blob: 88e6292deb0cc364476e8207350f1c25ed14807f [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.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class BlitFramebufferANGLETest : public ANGLETest
{
protected:
BlitFramebufferANGLETest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
mCheckerProgram = 0;
mBlueProgram = 0;
mRedProgram = 0;
mOriginalFBO = 0;
mUserFBO = 0;
mUserColorBuffer = 0;
mUserDepthStencilBuffer = 0;
mSmallFBO = 0;
mSmallColorBuffer = 0;
mSmallDepthStencilBuffer = 0;
mColorOnlyFBO = 0;
mColorOnlyColorBuffer = 0;
mDiffFormatFBO = 0;
mDiffFormatColorBuffer = 0;
mDiffSizeFBO = 0;
mDiffSizeColorBuffer = 0;
mMRTFBO = 0;
mMRTColorBuffer0 = 0;
mMRTColorBuffer1 = 0;
mRGBAColorbuffer = 0;
mRGBAFBO = 0;
mRGBAMultisampledRenderbuffer = 0;
mRGBAMultisampledFBO = 0;
mBGRAColorbuffer = 0;
mBGRAFBO = 0;
mBGRAMultisampledRenderbuffer = 0;
mBGRAMultisampledFBO = 0;
}
void testSetUp() override
{
mCheckerProgram =
CompileProgram(essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Checkered());
mBlueProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
mRedProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
if (mCheckerProgram == 0 || mBlueProgram == 0 || mRedProgram == 0)
{
FAIL() << "shader compilation failed.";
}
EXPECT_GL_NO_ERROR();
GLint originalFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO);
if (originalFBO >= 0)
{
mOriginalFBO = (GLuint)originalFBO;
}
GLenum format = GL_BGRA_EXT;
glGenFramebuffers(1, &mUserFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glGenTextures(1, &mUserColorBuffer);
glGenRenderbuffers(1, &mUserDepthStencilBuffer);
glBindTexture(GL_TEXTURE_2D, mUserColorBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mUserColorBuffer, 0);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format,
GL_UNSIGNED_BYTE, nullptr);
glBindRenderbuffer(GL_RENDERBUFFER, mUserDepthStencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
mUserDepthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mUserDepthStencilBuffer);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mSmallFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO);
glGenTextures(1, &mSmallColorBuffer);
glGenRenderbuffers(1, &mSmallDepthStencilBuffer);
glBindTexture(GL_TEXTURE_2D, mSmallColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() / 2, getWindowHeight() / 2, 0,
format, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mSmallColorBuffer, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mSmallDepthStencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth() / 2,
getWindowHeight() / 2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
mSmallDepthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mSmallDepthStencilBuffer);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mColorOnlyFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO);
glGenTextures(1, &mColorOnlyColorBuffer);
glBindTexture(GL_TEXTURE_2D, mColorOnlyColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorOnlyColorBuffer, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mDiffFormatFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mDiffFormatFBO);
glGenTextures(1, &mDiffFormatColorBuffer);
glBindTexture(GL_TEXTURE_2D, mDiffFormatColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_SHORT_5_6_5, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mDiffFormatColorBuffer, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
glGenFramebuffers(1, &mDiffSizeFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mDiffSizeFBO);
glGenTextures(1, &mDiffSizeColorBuffer);
glBindTexture(GL_TEXTURE_2D, mDiffSizeColorBuffer);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() * 2, getWindowHeight() * 2, 0,
format, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mDiffSizeColorBuffer, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
{
glGenFramebuffers(1, &mMRTFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO);
glGenTextures(1, &mMRTColorBuffer0);
glGenTextures(1, &mMRTColorBuffer1);
glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer0);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,
mMRTColorBuffer0, 0);
glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer1);
glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D,
mMRTColorBuffer1, 0);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
}
if (IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample") &&
IsGLExtensionEnabled("GL_OES_rgb8_rgba8"))
{
// RGBA single-sampled framebuffer
glGenTextures(1, &mRGBAColorbuffer);
glBindTexture(GL_TEXTURE_2D, mRGBAColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glGenFramebuffers(1, &mRGBAFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mRGBAFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mRGBAColorbuffer, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// RGBA multisampled framebuffer
glGenRenderbuffers(1, &mRGBAMultisampledRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRGBAMultisampledRenderbuffer);
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA8, getWindowWidth(),
getWindowHeight());
glGenFramebuffers(1, &mRGBAMultisampledFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mRGBAMultisampledFBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mRGBAMultisampledRenderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888"))
{
// BGRA single-sampled framebuffer
glGenTextures(1, &mBGRAColorbuffer);
glBindTexture(GL_TEXTURE_2D, mBGRAColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, getWindowWidth(), getWindowHeight(), 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, nullptr);
glGenFramebuffers(1, &mBGRAFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mBGRAFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mBGRAColorbuffer, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// BGRA multisampled framebuffer
glGenRenderbuffers(1, &mBGRAMultisampledRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer);
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_BGRA8_EXT,
getWindowWidth(), getWindowHeight());
glGenFramebuffers(1, &mBGRAMultisampledFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mBGRAMultisampledFBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mBGRAMultisampledRenderbuffer);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
}
void testTearDown() override
{
glDeleteProgram(mCheckerProgram);
glDeleteProgram(mBlueProgram);
glDeleteProgram(mRedProgram);
glDeleteFramebuffers(1, &mUserFBO);
glDeleteTextures(1, &mUserColorBuffer);
glDeleteRenderbuffers(1, &mUserDepthStencilBuffer);
glDeleteFramebuffers(1, &mSmallFBO);
glDeleteTextures(1, &mSmallColorBuffer);
glDeleteRenderbuffers(1, &mSmallDepthStencilBuffer);
glDeleteFramebuffers(1, &mColorOnlyFBO);
glDeleteTextures(1, &mSmallDepthStencilBuffer);
glDeleteFramebuffers(1, &mDiffFormatFBO);
glDeleteTextures(1, &mDiffFormatColorBuffer);
glDeleteFramebuffers(1, &mDiffSizeFBO);
glDeleteTextures(1, &mDiffSizeColorBuffer);
if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
{
glDeleteFramebuffers(1, &mMRTFBO);
glDeleteTextures(1, &mMRTColorBuffer0);
glDeleteTextures(1, &mMRTColorBuffer1);
}
if (mRGBAColorbuffer != 0)
{
glDeleteTextures(1, &mRGBAColorbuffer);
}
if (mRGBAFBO != 0)
{
glDeleteFramebuffers(1, &mRGBAFBO);
}
if (mRGBAMultisampledRenderbuffer != 0)
{
glDeleteRenderbuffers(1, &mRGBAMultisampledRenderbuffer);
}
if (mRGBAMultisampledFBO != 0)
{
glDeleteFramebuffers(1, &mRGBAMultisampledFBO);
}
if (mBGRAColorbuffer != 0)
{
glDeleteTextures(1, &mBGRAColorbuffer);
}
if (mBGRAFBO != 0)
{
glDeleteFramebuffers(1, &mBGRAFBO);
}
if (mBGRAMultisampledRenderbuffer != 0)
{
glDeleteRenderbuffers(1, &mBGRAMultisampledRenderbuffer);
}
if (mBGRAMultisampledFBO != 0)
{
glDeleteFramebuffers(1, &mBGRAMultisampledFBO);
}
}
void multisampleTestHelper(GLuint readFramebuffer, GLuint drawFramebuffer)
{
glClearColor(0.0, 1.0, 0.0, 1.0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, readFramebuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFramebuffer);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFramebuffer);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
}
bool checkExtension(const std::string &extension)
{
if (!IsGLExtensionEnabled(extension))
{
std::cout << "Test skipped because " << extension << " not supported." << std::endl;
return false;
}
return true;
}
GLuint mCheckerProgram;
GLuint mBlueProgram;
GLuint mRedProgram;
GLuint mOriginalFBO;
GLuint mUserFBO;
GLuint mUserColorBuffer;
GLuint mUserDepthStencilBuffer;
GLuint mSmallFBO;
GLuint mSmallColorBuffer;
GLuint mSmallDepthStencilBuffer;
GLuint mColorOnlyFBO;
GLuint mColorOnlyColorBuffer;
GLuint mDiffFormatFBO;
GLuint mDiffFormatColorBuffer;
GLuint mDiffSizeFBO;
GLuint mDiffSizeColorBuffer;
GLuint mMRTFBO;
GLuint mMRTColorBuffer0;
GLuint mMRTColorBuffer1;
GLuint mRGBAColorbuffer;
GLuint mRGBAFBO;
GLuint mRGBAMultisampledRenderbuffer;
GLuint mRGBAMultisampledFBO;
GLuint mBGRAColorbuffer;
GLuint mBGRAFBO;
GLuint mBGRAMultisampledRenderbuffer;
GLuint mBGRAMultisampledFBO;
};
// Draw to user-created framebuffer, blit whole-buffer color to original framebuffer.
TEST_P(BlitFramebufferANGLETest, BlitColorToDefault)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green);
}
// Draw to system framebuffer, blit whole-buffer color to user-created framebuffer.
TEST_P(BlitFramebufferANGLETest, ReverseColorBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
// TODO(jmadill): Fix this. http://anglebug.com/2743
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
}
// blit from user-created FBO to system framebuffer, with the scissor test enabled.
TEST_P(BlitFramebufferANGLETest, ScissoredBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
glEnable(GL_SCISSOR_TEST);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 255, 255, 255);
}
// blit from system FBO to user-created framebuffer, with the scissor test enabled.
TEST_P(BlitFramebufferANGLETest, ReverseScissoredBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
glEnable(GL_SCISSOR_TEST);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 255, 255, 255);
}
// blit from user-created FBO to system framebuffer, using region larger than buffer.
TEST_P(BlitFramebufferANGLETest, OversizedBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0,
getWindowWidth() * 2, getWindowHeight() * 2, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
}
// blit from system FBO to user-created framebuffer, using region larger than buffer.
TEST_P(BlitFramebufferANGLETest, ReverseOversizedBlit)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0,
getWindowWidth() * 2, getWindowHeight() * 2, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
}
// blit from user-created FBO to system framebuffer, with depth buffer.
TEST_P(BlitFramebufferANGLETest, BlitWithDepthUserToDefault)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
EXPECT_GL_NO_ERROR();
// Clear the first half of the screen
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2);
glClearDepthf(0.1f);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Scissor the second half of the screen
glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2);
glClearDepthf(0.9f);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
// if blit is happening correctly, this quad will draw only on the bottom half since it will
// be behind on the first half and in front on the second half.
drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(), 0.5f);
glDisable(GL_DEPTH_TEST);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue);
}
// blit from system FBO to user-created framebuffer, with depth buffer.
TEST_P(BlitFramebufferANGLETest, BlitWithDepthDefaultToUser)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
EXPECT_GL_NO_ERROR();
// Clear the first half of the screen
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2);
glClearDepthf(0.1f);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Scissor the second half of the screen
glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2);
glClearDepthf(0.9f);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
// if blit is happening correctly, this quad will draw only on the bottom half since it will be
// behind on the first half and in front on the second half.
drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(), 0.5f);
glDisable(GL_DEPTH_TEST);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 0, 255, 255);
}
// blit from one region of the system fbo to another-- this should fail.
TEST_P(BlitFramebufferANGLETest, BlitSameBufferOriginal)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f);
EXPECT_GL_NO_ERROR();
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0,
getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// blit from one region of the system fbo to another.
TEST_P(BlitFramebufferANGLETest, BlitSameBufferUser)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f);
EXPECT_GL_NO_ERROR();
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0,
getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
TEST_P(BlitFramebufferANGLETest, BlitPartialColor)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0,
getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::red);
}
TEST_P(BlitFramebufferANGLETest, BlitDifferentSizes)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mSmallFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_GL_NO_ERROR();
}
TEST_P(BlitFramebufferANGLETest, BlitWithMissingAttachments)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// generate INVALID_OPERATION if the read FBO has no depth attachment
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// generate INVALID_OPERATION if the read FBO has no stencil attachment
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// generate INVALID_OPERATION if we read from a missing color attachment
glReadBuffer(GL_COLOR_ATTACHMENT1);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
TEST_P(BlitFramebufferANGLETest, BlitStencil)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
// http://anglebug.com/2205
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClearStencil(0x0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Scissor half the screen so we fill the stencil only halfway
glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2);
glEnable(GL_SCISSOR_TEST);
// fill the stencil buffer with 0x1
glStencilFunc(GL_ALWAYS, 0x1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
drawQuad(mRedProgram, essl1_shaders::PositionAttrib(), 0.3f);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
// These clears are not useful in theory because we're copying over them, but its
// helpful in debugging if we see white in any result.
glClearColor(1.0, 1.0, 1.0, 1.0);
glClearStencil(0x0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// depth blit request should be silently ignored, because the read FBO has no depth attachment
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
glStencilFunc(GL_EQUAL, 0x1, 0xFF); // only pass if stencil buffer at pixel reads 0x1
drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(),
0.8f); // blue quad will draw if stencil buffer was copied
glDisable(GL_STENCIL_TEST);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
}
// make sure that attempting to blit a partial depth buffer issues an error
TEST_P(BlitFramebufferANGLETest, BlitPartialDepthStencil)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0,
getWindowWidth() / 2, getWindowHeight() / 2, GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test blit with MRT framebuffers
TEST_P(BlitFramebufferANGLETest, BlitMRT)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
if (!IsGLExtensionEnabled("GL_EXT_draw_buffers"))
{
return;
}
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO);
glDrawBuffersEXT(2, drawBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mMRTFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0,
0);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0,
0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D,
mMRTColorBuffer1, 0);
}
// Test multisampled framebuffer blits if supported
TEST_P(BlitFramebufferANGLETest, MultisampledRGBAToRGBA)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
if (!checkExtension("GL_ANGLE_framebuffer_multisample"))
return;
if (!checkExtension("GL_OES_rgb8_rgba8"))
return;
multisampleTestHelper(mRGBAMultisampledFBO, mRGBAFBO);
}
TEST_P(BlitFramebufferANGLETest, MultisampledRGBAToBGRA)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
if (!checkExtension("GL_ANGLE_framebuffer_multisample"))
return;
if (!checkExtension("GL_OES_rgb8_rgba8"))
return;
if (!checkExtension("GL_EXT_texture_format_BGRA8888"))
return;
multisampleTestHelper(mRGBAMultisampledFBO, mBGRAFBO);
}
TEST_P(BlitFramebufferANGLETest, MultisampledBGRAToRGBA)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
if (!checkExtension("GL_ANGLE_framebuffer_multisample"))
return;
if (!checkExtension("GL_OES_rgb8_rgba8"))
return;
if (!checkExtension("GL_EXT_texture_format_BGRA8888"))
return;
multisampleTestHelper(mBGRAMultisampledFBO, mRGBAFBO);
}
TEST_P(BlitFramebufferANGLETest, MultisampledBGRAToBGRA)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
if (!checkExtension("GL_ANGLE_framebuffer_multisample"))
return;
if (!checkExtension("GL_OES_rgb8_rgba8"))
return;
if (!checkExtension("GL_EXT_texture_format_BGRA8888"))
return;
multisampleTestHelper(mBGRAMultisampledFBO, mBGRAFBO);
}
// Make sure that attempts to stretch in a blit call issue an error
TEST_P(BlitFramebufferANGLETest, ErrorStretching)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0,
getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Make sure that attempts to flip in a blit call issue an error
TEST_P(BlitFramebufferANGLETest, ErrorFlipping)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth() / 2,
getWindowHeight() / 2, 0, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
TEST_P(BlitFramebufferANGLETest, Errors)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT | 234, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mDiffFormatFBO);
glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// TODO(geofflang): Fix the dependence on glBlitFramebufferANGLE without checks and assuming the
// default framebuffer is BGRA to enable the GL and GLES backends. (http://anglebug.com/1289)
class BlitFramebufferTest : public ANGLETest
{
protected:
BlitFramebufferTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void initColorFBO(GLFramebuffer *fbo,
GLRenderbuffer *rbo,
GLenum rboFormat,
GLsizei width,
GLsizei height)
{
glBindRenderbuffer(GL_RENDERBUFFER, *rbo);
glRenderbufferStorage(GL_RENDERBUFFER, rboFormat, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *rbo);
}
void initColorFBOWithCheckerPattern(GLFramebuffer *fbo,
GLRenderbuffer *rbo,
GLenum rboFormat,
GLsizei width,
GLsizei height)
{
initColorFBO(fbo, rbo, rboFormat, width, height);
ANGLE_GL_PROGRAM(checkerProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Checkered());
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
drawQuad(checkerProgram.get(), essl1_shaders::PositionAttrib(), 0.5f);
}
};
// Tests resolving a multisample depth buffer.
TEST_P(BlitFramebufferTest, MultisampleDepth)
{
// TODO(oetuaho@nvidia.com): http://crbug.com/837717
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
GLRenderbuffer renderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 256, 256);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
renderbuf.get());
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearDepthf(0.5f);
glClear(GL_DEPTH_BUFFER_BIT);
GLRenderbuffer destRenderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 256, 256);
GLFramebuffer resolved;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get());
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
destRenderbuf.get());
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, resolved.get());
GLTexture colorbuf;
glBindTexture(GL_TEXTURE_2D, colorbuf.get());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuf.get(), 0);
ASSERT_GL_NO_ERROR();
// Clear to green
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Make sure resulting depth is near 0.5f.
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glEnable(GL_DEPTH_TEST);
glDepthMask(false);
glDepthFunc(GL_LESS);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), -0.01f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::red);
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthMask(false);
glDepthFunc(GL_GREATER);
drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.01f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Tests clearing a multisampled depth buffer.
TEST_P(BlitFramebufferTest, MultisampleDepthClear)
{
// clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL());
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
GLRenderbuffer depthMS;
glBindRenderbuffer(GL_RENDERBUFFER, depthMS.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 256, 256);
GLRenderbuffer colorMS;
glBindRenderbuffer(GL_RENDERBUFFER, colorMS.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_RGBA8, 256, 256);
GLRenderbuffer colorResolved;
glBindRenderbuffer(GL_RENDERBUFFER, colorResolved.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 256, 256);
GLFramebuffer framebufferMS;
glBindFramebuffer(GL_FRAMEBUFFER, framebufferMS.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorMS.get());
// Clear depth buffer to 0.5 and color to green.
glClearDepthf(0.5f);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glFlush();
// Draw red into the multisampled color buffer.
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_EQUAL);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.0f);
// Resolve the color buffer to make sure the above draw worked correctly, which in turn implies
// that the multisampled depth clear worked.
GLFramebuffer framebufferResolved;
glBindFramebuffer(GL_FRAMEBUFFER, framebufferResolved.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
colorResolved.get());
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferMS.get());
glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferResolved.get());
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test resolving a multisampled stencil buffer.
TEST_P(BlitFramebufferTest, MultisampleStencil)
{
// Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows());
GLRenderbuffer renderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_STENCIL_INDEX8, 256, 256);
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuf.get());
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// fill the stencil buffer with 0x1
glStencilFunc(GL_ALWAYS, 0x1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
GLTexture destColorbuf;
glBindTexture(GL_TEXTURE_2D, destColorbuf.get());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256);
GLRenderbuffer destRenderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 256, 256);
GLFramebuffer resolved;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get());
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
destColorbuf.get(), 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
destRenderbuf.get());
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get());
glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, resolved.get());
ASSERT_GL_NO_ERROR();
// Clear to green
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Draw red if the stencil is 0x1, which should be true after the resolve.
glStencilFunc(GL_EQUAL, 0x1, 0xFF);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Test resolving a multisampled stencil buffer with scissor.
TEST_P(BlitFramebufferTest, ScissoredMultisampleStencil)
{
// Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows());
// Fails verifying that the middle pixel is red. http://anglebug.com/3496
ANGLE_SKIP_TEST_IF((IsIntel() || IsAMD()) && IsOSX());
constexpr GLuint kSize = 256;
// Create the resolve framebuffer.
GLTexture destColorbuf;
glBindTexture(GL_TEXTURE_2D, destColorbuf.get());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
GLRenderbuffer destRenderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize);
GLFramebuffer resolved;
glBindFramebuffer(GL_FRAMEBUFFER, resolved.get());
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
destColorbuf.get(), 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
destRenderbuf.get());
// Clear the resolved buffer with gray and 0x10 stencil.
GLColor gray(127, 127, 127, 255);
glClearStencil(0x10);
glClearColor(0.499f, 0.499f, 0.499f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray);
// Create the multisampled framebuffer.
GLRenderbuffer renderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_STENCIL_INDEX8, kSize, kSize);
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuf.get());
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Fill the stencil buffer with 0x1.
glClearStencil(0x1);
glClear(GL_STENCIL_BUFFER_BIT);
// Fill a smaller region of the buffer with 0x2.
glEnable(GL_SCISSOR_TEST);
glEnable(GL_STENCIL_TEST);
glScissor(kSize / 4, kSize / 4, kSize / 2, kSize / 2);
glStencilFunc(GL_ALWAYS, 0x2, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Blit into the resolved framebuffer (with scissor still enabled).
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get());
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, resolved.get());
ASSERT_GL_NO_ERROR();
// Draw blue if the stencil is 0x1, which should never be true.
glDisable(GL_SCISSOR_TEST);
glStencilMask(0);
glStencilFunc(GL_EQUAL, 0x1, 0xFF);
drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray);
// Draw red if the stencil is 0x2, which should be true in the middle after the blit/resolve.
glStencilFunc(GL_EQUAL, 0x2, 0xFF);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
// Draw green if the stencil is 0x10, which should be left untouched in the outer regions.
glStencilFunc(GL_EQUAL, 0x10, 0xFF);
drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Blit an SRGB framebuffer and scale it.
TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale)
{
constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256;
GLRenderbuffer sourceRBO, targetRBO;
GLFramebuffer sourceFBO, targetFBO;
initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth * 2,
kHeight * 2);
initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glViewport(0, 0, kWidth, kHeight);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Scale down without flipping.
glBlitFramebuffer(0, 0, kWidth * 2, kHeight * 2, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green);
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Scale down and flip in the X direction.
glBlitFramebuffer(0, 0, kWidth * 2, kHeight * 2, kWidth, 0, 0, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::red);
}
// Blit stencil, with scissor and scale it.
TEST_P(BlitFramebufferTest, BlitStencilScissoredScaled)
{
constexpr GLint kSize = 256;
// Create the destination framebuffer.
GLTexture destColorbuf;
glBindTexture(GL_TEXTURE_2D, destColorbuf.get());
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
GLRenderbuffer destRenderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize);
GLFramebuffer destFBO;
glBindFramebuffer(GL_FRAMEBUFFER, destFBO.get());
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
destColorbuf.get(), 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
destRenderbuf.get());
// Clear the destination buffer with gray and 0x10 stencil.
GLColor gray(127, 127, 127, 255);
glClearStencil(0x10);
glClearColor(0.499f, 0.499f, 0.499f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray);
// Create the source framebuffer.
GLRenderbuffer renderbuf;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize);
ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green());
ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue());
GLFramebuffer sourceFBO;
glBindFramebuffer(GL_FRAMEBUFFER, sourceFBO.get());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuf.get());
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Fill the stencil buffer with 0x1.
glClearStencil(0x1);
glClear(GL_STENCIL_BUFFER_BIT);
// Fill a smaller region of the buffer with 0x2.
glEnable(GL_SCISSOR_TEST);
glEnable(GL_STENCIL_TEST);
glScissor(kSize / 4, kSize / 4, kSize / 2, kSize / 2);
glStencilFunc(GL_ALWAYS, 0x2, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Blit and scale down into the destination framebuffer (with scissor still enabled).
//
// Source looks like this:
//
// +----|----|----|----+
// | |
// | 0x1 |
// - +---------+ -
// | | | |
// | | | |
// - | 0x2 | -
// | | | |
// | | | |
// - +---------+ -
// | |
// | |
// +----|----|----|----+
//
// We want the destination to look like this:
//
// +----|----|----|----+
// | |
// | 0x10 |
// - +---------+ -
// | | 0x1 | |
// | | +------+ |
// - | | | -
// | | | 0x2 | |
// | | | | |
// - +--+------+ -
// | |
// | |
// +----|----|----|----+
//
// The corresponding blit would be: (0, 0, 3/4, 3/4) -> (1/4, 1/4, 3/4, 3/4). For testing, we
// would like to avoid having the destination area and scissor to match. Using destination
// area as (0, 0, 1, 1), and keeping the same scaling, the source area should be
// (-3/8, -3/8, 9/8, 9/8).
//
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destFBO.get());
constexpr GLint kBlitSrc[2] = {-3 * kSize / 8, 9 * kSize / 8};
glBlitFramebuffer(kBlitSrc[0], kBlitSrc[0], kBlitSrc[1], kBlitSrc[1], 0, 0, kSize, kSize,
GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, destFBO.get());
ASSERT_GL_NO_ERROR();
// Draw blue if the stencil is 0x1, which should be true only in the top and left of the inner
// square.
glDisable(GL_SCISSOR_TEST);
glStencilMask(0);
glStencilFunc(GL_EQUAL, 0x1, 0xFF);
drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, gray);
// Draw red if the stencil is 0x2, which should be true in the bottom/right of the middle
// square after the blit.
glStencilFunc(GL_EQUAL, 0x2, 0xFF);
drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, GLColor::red);
// Draw green if the stencil is 0x10, which should be left untouched in the outer regions.
glStencilFunc(GL_EQUAL, 0x10, 0xFF);
drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// Blit a subregion of an SRGB framebuffer to an RGB framebuffer.
TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB)
{
constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256;
GLRenderbuffer sourceRBO, targetRBO;
GLFramebuffer sourceFBO, targetFBO;
initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth * 2,
kHeight * 2);
initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glViewport(0, 0, kWidth, kHeight);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Blit a part of the source FBO without flipping.
glBlitFramebuffer(kWidth, kHeight, kWidth * 2, kHeight * 2, 0, 0, kWidth, kHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::red);
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Blit a part of the source FBO and flip in the X direction.
glBlitFramebuffer(kWidth * 2, 0, kWidth, kHeight, kWidth, 0, 0, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green);
}
// Blit an SRGB framebuffer with an oversized source area (parts outside the source area should be
// clipped out).
TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea)
{
constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256;
GLRenderbuffer sourceRBO, targetRBO;
GLFramebuffer sourceFBO, targetFBO;
initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth, kHeight);
initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight);
EXPECT_GL_NO_ERROR();
glViewport(0, 0, kWidth, kHeight);
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Blit so that the source area gets placed at the center of the target FBO.
// The width of the source area is 1/4 of the width of the target FBO.
glBlitFramebuffer(-3 * kWidth / 2, -3 * kHeight / 2, 5 * kWidth / 2, 5 * kHeight / 2, 0, 0,
kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
// Source FBO colors can be found in the middle of the target FBO.
EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 16, 7 * kHeight / 16, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(9 * kWidth / 16, 7 * kHeight / 16, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(9 * kWidth / 16, 9 * kHeight / 16, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 16, 9 * kHeight / 16, GLColor::green);
// Clear color should remain around the edges of the target FBO (WebGL 2.0 spec explicitly
// requires this and ANGLE is expected to follow that).
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::blue);
}
// Blit an SRGB framebuffer with an oversized dest area (even though the result is clipped, it
// should be scaled as if the whole dest area was used).
TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedDestArea)
{
constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256;
GLRenderbuffer sourceRBO, targetRBO;
GLFramebuffer sourceFBO, targetFBO;
initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth, kHeight);
initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight);
EXPECT_GL_NO_ERROR();
glViewport(0, 0, kWidth, kHeight);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Dest is oversized but centered the same as source
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glBlitFramebuffer(0, 0, kWidth, kHeight, -kWidth / 2, -kHeight / 2, 3 * kWidth / 2,
3 * kHeight / 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, kWidth - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 + 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 + 1, GLColor::red);
// Dest is oversized in the negative direction
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glBlitFramebuffer(0, 0, kWidth, kHeight, -kWidth / 2, -kHeight / 2, kWidth, kHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, kWidth - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 + 1, GLColor::red);
// Dest is oversized in the positive direction
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, 3 * kWidth / 2, 3 * kHeight / 2,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(1, kWidth - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 + 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 + 1, GLColor::red);
}
// Test blitFramebuffer size overflow checks. WebGL 2.0 spec section 5.41. We do validation for
// overflows also in non-WebGL mode to avoid triggering driver bugs.
TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow)
{
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);
GLFramebuffer framebuffers[2];
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
ASSERT_GL_NO_ERROR();
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);
ASSERT_GL_NO_ERROR();
// srcX
glBlitFramebuffer(-1, 0, std::numeric_limits<GLint>::max(), 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBlitFramebuffer(std::numeric_limits<GLint>::max(), 0, -1, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// srcY
glBlitFramebuffer(0, -1, 4, std::numeric_limits<GLint>::max(), 0, 0, 4, 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBlitFramebuffer(0, std::numeric_limits<GLint>::max(), 4, -1, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// dstX
glBlitFramebuffer(0, 0, 4, 4, -1, 0, std::numeric_limits<GLint>::max(), 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBlitFramebuffer(0, 0, 4, 4, std::numeric_limits<GLint>::max(), 0, -1, 4, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// dstY
glBlitFramebuffer(0, 0, 4, 4, 0, -1, 4, std::numeric_limits<GLint>::max(), GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glBlitFramebuffer(0, 0, 4, 4, 0, std::numeric_limits<GLint>::max(), 4, -1, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test blitFramebuffer size overflow checks. WebGL 2.0 spec section 5.41. Similar to above test,
// but this test more accurately duplicates the behavior of the WebGL test
// conformance2/rendering/blitframebuffer-size-overflow.html, which covers a few more edge cases.
TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow2)
{
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);
GLFramebuffer framebuffers[2];
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
ASSERT_GL_NO_ERROR();
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);
ASSERT_GL_NO_ERROR();
GLint width = 8;
GLint height = 8;
GLTexture tex0;
glBindTexture(GL_TEXTURE_2D, tex0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
GLFramebuffer fb0;
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
GLTexture tex1;
glBindTexture(GL_TEXTURE_2D, tex1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
GLFramebuffer fb1;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb1);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0);
GLint max = std::numeric_limits<GLint>::max();
// Using max 32-bit integer as blitFramebuffer parameter should succeed.
glBlitFramebuffer(0, 0, max, max, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, width, height, 0, 0, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, max, max, 0, 0, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Using blitFramebuffer parameters where calculated width/height matches max 32-bit integer
// should succeed
glBlitFramebuffer(-1, -1, max - 1, max - 1, 0, 0, width, height, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
glBlitFramebuffer(0, 0, width, height, -1, -1, max - 1, max - 1, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
glBlitFramebuffer(-1, -1, max - 1, max - 1, -1, -1, max - 1, max - 1, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
EXPECT_GL_NO_ERROR();
// Using source width/height greater than max 32-bit integer should fail.
glBlitFramebuffer(-1, -1, max, max, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Using source width/height greater than max 32-bit integer should fail.
glBlitFramebuffer(max, max, -1, -1, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Using destination width/height greater than max 32-bit integer should fail.
glBlitFramebuffer(0, 0, width, height, -1, -1, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Using destination width/height greater than max 32-bit integer should fail.
glBlitFramebuffer(0, 0, width, height, max, max, -1, -1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Using both source and destination width/height greater than max 32-bit integer should fail.
glBlitFramebuffer(-1, -1, max, max, -1, -1, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Using minimum and maximum integers for all boundaries should fail.
glBlitFramebuffer(-max - 1, -max - 1, max, max, -max - 1, -max - 1, max, max,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(BlitFramebufferANGLETest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_PRESENT_PATH_FAST(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_VULKAN(),
ES3_VULKAN());
ANGLE_INSTANTIATE_TEST_ES3(BlitFramebufferTest);