| // |
| // 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 "random_utils.h" |
| #include "shader_utils.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| Vector4 RandomVec4(int seed, float minValue, float maxValue) |
| { |
| RNG rng(seed); |
| srand(seed); |
| return Vector4( |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), |
| rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue)); |
| } |
| |
| GLColor Vec4ToColor(const Vector4 &vec) |
| { |
| GLColor color; |
| color.R = static_cast<uint8_t>(vec.x() * 255.0f); |
| color.G = static_cast<uint8_t>(vec.y() * 255.0f); |
| color.B = static_cast<uint8_t>(vec.z() * 255.0f); |
| color.A = static_cast<uint8_t>(vec.w() * 255.0f); |
| return color; |
| }; |
| |
| class ClearTestBase : public ANGLETest |
| { |
| protected: |
| ClearTestBase() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| mFBOs.resize(2, 0); |
| glGenFramebuffers(2, mFBOs.data()); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| if (!mFBOs.empty()) |
| { |
| glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data()); |
| } |
| |
| if (!mTextures.empty()) |
| { |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data()); |
| } |
| |
| ANGLETest::TearDown(); |
| } |
| |
| std::vector<GLuint> mFBOs; |
| std::vector<GLuint> mTextures; |
| }; |
| |
| class ClearTest : public ClearTestBase |
| { |
| }; |
| class ClearTestES3 : public ClearTestBase |
| { |
| }; |
| |
| class ClearTestRGB : public ANGLETest |
| { |
| protected: |
| ClearTestRGB() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| } |
| }; |
| |
| // Test clearing the default framebuffer |
| TEST_P(ClearTest, DefaultFramebuffer) |
| { |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0); |
| } |
| |
| // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared |
| TEST_P(ClearTestRGB, DefaultFramebufferRGB) |
| { |
| glClearColor(0.25f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); |
| } |
| |
| // Test clearing a RGBA8 Framebuffer |
| TEST_P(ClearTest, RGBA8Framebuffer) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); |
| } |
| |
| // Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still |
| // have a correct behavior after. |
| TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB) |
| { |
| // TODO(lucferron): Diagnose and fix this on D3D9 and 11. |
| // http://anglebug.com/2689 |
| ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES())); |
| ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL()); |
| |
| ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(), |
| angle::essl1_shaders::fs::UniformColor()); |
| setupQuadVertexBuffer(0.5f, 1.0f); |
| glUseProgram(program); |
| GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib()); |
| ASSERT_NE(positionLocation, -1); |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr); |
| glEnableVertexAttribArray(positionLocation); |
| |
| GLint colorUniformLocation = |
| glGetUniformLocation(program, angle::essl1_shaders::ColorUniform()); |
| ASSERT_NE(colorUniformLocation, -1); |
| |
| glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere. |
| EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 128, 1.0); |
| |
| // In the Vulkan backend, RGB textures are emulated with an RGBA texture format |
| // underneath and we keep a special mask to know that we shouldn't touch the alpha |
| // channel when we have that emulated texture. This test exists to validate that |
| // this mask gets updated correctly when the framebuffer attachment changes. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta); |
| } |
| |
| // Test clearing a RGB8 Framebuffer with a color mask. |
| TEST_P(ClearTest, RGB8WithMaskFramebuffer) |
| { |
| // TODO(fjhenigman): Diagnose and fix http://anglebug.com/2681 |
| ANGLE_SKIP_TEST_IF(IsOzone() && IsOpenGLES()); |
| |
| // TODO(lucferron): Figure out why this test fails on OSX / OpenGL. |
| // http://anglebug.com/2674 |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL()); |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| |
| // alpha shouldn't really be taken into account and we should find 255 as a result since we |
| // are writing to a RGB8 texture. Also, the |
| glClearColor(0.5f, 0.5f, 0.5f, 0.2f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 0, 255, 1.0); |
| } |
| |
| TEST_P(ClearTest, ClearIssue) |
| { |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_LEQUAL); |
| |
| glClearColor(0.0, 1.0, 0.0, 1.0); |
| glClearDepthf(0.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLRenderbuffer rbo; |
| glBindRenderbuffer(GL_RENDERBUFFER, rbo); |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Requires ES3 |
| // This tests a bug where in a masked clear when calling "ClearBuffer", we would |
| // mistakenly clear every channel (including the masked-out ones) |
| TEST_P(ClearTestES3, MaskedClearBufferBug) |
| { |
| unsigned char pixelData[] = {255, 255, 255, 255}; |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| |
| float clearValue[] = {0, 0.5f, 0.5f, 1.0f}; |
| GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; |
| glDrawBuffers(2, drawBuffers); |
| glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); |
| glClearBufferfv(GL_COLOR, 1, clearValue); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); |
| |
| glReadBuffer(GL_COLOR_ATTACHMENT1); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1); |
| } |
| |
| TEST_P(ClearTestES3, BadFBOSerialBug) |
| { |
| // First make a simple framebuffer, and clear it to green |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0}; |
| glDrawBuffers(1, drawBuffers); |
| |
| float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f}; |
| glClearBufferfv(GL_COLOR, 0, clearValues1); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Next make a second framebuffer, and draw it to red |
| // (Triggers bad applied render target serial) |
| GLFramebuffer fbo2; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo2); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| |
| glDrawBuffers(1, drawBuffers); |
| |
| ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); |
| |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Check that the first framebuffer is still green. |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that SRGB framebuffers clear to the linearized clear color |
| TEST_P(ClearTestES3, SRGBClear) |
| { |
| // First make a simple framebuffer, and clear it |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture texture; |
| |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); |
| } |
| |
| // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each |
| // attachment |
| TEST_P(ClearTestES3, MixedSRGBClear) |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| |
| GLTexture textures[2]; |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); |
| |
| GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; |
| glDrawBuffers(2, drawBuffers); |
| |
| // Clear both textures |
| glClearColor(0.5f, 0.5f, 0.5f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); |
| |
| // Check value of texture0 |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); |
| |
| // Check value of texture1 |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); |
| EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); |
| } |
| |
| // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync |
| // before a draw call. The test draws small quads to a larger FBO (the default back buffer). |
| // Before each blit to the back buffer it clears the quad to a certain color using |
| // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to |
| // flush or finish after ClearBufferfv or each draw. |
| TEST_P(ClearTestES3, RepeatedClear) |
| { |
| const std::string &vertexSource = |
| "#version 300 es\n" |
| "in highp vec2 position;\n" |
| "out highp vec2 v_coord;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_Position = vec4(position, 0, 1);\n" |
| " vec2 texCoord = (position * 0.5) + 0.5;\n" |
| " v_coord = texCoord;\n" |
| "}\n"; |
| |
| const std::string &fragmentSource = |
| "#version 300 es\n" |
| "in highp vec2 v_coord;\n" |
| "out highp vec4 color;\n" |
| "uniform sampler2D tex;\n" |
| "void main()\n" |
| "{\n" |
| " color = texture(tex, v_coord);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, vertexSource, fragmentSource); |
| |
| mTextures.resize(1, 0); |
| glGenTextures(1, mTextures.data()); |
| |
| GLenum format = GL_RGBA8; |
| const int numRowsCols = 3; |
| const int cellSize = 32; |
| const int fboSize = cellSize; |
| const int backFBOSize = cellSize * numRowsCols; |
| const float fmtValueMin = 0.0f; |
| const float fmtValueMax = 1.0f; |
| |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| // larger fbo bound -- clear to transparent black |
| glUseProgram(program); |
| GLint uniLoc = glGetUniformLocation(program, "tex"); |
| ASSERT_NE(-1, uniLoc); |
| glUniform1i(uniLoc, 0); |
| glBindTexture(GL_TEXTURE_2D, mTextures[0]); |
| |
| GLint positionLocation = glGetAttribLocation(program, "position"); |
| ASSERT_NE(-1, positionLocation); |
| |
| glUseProgram(program); |
| |
| for (int cellY = 0; cellY < numRowsCols; cellY++) |
| { |
| for (int cellX = 0; cellX < numRowsCols; cellX++) |
| { |
| int seed = cellX + cellY * numRowsCols; |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); |
| glClearBufferfv(GL_COLOR, 0, color.data()); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| // Method 1: Set viewport and draw full-viewport quad |
| glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize); |
| drawQuad(program, "position", 0.5f); |
| |
| // Uncommenting the glFinish call seems to make the test pass. |
| // glFinish(); |
| } |
| } |
| |
| std::vector<GLColor> pixelData(backFBOSize * backFBOSize); |
| glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); |
| |
| for (int cellY = 0; cellY < numRowsCols; cellY++) |
| { |
| for (int cellX = 0; cellX < numRowsCols; cellX++) |
| { |
| int seed = cellX + cellY * numRowsCols; |
| const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); |
| GLColor expectedColor = Vec4ToColor(color); |
| |
| int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1; |
| GLColor actualColor = pixelData[testN]; |
| EXPECT_NEAR(expectedColor.R, actualColor.R, 1); |
| EXPECT_NEAR(expectedColor.G, actualColor.G, 1); |
| EXPECT_NEAR(expectedColor.B, actualColor.B, 1); |
| EXPECT_NEAR(expectedColor.A, actualColor.A, 1); |
| } |
| } |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| class ScissoredClearTest : public ANGLETest |
| { |
| public: |
| ScissoredClearTest() |
| { |
| setWindowWidth(64); |
| setWindowHeight(64); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| setConfigDepthBits(24); |
| setConfigStencilBits(8); |
| } |
| }; |
| |
| // Simple scissored clear. |
| TEST_P(ScissoredClearTest, BasicScissoredColorClear) |
| { |
| const int w = getWindowWidth(); |
| const int h = getWindowHeight(); |
| const int whalf = w >> 1; |
| const int hhalf = h >> 1; |
| |
| // Clear whole region to red. |
| glClearColor(1.0, 0.0, 0.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Enable scissor and clear to green. |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(whalf / 2, hhalf / 2, whalf, whalf); |
| glClearColor(0.0, 1.0, 0.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Check the four corners for the original clear color, and the middle for the scissored clear |
| // color. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(whalf, hhalf, GLColor::green) << "in-scissor area should be green"; |
| } |
| |
| // Tests combined scissored color+depth clear. |
| TEST_P(ScissoredClearTest, ScissoredColorAndDepthClear) |
| { |
| const int w = getWindowWidth(); |
| const int h = getWindowHeight(); |
| const int whalf = w >> 1; |
| const int hhalf = h >> 1; |
| |
| // Clear whole region to red/1.0f. |
| glClearColor(1.0, 0.0, 0.0, 1.0); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| // Enable scissor and clear to green/0.5f. |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(whalf / 2, hhalf / 2, whalf, whalf); |
| glClearColor(0.0, 1.0, 0.0, 1.0); |
| glClearDepthf(0.5f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Check the four corners for the original clear color, and the middle for the scissored clear |
| // color. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(whalf, hhalf, GLColor::green) << "in-scissor area should be green"; |
| |
| // Draw blue with depth 0.5f and depth test enabled - verify only the middle changes. |
| glDisable(GL_SCISSOR_TEST); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_EQUAL); |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); |
| |
| // OpenGL uses a depth range of [-1,1] so pass in a z value of 0 to get 0.5 depth. |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, 0, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(0, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(w - 1, h - 1, GLColor::red) << "out-of-scissor area should be red"; |
| EXPECT_PIXEL_COLOR_EQ(whalf, hhalf, GLColor::blue) << "in-scissor area should be blue"; |
| } |
| |
| // Tests combined color+depth clear. |
| TEST_P(ClearTest, MaskedColorAndDepthClear) |
| { |
| // Flaky on Android Nexus 5x, possible driver bug. |
| // TODO(jmadill): Re-enable when possible. http://anglebug.com/2548 |
| ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid()); |
| |
| // Clear to a random color and 1.0 depth. |
| Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f); |
| GLColor color1RGB(color1); |
| |
| glClearColor(color1[0], color1[1], color1[2], color1[3]); |
| glClearDepthf(1.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Verify color and was cleared correctly. |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1); |
| |
| // Use a color mask to clear to a second color and 0.5 depth. |
| Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f); |
| GLColor color2RGB(color2); |
| glClearColor(color2[0], color2[1], color2[2], color2[3]); |
| glClearDepthf(0.5f); |
| glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Verify second clear mask worked as expected. |
| GLColor color2Masked(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, color2Masked); |
| |
| // We use a small shader to verify depth. |
| ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_EQUAL); |
| drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), 0.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these |
| // tests should be run against. Vulkan support disabled because of incomplete implementation. |
| ANGLE_INSTANTIATE_TEST(ClearTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
| ANGLE_INSTANTIATE_TEST(ScissoredClearTest, ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN()); |
| |
| // Not all ANGLE backends support RGB backbuffers |
| ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN()); |
| |
| } // anonymous namespace |