0.0, 3.0),
vec4(-0.6, 0.7, 0.0, -2.0)
);
const vec4 constants2[2] = constants;
void main()
{
my_FragColor = constants2[0] + constants2[1];
return;
})";
GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS1);
EXPECT_NE(0u, program);
program = CompileProgram(essl3_shaders::vs::Simple(), kFS2);
EXPECT_NE(0u, program);
program = CompileProgram(essl3_shaders::vs::Simple(), kFS3);
EXPECT_NE(0u, program);
}
// Verify glReadPixels will accept GL_RGBX8_ANGLE + GL_UNSIGNED_BYTE.
TEST_P(WebGL2CompatibilityTest, ReadPixelsRgbx8AngleUnsignedByte)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBX8_ANGLE, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
GLColor pixel;
glReadPixels(0, 0, 1, 1, GL_RGBX8_ANGLE, GL_UNSIGNED_BYTE, &pixel.R);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(GLColor::red, pixel);
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(WebGLCompatibilityTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGL2CompatibilityTest);
ANGLE_INSTANTIATE_TEST_ES3(WebGL2CompatibilityTest);
} // namespace angle