// // 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" #include "util/random_utils.h" #include "util/shader_utils.h" #include "util/test_utils.h" using namespace angle; namespace { class ClearTestBase : public ANGLETest<> { protected: ClearTestBase() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); setConfigStencilBits(8); } void testSetUp() override { mFBOs.resize(2, 0); glGenFramebuffers(2, mFBOs.data()); ASSERT_GL_NO_ERROR(); } void testTearDown() override { if (!mFBOs.empty()) { glDeleteFramebuffers(static_cast(mFBOs.size()), mFBOs.data()); } if (!mTextures.empty()) { glDeleteTextures(static_cast(mTextures.size()), mTextures.data()); } } std::vector mFBOs; std::vector mTextures; }; class ClearTest : public ClearTestBase {}; class ClearTestES3 : public ClearTestBase { protected: void verifyDepth(float depthValue, uint32_t size) { // Use a small shader to verify depth. ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Red()); GLboolean hasDepthTest = GL_FALSE; GLboolean hasDepthWrite = GL_TRUE; GLint prevDepthFunc = GL_ALWAYS; glGetBooleanv(GL_DEPTH_TEST, &hasDepthTest); glGetBooleanv(GL_DEPTH_WRITEMASK, &hasDepthWrite); glGetIntegerv(GL_DEPTH_FUNC, &prevDepthFunc); if (!hasDepthTest) { glEnable(GL_DEPTH_TEST); } if (hasDepthWrite) { glDepthMask(GL_FALSE); } glDepthFunc(GL_LESS); drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f); drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f); if (!hasDepthTest) { glDisable(GL_DEPTH_TEST); } if (hasDepthWrite) { glDepthMask(GL_TRUE); } glDepthFunc(prevDepthFunc); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1); EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1); EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1); EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1); } void verifyStencil(uint32_t stencilValue, uint32_t size) { // Use another small shader to verify stencil. ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); GLboolean hasStencilTest = GL_FALSE; GLint prevStencilFunc = GL_ALWAYS; GLint prevStencilValue = 0xFF; GLint prevStencilRef = 0xFF; GLint prevStencilFail = GL_KEEP; GLint prevStencilDepthFail = GL_KEEP; GLint prevStencilDepthPass = GL_KEEP; glGetBooleanv(GL_STENCIL_TEST, &hasStencilTest); glGetIntegerv(GL_STENCIL_FUNC, &prevStencilFunc); glGetIntegerv(GL_STENCIL_VALUE_MASK, &prevStencilValue); glGetIntegerv(GL_STENCIL_REF, &prevStencilRef); glGetIntegerv(GL_STENCIL_FAIL, &prevStencilFail); glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &prevStencilDepthFail); glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &prevStencilDepthPass); if (!hasStencilTest) { glEnable(GL_STENCIL_TEST); } glStencilFunc(GL_EQUAL, stencilValue, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); if (!hasStencilTest) { glDisable(GL_STENCIL_TEST); } glStencilFunc(prevStencilFunc, prevStencilValue, prevStencilRef); glStencilOp(prevStencilFail, prevStencilDepthFail, prevStencilDepthPass); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1); EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1); EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1); EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1); } }; class ClearTestES31 : public ClearTestES3 {}; class ClearTestRGB : public ANGLETest<> { protected: ClearTestRGB() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); } }; class ClearTestRGB_ES3 : public ClearTestRGB {}; class ClearTextureEXTTest : public ANGLETest<> { protected: ClearTextureEXTTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } }; // Each int parameter can have three values: don't clear, clear, or masked clear. The bool // parameter controls scissor. using MaskedScissoredClearVariationsTestParams = std::tuple; void ParseMaskedScissoredClearVariationsTestParams( const MaskedScissoredClearVariationsTestParams ¶ms, bool *clearColor, bool *clearDepth, bool *clearStencil, bool *maskColor, bool *maskDepth, bool *maskStencil, bool *scissor) { int colorClearInfo = std::get<1>(params); int depthClearInfo = std::get<2>(params); int stencilClearInfo = std::get<3>(params); *clearColor = colorClearInfo > 0; *clearDepth = depthClearInfo > 0; *clearStencil = stencilClearInfo > 0; *maskColor = colorClearInfo > 1; *maskDepth = depthClearInfo > 1; *maskStencil = stencilClearInfo > 1; *scissor = std::get<4>(params); } std::string MaskedScissoredClearVariationsTestPrint( const ::testing::TestParamInfo ¶msInfo) { const MaskedScissoredClearVariationsTestParams ¶ms = paramsInfo.param; std::ostringstream out; out << std::get<0>(params); bool clearColor, clearDepth, clearStencil; bool maskColor, maskDepth, maskStencil; bool scissor; ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, &maskColor, &maskDepth, &maskStencil, &scissor); if (scissor || clearColor || clearDepth || clearStencil || maskColor || maskDepth || maskStencil) { out << "_"; } if (scissor) { out << "_scissored"; } if (clearColor || clearDepth || clearStencil) { out << "_clear_"; if (clearColor) { out << "c"; } if (clearDepth) { out << "d"; } if (clearStencil) { out << "s"; } } if (maskColor || maskDepth || maskStencil) { out << "_mask_"; if (maskColor) { out << "c"; } if (maskDepth) { out << "d"; } if (maskStencil) { out << "s"; } } return out.str(); } class MaskedScissoredClearTestBase : public ANGLETest { protected: MaskedScissoredClearTestBase() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); setConfigStencilBits(8); } void maskedScissoredColorDepthStencilClear( const MaskedScissoredClearVariationsTestParams ¶ms); bool mHasDepth = true; bool mHasStencil = true; }; class MaskedScissoredClearTest : public MaskedScissoredClearTestBase {}; // Overrides a feature to force emulation of stencil-only and depth-only formats with a packed // depth/stencil format class VulkanClearTest : public MaskedScissoredClearTestBase { protected: void testSetUp() override { glBindTexture(GL_TEXTURE_2D, mColorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil. glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, 0); glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mStencilTexture); ASSERT_GL_NO_ERROR(); // Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2. if (getClientMajorVersion() >= 3) { // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil. glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, 0); glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), getWindowHeight()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthTexture); } ASSERT_GL_NO_ERROR(); } void bindColorStencilFBO() { glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO); mHasDepth = false; } void bindColorDepthFBO() { glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO); mHasStencil = false; } private: GLFramebuffer mColorStencilFBO; GLFramebuffer mColorDepthFBO; GLTexture mColorTexture; GLRenderbuffer mDepthTexture; GLRenderbuffer mStencilTexture; }; // 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 default framebuffer with scissor and mask // This forces down path that uses draw to do clear TEST_P(ClearTest, EmptyScissor) { // These configs have bug that fails this test. // These configs are unmaintained so skipping. ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9()); ANGLE_SKIP_TEST_IF(IsIntel() && IsMac() && IsOpenGL()); glClearColor(0.25f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); glScissor(-10, 0, 5, 5); glClearColor(0.5f, 0.25f, 0.75f, 0.5f); glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0); } // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared TEST_P(ClearTestRGB, DefaultFramebufferRGB) { // Some GPUs don't support RGB format default framebuffer, // so skip if the back buffer has alpha bits. EGLWindow *window = getEGLWindow(); EGLDisplay display = window->getDisplay(); EGLConfig config = window->getConfig(); EGLint backbufferAlphaBits = 0; eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits); ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0); 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); } // Invalidate the RGB default framebuffer and verify that the alpha channel is not cleared, and // stays set after drawing. TEST_P(ClearTestRGB_ES3, InvalidateDefaultFramebufferRGB) { ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); // Some GPUs don't support RGB format default framebuffer, // so skip if the back buffer has alpha bits. EGLWindow *window = getEGLWindow(); EGLDisplay display = window->getDisplay(); EGLConfig config = window->getConfig(); EGLint backbufferAlphaBits = 0; eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits); ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Verify that even though Alpha is cleared to 0.0 for this RGB FBO, it should be read back as // 1.0, since the glReadPixels() is issued with GL_RGBA. // OpenGL ES 3.2 spec: // 16.1.3 Obtaining Pixels from the Framebuffer // If G, B, or A values are not present in the internal format, they are taken to be zero, // zero, and one respectively. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); const GLenum discards[] = {GL_COLOR}; glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards); // Don't explicitly clear, but draw blue (make sure alpha is not cleared) drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); } // Draw with a shader that outputs alpha=0.5. Readback and ensure that alpha=1. TEST_P(ClearTestRGB_ES3, ShaderOutputsAlphaVerifyReadingAlphaIsOne) { ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(blueProgram); // Some GPUs don't support RGB format default framebuffer, // so skip if the back buffer has alpha bits. EGLWindow *window = getEGLWindow(); EGLDisplay display = window->getDisplay(); EGLConfig config = window->getConfig(); EGLint backbufferAlphaBits = 0; eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits); ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); GLint colorUniformLocation = glGetUniformLocation(blueProgram, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f); ASSERT_GL_NO_ERROR(); // Don't explicitly clear, but draw blue (make sure alpha is not cleared) drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); } // 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 uploading a texture and then clearing a RGBA8 Framebuffer TEST_P(ClearTest, TextureUploadAndRGBA8Framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture texture; constexpr uint32_t kSize = 16; std::vector pixelData(kSize * kSize, GLColor::blue); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); EXPECT_PIXEL_NEAR(0, 0, 0, 0, 255, 255, 1.0); 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) { // http://anglebug.com/40096508 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); // http://anglebug.com/40644765 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL() && IsIntel()); 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; 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); // Initially clear to black. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Clear with masked color. glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); glClearColor(0.5f, 0.5f, 0.5f, 0.75f); 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, 192, 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) { 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); glClearColor(0.2f, 0.4f, 0.6f, 0.8f); glClear(GL_COLOR_BUFFER_BIT); // Since there's no alpha, we expect to get 255 back instead of the clear value (204). EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0); glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); glClearColor(0.1f, 0.3f, 0.5f, 0.7f); glClear(GL_COLOR_BUFFER_BIT); // The blue channel was masked so its value should be unchanged. EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0); // Restore default. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } 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::Blue()); drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Regression test for a bug where "glClearDepthf"'s argument was not clamped // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 TEST_P(ClearTest, ClearIsClamped) { glClearDepthf(5.0f); GLfloat clear_depth; glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth); EXPECT_EQ(1.0f, clear_depth); } // Regression test for a bug where "glDepthRangef"'s arguments were not clamped // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2 TEST_P(ClearTest, DepthRangefIsClamped) { glDepthRangef(1.1f, -4.0f); GLfloat depth_range[2]; glGetFloatv(GL_DEPTH_RANGE, depth_range); EXPECT_EQ(1.0f, depth_range[0]); EXPECT_EQ(0.0f, depth_range[1]); } // Test scissored clears on Depth16 TEST_P(ClearTest, Depth16Scissored) { GLRenderbuffer renderbuffer; glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); constexpr int kRenderbufferSize = 64; glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize, kRenderbufferSize); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); glClearDepthf(0.0f); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); constexpr int kNumSteps = 13; for (int ndx = 1; ndx < kNumSteps; ndx++) { float perc = static_cast(ndx) / static_cast(kNumSteps); glScissor(0, 0, static_cast(kRenderbufferSize * perc), static_cast(kRenderbufferSize * perc)); glClearDepthf(perc); glClear(GL_DEPTH_BUFFER_BIT); } } // Test scissored clears on Stencil8 TEST_P(ClearTest, Stencil8Scissored) { GLRenderbuffer renderbuffer; glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); constexpr int kRenderbufferSize = 64; glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); constexpr int kNumSteps = 13; for (int ndx = 1; ndx < kNumSteps; ndx++) { float perc = static_cast(ndx) / static_cast(kNumSteps); glScissor(0, 0, static_cast(kRenderbufferSize * perc), static_cast(kRenderbufferSize * perc)); glClearStencil(static_cast(perc * 255.0f)); glClear(GL_STENCIL_BUFFER_BIT); } } // Covers a bug in the Vulkan back-end where starting a new command buffer in // the masked clear would not trigger descriptor sets to be re-bound. TEST_P(ClearTest, MaskedClearThenDrawWithUniform) { // Initialize a program with a uniform. ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(program); GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform()); ASSERT_NE(-1, uniLoc); glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f); // Initialize position attribute. GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); ASSERT_NE(-1, posLoc); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(posLoc); // Initialize a simple FBO. constexpr GLsizei kSize = 2; GLTexture clearTexture; glBindTexture(GL_TEXTURE_2D, clearTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0); glViewport(0, 0, kSize, kSize); // Clear and draw to flush out dirty bits. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); // Flush to trigger a new serial. glFlush(); // Enable color mask and draw again to trigger the bug. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); glClearColor(1.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // Clear with a mask to verify that masked clear is done properly // (can't use inline or RenderOp clear when some color channels are masked) TEST_P(ClearTestES3, ClearPlusMaskDrawAndClear) { // Initialize a program with a uniform. ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(program); GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform()); ASSERT_NE(-1, uniLoc); glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f); // Initialize position attribute. GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib()); ASSERT_NE(-1, posLoc); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(posLoc); // Initialize a simple FBO. constexpr GLsizei kSize = 2; GLTexture clearTexture; glBindTexture(GL_TEXTURE_2D, clearTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0); GLRenderbuffer depthStencil; glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); ASSERT_GL_NO_ERROR(); glViewport(0, 0, kSize, kSize); // Clear and draw to flush out dirty bits. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw green rectangle glDrawArrays(GL_TRIANGLES, 0, 6); // Enable color mask and draw again to trigger the bug. glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw purple-ish rectangle, green should be masked off glUniform4f(uniLoc, 1.0f, 0.25f, 1.0f, 1.0f); glDrawArrays(GL_TRIANGLES, 0, 6); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); } // Test that clearing all buffers through glClearColor followed by a clear of a specific buffer // clears to the correct values. TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne) { constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 4; std::vector pixelData(kSize * kSize * 4, 255); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLenum drawBuffers[kAttachmentCount]; GLColor clearValues[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; clearValues[i].R = static_cast(1 + i * 20); clearValues[i].G = static_cast(7 + i * 20); clearValues[i].B = static_cast(12 + i * 20); clearValues[i].A = static_cast(16 + i * 20); } glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); // Clear all targets. angle::Vector4 clearColor = clearValues[0].toNormalizedVector(); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Clear odd targets individually. for (uint32_t i = 1; i < kAttachmentCount; i += 2) { clearColor = clearValues[i].toNormalizedVector(); glClearBufferfv(GL_COLOR, i, clearColor.data()); } // Even attachments should be cleared to color 0, while odd attachments are cleared to their // respective color. for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); uint32_t clearIndex = i % 2 == 0 ? 0 : i; const GLColor &expect = clearValues[clearIndex]; EXPECT_PIXEL_COLOR_EQ(0, 0, expect); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); } } // Test that clearing each render target individually works. In the Vulkan backend, this should be // done in a single render pass. TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually) { // http://anglebug.com/40096714 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 2; constexpr float kDepthClearValue = 0.125f; constexpr int32_t kStencilClearValue = 0x67; std::vector pixelData(kSize * kSize * 4, 255); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLRenderbuffer depthStencil; GLenum drawBuffers[kAttachmentCount]; GLColor clearValues[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; clearValues[i].R = static_cast(1 + i * 20); clearValues[i].G = static_cast(7 + i * 20); clearValues[i].B = static_cast(12 + i * 20); clearValues[i].A = static_cast(16 + i * 20); } glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); for (uint32_t i = 0; i < kAttachmentCount; ++i) { glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data()); } glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); ASSERT_GL_NO_ERROR(); for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); const GLColor &expect = clearValues[i]; EXPECT_PIXEL_COLOR_EQ(0, 0, expect); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); } glReadBuffer(GL_COLOR_ATTACHMENT0); for (uint32_t i = 1; i < kAttachmentCount; ++i) drawBuffers[i] = GL_NONE; glDrawBuffers(kAttachmentCount, drawBuffers); verifyDepth(kDepthClearValue, kSize); verifyStencil(kStencilClearValue, kSize); } // Test that clearing multiple attachments in the presence of a color mask, scissor or both // correctly clears all the attachments. TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments) { constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 2; std::vector pixelData(kSize * kSize * 4, 255); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLenum drawBuffers[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; } glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); // Masked clear GLColor clearColorMasked(31, 63, 255, 191); angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // All attachments should be cleared, with the blue channel untouched for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked); } // Masked scissored clear GLColor clearColorMaskedScissored(63, 127, 255, 31); clearColor = GLColor(63, 127, 191, 31).toNormalizedVector(); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glEnable(GL_SCISSOR_TEST); glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // The corners should keep the previous value while the center is cleared, except its blue // channel. for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored); } // Scissored clear GLColor clearColorScissored(127, 191, 31, 63); clearColor = GLColor(127, 191, 31, 63).toNormalizedVector(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // The corners should keep the old value while all channels of the center are cleared. for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked); EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored); } } // Test clearing multiple attachments in the presence of an indexed color mask. TEST_P(ClearTestES3, MaskedIndexedClearMultipleAttachments) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed")); constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 4; std::vector pixelData(kSize * kSize * 4, 255); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLenum drawBuffers[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; } glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); // Masked clear GLColor clearColorMasked(31, 63, 255, 191); angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); // Block blue channel for all attachements glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); // Unblock blue channel for attachments 0 and 1 glColorMaskiOES(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMaskiOES(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // All attachments should be cleared, with the blue channel untouched for all attachments but 1. for (uint32_t i = 0; i < kAttachmentCount; ++i) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); ASSERT_GL_NO_ERROR(); const GLColor attachmentColor = (i > 1) ? clearColorMasked : clearColor; EXPECT_PIXEL_COLOR_EQ(0, 0, attachmentColor); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, attachmentColor); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, attachmentColor); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, attachmentColor); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, attachmentColor); } } // Test that clearing multiple attachments of different nature (float, int and uint) in the // presence of a color mask works correctly. In the Vulkan backend, this exercises clearWithDraw // and the relevant internal shaders. TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments) { // http://anglebug.com/40096714 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 3; constexpr float kDepthClearValue = 0.256f; constexpr int32_t kStencilClearValue = 0x1D; constexpr GLenum kAttachmentFormats[kAttachmentCount] = { GL_RGBA8, GL_RGBA8I, GL_RGBA8UI, }; constexpr GLenum kDataFormats[kAttachmentCount] = { GL_RGBA, GL_RGBA_INTEGER, GL_RGBA_INTEGER, }; constexpr GLenum kDataTypes[kAttachmentCount] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_BYTE, }; std::vector pixelData(kSize * kSize * 4, 0); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLRenderbuffer depthStencil; GLenum drawBuffers[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i], kDataTypes[i], pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; } glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); // Mask out red for all clears glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue); glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); GLColor clearValuef = {25, 50, 75, 100}; glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data()); int clearValuei[4] = {10, -20, 30, -40}; glClearBufferiv(GL_COLOR, 1, clearValuei); uint32_t clearValueui[4] = {50, 60, 70, 80}; glClearBufferuiv(GL_COLOR, 2, clearValueui); ASSERT_GL_NO_ERROR(); { glReadBuffer(GL_COLOR_ATTACHMENT0); ASSERT_GL_NO_ERROR(); GLColor expect = clearValuef; expect.R = 0; EXPECT_PIXEL_COLOR_EQ(0, 0, expect); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect); } { glReadBuffer(GL_COLOR_ATTACHMENT1); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]); } { glReadBuffer(GL_COLOR_ATTACHMENT2); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]); } glReadBuffer(GL_COLOR_ATTACHMENT0); for (uint32_t i = 1; i < kAttachmentCount; ++i) drawBuffers[i] = GL_NONE; glDrawBuffers(kAttachmentCount, drawBuffers); verifyDepth(kDepthClearValue, kSize); verifyStencil(kStencilClearValue, kSize); } // Test that clearing multiple attachments of different nature (float, int and uint) in the // presence of a scissor test works correctly. In the Vulkan backend, this exercises clearWithDraw // and the relevant internal shaders. TEST_P(ClearTestES3, ScissoredClearHeterogeneousAttachments) { // http://anglebug.com/40096714 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan()); // http://anglebug.com/42263682 ANGLE_SKIP_TEST_IF(IsWindows() && (IsOpenGL() || IsD3D11()) && IsAMD()); // http://anglebug.com/42263790 ANGLE_SKIP_TEST_IF(IsWindows7() && IsD3D11() && IsNVIDIA()); constexpr uint32_t kSize = 16; constexpr uint32_t kHalfSize = kSize / 2; constexpr uint32_t kAttachmentCount = 3; constexpr float kDepthClearValue = 0.256f; constexpr int32_t kStencilClearValue = 0x1D; constexpr GLenum kAttachmentFormats[kAttachmentCount] = { GL_RGBA8, GL_RGBA8I, GL_RGBA8UI, }; constexpr GLenum kDataFormats[kAttachmentCount] = { GL_RGBA, GL_RGBA_INTEGER, GL_RGBA_INTEGER, }; constexpr GLenum kDataTypes[kAttachmentCount] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_BYTE, }; std::vector pixelData(kSize * kSize * 4, 0); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures[kAttachmentCount]; GLRenderbuffer depthStencil; GLenum drawBuffers[kAttachmentCount]; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glBindTexture(GL_TEXTURE_2D, textures[i]); glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i], kDataTypes[i], pixelData.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i], 0); drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i; } glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); glDrawBuffers(kAttachmentCount, drawBuffers); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0); // Enable scissor test glScissor(0, 0, kHalfSize, kHalfSize); glEnable(GL_SCISSOR_TEST); GLColor clearValuef = {25, 50, 75, 100}; angle::Vector4 clearValuefv = clearValuef.toNormalizedVector(); glClearColor(clearValuefv.x(), clearValuefv.y(), clearValuefv.z(), clearValuefv.w()); glClearDepthf(kDepthClearValue); // clear stencil. glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); // clear float color attachment & depth together glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear integer attachment. int clearValuei[4] = {10, -20, 30, -40}; glClearBufferiv(GL_COLOR, 1, clearValuei); // clear unsigned integer attachment uint32_t clearValueui[4] = {50, 60, 70, 80}; glClearBufferuiv(GL_COLOR, 2, clearValueui); ASSERT_GL_NO_ERROR(); { glReadBuffer(GL_COLOR_ATTACHMENT0); ASSERT_GL_NO_ERROR(); GLColor expect = clearValuef; EXPECT_PIXEL_COLOR_EQ(0, 0, expect); EXPECT_PIXEL_COLOR_EQ(0, kHalfSize - 1, expect); EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, 0, expect); EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, kHalfSize - 1, expect); EXPECT_PIXEL_EQ(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0); } { glReadBuffer(GL_COLOR_ATTACHMENT1); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_8I(0, 0, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(0, kHalfSize - 1, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(kHalfSize - 1, 0, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(kHalfSize - 1, kHalfSize - 1, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]); EXPECT_PIXEL_8I(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0); } { glReadBuffer(GL_COLOR_ATTACHMENT2); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_8UI(0, 0, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(0, kHalfSize - 1, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(kHalfSize - 1, 0, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(kHalfSize - 1, kHalfSize - 1, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]); EXPECT_PIXEL_8UI(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0); } glReadBuffer(GL_COLOR_ATTACHMENT0); for (uint32_t i = 1; i < kAttachmentCount; ++i) drawBuffers[i] = GL_NONE; glDrawBuffers(kAttachmentCount, drawBuffers); verifyDepth(kDepthClearValue, kHalfSize); verifyStencil(kStencilClearValue, kHalfSize); } // 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 that stencil clears works if reference and write mask have no common bits. The write mask // is the only thing that dictates which bits should be written to, and this is a regression test // for a bug where the clear was no-oped if the (reference & writemask) == 0 instead of just // writemask == 0. TEST_P(ClearTestES3, ClearStencilWithNonOverlappingWriteMaskAndReferenceBits) { constexpr uint32_t kSize = 16; glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLTexture textures; GLRenderbuffer depthStencil; glBindTexture(GL_TEXTURE_2D, textures); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures, 0); glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); // Initialize the stencil buffer. glClearDepthf(0); glClearStencil(0xEC); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); verifyStencil(0xEC, kSize); // Clear the color buffer again to make sure there are no stale data. glClearColor(0.25, 0.5, 0.75, 1.0); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_NEAR(0, 0, 63, 127, 191, 255, 1.0); // Set the stencil write mask to 0xF0 glStencilMask(0xF0); // Set the stencil reference to 0x0F. It shouldn't matter glStencilFunc(GL_EQUAL, 0x55, 0x0F); glStencilOp(GL_INCR, GL_INCR, GL_INCR); // Clear stencil again. Only the top four bits should be written. const GLint kStencilClearValue = 0x59; glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); verifyStencil(0x5C, kSize); } // Regression test for a serial tracking bug. 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) { // Fails on 431.02 driver. http://anglebug.com/40644697 ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan()); ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D()); constexpr char kVS[] = "#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"; constexpr char kFS[] = "#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, kVS, kFS); 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 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(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(); } // Test that clearing RGB8 attachments work when verified through sampling. TEST_P(ClearTestES3, ClearRGB8) { GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 1, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the texture through framebuffer. const GLubyte kClearColor[] = {63, 127, 191, 55}; glClearColor(kClearColor[0] / 255.0f, kClearColor[1] / 255.0f, kClearColor[2] / 255.0f, kClearColor[3] / 255.0f); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Sample from it and verify clear is done. ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod()); glUseProgram(program); GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); ASSERT_NE(-1, textureLocation); GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform()); ASSERT_NE(-1, lodLocation); glUniform1i(textureLocation, 0); glUniform1f(lodLocation, 0); drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_NEAR(0, 0, kClearColor[0], kClearColor[1], kClearColor[2], 255, 1); ASSERT_GL_NO_ERROR(); } // Test that clearing RGB8 attachments from a 2D texture array does not cause // VUID-VkImageMemoryBarrier-oldLayout-01197 TEST_P(ClearTestES3, TextureArrayRGB8) { GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); GLTexture tex; glBindTexture(GL_TEXTURE_2D_ARRAY, tex); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGB8, 1, 1, 2); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, tex, 0, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; glDrawBuffers(2, &bufs[0]); glClearColor(1.0, 0.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); EXPECT_GL_NO_ERROR(); } void MaskedScissoredClearTestBase::maskedScissoredColorDepthStencilClear( const MaskedScissoredClearVariationsTestParams ¶ms) { // Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug. // TODO(jmadill): Re-enable when possible. http://anglebug.com/42261257 ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid()); const int w = getWindowWidth(); const int h = getWindowHeight(); const int wthird = w / 3; const int hthird = h / 3; constexpr float kPreClearDepth = 0.9f; constexpr float kClearDepth = 0.5f; constexpr uint8_t kPreClearStencil = 0xFF; constexpr uint8_t kClearStencil = 0x16; constexpr uint8_t kStencilMask = 0x59; constexpr uint8_t kMaskedClearStencil = (kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask); bool clearColor, clearDepth, clearStencil; bool maskColor, maskDepth, maskStencil; bool scissor; ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil, &maskColor, &maskDepth, &maskStencil, &scissor); // Clear to a random color, 0.9 depth and 0x00 stencil Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f); GLColor color1RGB(color1); glClearColor(color1[0], color1[1], color1[2], color1[3]); glClearDepthf(kPreClearDepth); glClearStencil(kPreClearStencil); if (!clearColor) { // If not asked to clear color, clear it anyway, but individually. The clear value is // still used to verify that the depth/stencil clear happened correctly. This allows // testing for depth/stencil-only clear implementations. glClear(GL_COLOR_BUFFER_BIT); } glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); ASSERT_GL_NO_ERROR(); // Verify color was cleared correctly. EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1); if (scissor) { glEnable(GL_SCISSOR_TEST); glScissor(wthird / 2, hthird / 2, wthird, hthird); } // Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil. Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f); GLColor color2RGB(color2); glClearColor(color2[0], color2[1], color2[2], color2[3]); glClearDepthf(kClearDepth); glClearStencil(kClearStencil); if (maskColor) { glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); } if (maskDepth) { glDepthMask(GL_FALSE); } if (maskStencil) { glStencilMask(kStencilMask); } glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilMask(0xFF); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); ASSERT_GL_NO_ERROR(); GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]); // If not clearing color, the original color should be left both in the center and corners. If // using a scissor, the corners should be left to the original color, while the center is // possibly changed. If using a mask, the center (and corners if not scissored), changes to // the masked results. GLColor expectedCenterColorRGB = !clearColor ? color1RGB : maskColor ? color2MaskedRGB : color2RGB; GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB; // Verify second clear color mask worked as expected. EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); // If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage, // so no particular behavior can be expected. if (clearDepth || !mHasDepth) { // 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(maskDepth ? GL_GREATER : GL_EQUAL); // - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer. // - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer. // - If depth is not cleared, the if above ensures there is no depth buffer at all, // which means depth test will always pass. drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f); glDisable(GL_DEPTH_TEST); ASSERT_GL_NO_ERROR(); // Either way, we expect blue to be written to the center. expectedCenterColorRGB = GLColor::blue; // If there is no depth, depth test always passes so the whole image must be blue. Same if // depth write is masked. expectedCornerColorRGB = mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue; EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); } // If there is stencil, but it's not asked to be cleared, there is similarly no expectation. if (clearStencil || !mHasStencil) { // And another small shader to verify stencil. ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); glEnable(GL_STENCIL_TEST); // - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil // buffer. // - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil // buffer. // - If stencil is not cleared, the if above ensures there is no stencil buffer at all, // which means stencil test will always pass. glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF); drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f); glDisable(GL_STENCIL_TEST); ASSERT_GL_NO_ERROR(); // Either way, we expect green to be written to the center. expectedCenterColorRGB = GLColor::green; // If there is no stencil, stencil test always passes so the whole image must be green. expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green; EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1); EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1); } } // Tests combinations of color, depth, stencil clears with or without masks or scissor. TEST_P(MaskedScissoredClearTest, Test) { maskedScissoredColorDepthStencilClear(GetParam()); } // Tests combinations of color, depth, stencil clears with or without masks or scissor. // // This uses depth/stencil attachments that are single-channel, but are emulated with a format // that has both channels. TEST_P(VulkanClearTest, Test) { bool clearColor, clearDepth, clearStencil; bool maskColor, maskDepth, maskStencil; bool scissor; ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth, &clearStencil, &maskColor, &maskDepth, &maskStencil, &scissor); // We only care about clearing depth xor stencil. if (clearDepth == clearStencil) { return; } if (clearDepth) { // Creating a depth-only renderbuffer is an ES3 feature. ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); bindColorDepthFBO(); } else { bindColorStencilFBO(); } maskedScissoredColorDepthStencilClear(GetParam()); } // Tests that clearing a non existing attachment works. TEST_P(ClearTest, ClearColorThenClearNonExistingDepthStencil) { constexpr GLsizei kSize = 16; GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear color. glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Clear depth/stencil. glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Read back color. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); } // Tests that clearing a non existing attachment works. TEST_P(ClearTestES3, ClearDepthStencilThenClearNonExistingColor) { constexpr GLsizei kSize = 16; GLRenderbuffer depth; glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth); ASSERT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth/stencil. glClearDepthf(1.0f); glClearStencil(0xAA); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Clear color. glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); } // Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an // assert. TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert) { std::vector testUint(4); glClearBufferuiv(GL_COLOR, 1, testUint.data()); std::vector testInt(4); glClearBufferiv(GL_COLOR, 1, testInt.data()); std::vector testFloat(4); glClearBufferfv(GL_COLOR, 1, testFloat.data()); EXPECT_GL_NO_ERROR(); } // Clears many small concentric rectangles using scissor regions. TEST_P(ClearTest, InceptionScissorClears) { angle::RNG rng; constexpr GLuint kSize = 16; // Create a square user FBO so we have more control over the dimensions. GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLRenderbuffer rbo; glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glViewport(0, 0, kSize, kSize); // Draw small concentric squares using scissor. std::vector expectedColors; for (GLuint index = 0; index < (kSize - 1) / 2; index++) { // Do the first clear without the scissor. if (index > 0) { glEnable(GL_SCISSOR_TEST); glScissor(index, index, kSize - (index * 2), kSize - (index * 2)); } GLColor color = RandomColor(&rng); expectedColors.push_back(color); Vector4 floatColor = color.toNormalizedVector(); glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]); glClear(GL_COLOR_BUFFER_BIT); } ASSERT_GL_NO_ERROR(); std::vector actualColors(expectedColors.size()); glReadPixels(0, kSize / 2, actualColors.size(), 1, GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); EXPECT_EQ(expectedColors, actualColors); } // Clears many small concentric rectangles using scissor regions. TEST_P(ClearTest, DrawThenInceptionScissorClears) { angle::RNG rng; constexpr GLuint kSize = 16; // Create a square user FBO so we have more control over the dimensions. GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLRenderbuffer rbo; glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glViewport(0, 0, kSize, kSize); ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Draw small concentric squares using scissor. std::vector expectedColors; for (GLuint index = 0; index < (kSize - 1) / 2; index++) { // Do the first clear without the scissor. if (index > 0) { glEnable(GL_SCISSOR_TEST); glScissor(index, index, kSize - (index * 2), kSize - (index * 2)); } GLColor color = RandomColor(&rng); expectedColors.push_back(color); Vector4 floatColor = color.toNormalizedVector(); glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]); glClear(GL_COLOR_BUFFER_BIT); } ASSERT_GL_NO_ERROR(); std::vector actualColors(expectedColors.size()); glReadPixels(0, kSize / 2, actualColors.size(), 1, GL_RGBA, GL_UNSIGNED_BYTE, actualColors.data()); EXPECT_EQ(expectedColors, actualColors); } // Test that clearBuffer with disabled non-zero drawbuffer or disabled read source doesn't cause an // assert. TEST_P(ClearTestES3, ClearDisabledNonZeroAttachmentNoAssert) { // http://anglebug.com/40644728 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL()); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); GLRenderbuffer rb; glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rb); glDrawBuffers(0, nullptr); glReadBuffer(GL_NONE); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); float clearColorf[4] = {0.5, 0.5, 0.5, 0.5}; glClearBufferfv(GL_COLOR, 1, clearColorf); GLuint clearColorui[4] = {255, 255, 255, 255}; glClearBufferuiv(GL_COLOR, 1, clearColorui); GLint clearColori[4] = {-127, -127, -127, -127}; glClearBufferiv(GL_COLOR, 1, clearColori); EXPECT_GL_NO_ERROR(); } // Test that having a framebuffer with maximum number of attachments and clearing color, depth and // stencil works. TEST_P(ClearTestES3, ClearMaxAttachments) { // http://anglebug.com/40644728 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL()); // http://anglebug.com/42263935 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11()); constexpr GLsizei kSize = 16; GLint maxDrawBuffers = 0; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); ASSERT_GE(maxDrawBuffers, 4); // Setup framebuffer. GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); std::vector color(maxDrawBuffers); std::vector drawBuffers(maxDrawBuffers); for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex, GL_RENDERBUFFER, color[colorIndex]); drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex; } GLRenderbuffer depthStencil; glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glDrawBuffers(maxDrawBuffers, drawBuffers.data()); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glClearStencil(0x55); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_GL_NO_ERROR(); // Verify that every color attachment is cleared correctly. for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red); } // Verify that depth and stencil attachments are cleared correctly. GLFramebuffer fbVerify; glBindFramebuffer(GL_FRAMEBUFFER, fbVerify); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); // If depth is not cleared to 1, rendering would fail. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // If stencil is not cleared to 0x55, rendering would fail. glEnable(GL_STENCIL_TEST); glStencilFunc(GL_EQUAL, 0x55, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilMask(0xFF); // Draw green. ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f); // Verify that green was drawn. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green); } // Test that having a framebuffer with maximum number of attachments and clearing color, depth and // stencil after a draw call works. TEST_P(ClearTestES3, ClearMaxAttachmentsAfterDraw) { // http://anglebug.com/40644728 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL()); constexpr GLsizei kSize = 16; GLint maxDrawBuffers = 0; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); ASSERT_GE(maxDrawBuffers, 4); // Setup framebuffer. GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); std::vector color(maxDrawBuffers); std::vector drawBuffers(maxDrawBuffers); for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex, GL_RENDERBUFFER, color[colorIndex]); drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex; } GLRenderbuffer depthStencil; glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glDrawBuffers(maxDrawBuffers, drawBuffers.data()); // Issue a draw call to render blue, depth=0 and stencil 0x3C to the attachments. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0x3C, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilMask(0xFF); // Generate shader for this framebuffer. std::stringstream strstr; strstr << "#version 300 es\n" "precision highp float;\n"; for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { strstr << "layout(location = " << colorIndex << ") out vec4 value" << colorIndex << ";\n"; } strstr << "void main()\n" "{\n"; for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { strstr << "value" << colorIndex << " = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n"; } strstr << "}\n"; ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), strstr.str().c_str()); drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f); ASSERT_GL_NO_ERROR(); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glClearStencil(0x55); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_GL_NO_ERROR(); // Verify that every color attachment is cleared correctly. for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << colorIndex; EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red) << colorIndex; EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red) << colorIndex; EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red) << colorIndex; } // Verify that depth and stencil attachments are cleared correctly. GLFramebuffer fbVerify; glBindFramebuffer(GL_FRAMEBUFFER, fbVerify); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); // If depth is not cleared to 1, rendering would fail. glDepthFunc(GL_LESS); // If stencil is not cleared to 0x55, rendering would fail. glStencilFunc(GL_EQUAL, 0x55, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Draw green. ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f); // Verify that green was drawn. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green); } // Test that mixed masked clear works after clear. TEST_P(ClearTestES3, ClearThenMixedMaskedClear) { constexpr GLsizei kSize = 16; // Setup framebuffer. GLRenderbuffer color; glBindRenderbuffer(GL_RENDERBUFFER, color); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLRenderbuffer depthStencil; glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear color and depth/stencil glClearColor(0.1f, 1.0f, 0.0f, 0.7f); glClearDepthf(0.0f); glClearStencil(0x55); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Clear again, but with color and stencil masked glClearColor(1.0f, 0.2f, 0.6f, 1.0f); glClearDepthf(1.0f); glClearStencil(0x3C); glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); glStencilMask(0xF0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Issue a draw call to verify color, depth and stencil. // If depth is not cleared to 1, rendering would fail. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // If stencil is not cleared to 0x35, rendering would fail. glEnable(GL_STENCIL_TEST); glStencilFunc(GL_EQUAL, 0x35, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilMask(0xFF); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(drawColor); GLint colorUniformLocation = glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); // Blend half-transparent blue into the color buffer. glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.95f); ASSERT_GL_NO_ERROR(); // Verify that the color buffer is now gray const GLColor kExpected(127, 127, 127, 191); EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1); EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1); EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1); EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1); } // Test that clearing stencil after a draw call works. TEST_P(ClearTestES3, ClearStencilAfterDraw) { // http://anglebug.com/40644728 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL()); constexpr GLsizei kSize = 16; GLint maxDrawBuffers = 0; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); ASSERT_GE(maxDrawBuffers, 4); // Setup framebuffer. GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); std::vector color(maxDrawBuffers); std::vector drawBuffers(maxDrawBuffers); for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex, GL_RENDERBUFFER, color[colorIndex]); drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex; } GLRenderbuffer depthStencil; glBindRenderbuffer(GL_RENDERBUFFER, depthStencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glDrawBuffers(maxDrawBuffers, drawBuffers.data()); // Issue a draw call to render blue and stencil 0x3C to the attachments. glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0x3C, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilMask(0xFF); // Generate shader for this framebuffer. std::stringstream strstr; strstr << "#version 300 es\n" "precision highp float;\n"; for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { strstr << "layout(location = " << colorIndex << ") out vec4 value" << colorIndex << ";\n"; } strstr << "void main()\n" "{\n"; for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { strstr << "value" << colorIndex << " = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n"; } strstr << "}\n"; ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), strstr.str().c_str()); drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f); ASSERT_GL_NO_ERROR(); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearStencil(0x55); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_GL_NO_ERROR(); // Verify that every color attachment is cleared correctly. for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex) { glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red); } // Verify that depth and stencil attachments are cleared correctly. GLFramebuffer fbVerify; glBindFramebuffer(GL_FRAMEBUFFER, fbVerify); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthStencil); // If stencil is not cleared to 0x55, rendering would fail. glStencilFunc(GL_EQUAL, 0x55, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Draw green. ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f); // Verify that green was drawn. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green); } // Test that mid-render pass clearing of mixed used and unused color attachments works. TEST_P(ClearTestES3, MixedRenderPassClearMixedUsedUnusedAttachments) { // http://anglebug.com/40644728 ANGLE_SKIP_TEST_IF(IsMac() && IsDesktopOpenGL()); constexpr GLsizei kSize = 16; // Setup framebuffer. GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); GLRenderbuffer color[2]; for (GLint colorIndex = 0; colorIndex < 2; ++colorIndex) { glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex, GL_RENDERBUFFER, color[colorIndex]); } EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Disable color attachment 0. GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; glDrawBuffers(2, drawBuffers); // Draw into color attachment 1 constexpr char kFS[] = R"(#version 300 es precision highp float; layout(location = 0) out vec4 color0; layout(location = 1) out vec4 color1; void main() { color0 = vec4(0, 0, 1, 1); color1 = vec4(1, 0, 0, 1); })"; ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), kFS); drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f); ASSERT_GL_NO_ERROR(); // Color attachment 0 is now uninitialized, while color attachment 1 is red. // Re-enable color attachment 0 and clear both attachments to green. drawBuffers[0] = GL_COLOR_ATTACHMENT0; glDrawBuffers(2, drawBuffers); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_GL_NO_ERROR(); // Verify that both color attachments are now green. glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_GL_NO_ERROR(); } // Test that draw without state change after masked clear works TEST_P(ClearTestES3, DrawClearThenDrawWithoutStateChange) { swapBuffers(); constexpr GLsizei kSize = 16; // Setup framebuffer. GLRenderbuffer color; glBindRenderbuffer(GL_RENDERBUFFER, color); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear color initially. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Mask color. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor()); glUseProgram(drawColor); GLint colorUniformLocation = glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform()); ASSERT_NE(colorUniformLocation, -1); // Initialize position attribute. GLint posLoc = glGetAttribLocation(drawColor, essl1_shaders::PositionAttrib()); ASSERT_NE(-1, posLoc); setupQuadVertexBuffer(0.5f, 1.0f); glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(posLoc); // Draw red. glViewport(0, 0, kSize, kSize); glClearColor(0.0f, 1.0f, 0.0f, 0.0f); glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 0.5f); glDrawArrays(GL_TRIANGLES, 0, 6); // Clear to green without any state change. glClear(GL_COLOR_BUFFER_BIT); // Draw red again without any state change. glDrawArrays(GL_TRIANGLES, 0, 6); // Verify that the color buffer is now red EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red); } // Test that clear stencil value is correctly masked to 8 bits. TEST_P(ClearTest, ClearStencilMask) { GLint stencilBits = 0; glGetIntegerv(GL_STENCIL_BITS, &stencilBits); EXPECT_EQ(stencilBits, 8); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); glUseProgram(drawColor); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Clear stencil value must be masked to 0x42 glClearStencil(0x142); glClear(GL_STENCIL_BUFFER_BIT); // Check that the stencil test works as expected glEnable(GL_STENCIL_TEST); // Negative case glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Positive case glStencilFunc(GL_EQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); } // Test that glClearBufferiv correctly masks the clear stencil value. TEST_P(ClearTestES3, ClearBufferivStencilMask) { GLint stencilBits = 0; glGetIntegerv(GL_STENCIL_BITS, &stencilBits); EXPECT_EQ(stencilBits, 8); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); glUseProgram(drawColor); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Clear stencil value must be masked to 0x42 const GLint kStencilClearValue = 0x142; glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); // Check that the stencil test works as expected glEnable(GL_STENCIL_TEST); // Negative case glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Positive case glStencilFunc(GL_EQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); } // Test that glClearBufferfi correctly masks the clear stencil value. TEST_P(ClearTestES3, ClearBufferfiStencilMask) { GLint stencilBits = 0; glGetIntegerv(GL_STENCIL_BITS, &stencilBits); EXPECT_EQ(stencilBits, 8); ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); glUseProgram(drawColor); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Clear stencil value must be masked to 0x42 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x142); // Check that the stencil test works as expected glEnable(GL_STENCIL_TEST); // Negative case glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Positive case glStencilFunc(GL_EQUAL, 0x42, 0xFF); drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); ASSERT_GL_NO_ERROR(); } // Test that glClearBufferfi works when stencil attachment is not present. TEST_P(ClearTestES3, ClearBufferfiNoStencilAttachment) { constexpr GLsizei kSize = 16; GLRenderbuffer color; glBindRenderbuffer(GL_RENDERBUFFER, color); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLRenderbuffer depth; glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kSize, kSize); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_GL_NO_ERROR(); // Clear depth/stencil with glClearBufferfi. Note that the stencil attachment doesn't exist. glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x55); EXPECT_GL_NO_ERROR(); // Verify depth is cleared correctly. verifyDepth(0.5f, kSize); } // Test that scissored clear followed by non-scissored draw works. Ensures that when scissor size // is expanded, the clear operation remains limited to the scissor region. Written to catch // potential future bugs if loadOp=CLEAR is used in the Vulkan backend for a small render pass and // then the render area is mistakenly enlarged. TEST_P(ClearTest, ScissoredClearThenNonScissoredDraw) { constexpr GLsizei kSize = 16; const std::vector kInitialData(kSize * kSize, GLColor::red); // Setup framebuffer. Initialize color with red. GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData.data()); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Issue a scissored clear to green. glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glScissor(kSize / 2, 0, kSize / 2, kSize); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT); // Expand the scissor and blend blue into the framebuffer. glScissor(0, 0, kSize, kSize); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.5f); ASSERT_GL_NO_ERROR(); // Verify that the left half is magenta, and the right half is cyan. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::cyan); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::cyan); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::cyan); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::cyan); } // Test that clear followed by a scissored masked clear works. TEST_P(ClearTest, ClearThenScissoredMaskedClear) { constexpr GLsizei kSize = 16; // Setup framebuffer GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); EXPECT_GL_NO_ERROR(); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear to red. glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Mask red and clear to green with a scissor glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); glScissor(0, 0, kSize / 2, kSize); glEnable(GL_SCISSOR_TEST); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Verify that the left half is yellow, and the right half is red. EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::yellow); EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::red); } // Test that a scissored stencil clear followed by a full clear works. TEST_P(ClearTestES3, StencilScissoredClearThenFullClear) { constexpr GLsizei kSize = 128; GLint stencilBits = 0; glGetIntegerv(GL_STENCIL_BITS, &stencilBits); EXPECT_EQ(stencilBits, 8); // Clear stencil value must be masked to 0x42 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x142); glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Shrink the render area. glScissor(kSize / 2, 0, kSize / 2, kSize); glEnable(GL_SCISSOR_TEST); // Clear stencil. glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x64); // Grow the render area. glScissor(0, 0, kSize, kSize); glEnable(GL_SCISSOR_TEST); // Check that the stencil test works as expected glEnable(GL_STENCIL_TEST); // Scissored region is green, outside is red (clear color) glStencilFunc(GL_EQUAL, 0x64, 0xFF); ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green()); glUseProgram(drawGreen); drawQuad(drawGreen, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::red); EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::green); // Outside scissored region is blue. glStencilFunc(GL_EQUAL, 0x42, 0xFF); ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); glUseProgram(drawBlue); drawQuad(drawBlue, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::blue); EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::green); ASSERT_GL_NO_ERROR(); } // This is a test that must be verified visually. // // Tests that clear of the default framebuffer applies to the window. TEST_P(ClearTest, DISABLED_ClearReachesWindow) { ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); // Draw blue. drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); swapBuffers(); // Use glClear to clear to red. Regression test for the Vulkan backend where this clear // remained "deferred" and didn't make it to the window on swap. glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); swapBuffers(); // Wait for visual verification. angle::Sleep(2000); } // Tests that masked clear after a no-op framebuffer binding change with an open render pass works. TEST_P(ClearTest, DrawThenChangeFBOBindingAndBackThenMaskedClear) { ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); // Draw blue. drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f); // Change framebuffer and back glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Masked clear glColorMask(1, 0, 0, 1); glClearColor(1.0f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); } // Test that clearing slices of a 3D texture and reading them back works. TEST_P(ClearTestES3, ClearAndReadPixels3DTexture) { constexpr uint32_t kWidth = 128; constexpr uint32_t kHeight = 128; constexpr uint32_t kDepth = 7; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); std::array clearColors = { GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow, GLColor::cyan, GLColor::magenta, GLColor::white, }; GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); glClearBufferfv(GL_COLOR, 0, clearColors[z].toNormalizedVector().data()); } for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_COLOR_EQ(0, 0, clearColors[z]); } } // Test that clearing stencil with zero first byte in mask doesn't crash. TEST_P(ClearTestES3, ClearStencilZeroFirstByteMask) { glStencilMask(0xe7d6a900); glClear(GL_STENCIL_BUFFER_BIT); } // Same test as ClearStencilZeroFirstByteMask, but using glClearBufferiv. TEST_P(ClearTestES3, ClearBufferStencilZeroFirstByteMask) { glStencilMask(0xe7d6a900); const GLint kStencilClearValue = 0x55; glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue); } // Test that mid render pass clear after draw sets the render pass size correctly. TEST_P(ClearTestES3, ScissoredDrawThenFullClear) { const int w = getWindowWidth(); const int h = getWindowHeight(); // Use viewport to imply scissor on the draw call glViewport(w / 4, h / 4, w / 2, h / 2); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); drawQuad(program, essl1_shaders::PositionAttrib(), 0); // Mid-render-pass clear without scissor or viewport change, which covers the whole framebuffer. glClearColor(1, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::yellow); } // Test that mid render pass clear after masked clear sets the render pass size correctly. TEST_P(ClearTestES3, MaskedScissoredClearThenFullClear) { const int w = getWindowWidth(); const int h = getWindowHeight(); // Use viewport to imply a small scissor on (non-existing) draw calls. This is important to // make sure render area that's derived from scissor+viewport for draw calls doesn't // accidentally fix render area derived from scissor for clear calls. glViewport(w / 2, h / 2, 1, 1); glEnable(GL_SCISSOR_TEST); glScissor(w / 4, h / 4, w / 2, h / 2); glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); glClearColor(0.13, 0.38, 0.87, 0.65); glClear(GL_COLOR_BUFFER_BIT); // Mid-render-pass clear without scissor, which covers the whole framebuffer. glDisable(GL_SCISSOR_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(1, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::yellow); } // Test that mid render pass masked clear after masked clear sets the render pass size correctly. TEST_P(ClearTestES3, MaskedScissoredClearThenFullMaskedClear) { const int w = getWindowWidth(); const int h = getWindowHeight(); // Make sure the framebuffer is initialized. glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); // Use viewport to imply a small scissor on (non-existing) draw calls This is important to // make sure render area that's derived from scissor+viewport for draw calls doesn't // accidentally fix render area derived from scissor for clear calls. glViewport(w / 2, h / 2, 1, 1); glEnable(GL_SCISSOR_TEST); glScissor(w / 4, h / 4, w / 2, h / 2); glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); glClearColor(1, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); // Mid-render-pass clear without scissor, which covers the whole framebuffer. glDisable(GL_SCISSOR_TEST); glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_RECT_EQ(0, 0, w / 4, h, GLColor::green); EXPECT_PIXEL_RECT_EQ(w / 4, 0, w / 2, h / 4, GLColor::green); EXPECT_PIXEL_RECT_EQ(w / 4, 3 * h / 4, w / 2, h / 4, GLColor::green); EXPECT_PIXEL_RECT_EQ(3 * w / 4, 0, w / 4, h, GLColor::green); EXPECT_PIXEL_RECT_EQ(w / 4, h / 4, w / 2, h / 2, GLColor::yellow); } // Test that reclearing color to the same value works. TEST_P(ClearTestES3, RepeatedColorClear) { glClearColor(1, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); ASSERT_GL_NO_ERROR(); } // Test that reclearing depth to the same value works. TEST_P(ClearTestES3, RepeatedDepthClear) { glClearDepthf(0.25f); glClear(GL_DEPTH_BUFFER_BIT); verifyDepth(0.25f, 1); glClear(GL_DEPTH_BUFFER_BIT); verifyDepth(0.25f, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing stencil to the same value works. TEST_P(ClearTestES3, RepeatedStencilClear) { glClearStencil(0xE4); glClear(GL_STENCIL_BUFFER_BIT); verifyStencil(0xE4, 1); glClear(GL_STENCIL_BUFFER_BIT); verifyStencil(0xE4, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing color to the same value works if color was written to in between with a draw // call. TEST_P(ClearTestES3, RepeatedColorClearWithDrawInBetween) { glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test that reclearing depth to the same value works if depth was written to in between with a draw // call. TEST_P(ClearTestES3, RepeatedDepthClearWithDrawInBetween) { glClearDepthf(0.25f); glClear(GL_DEPTH_BUFFER_BIT); ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(GL_FALSE); verifyDepth(0.25f, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing stencil to the same value works if stencil was written to in between with a // draw call. TEST_P(ClearTestES3, RepeatedStencilClearWithDrawInBetween) { glClearStencil(0xE4); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 0x3C, 0xFF); glEnable(GL_STENCIL_TEST); glClear(GL_STENCIL_BUFFER_BIT); ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f); glClear(GL_STENCIL_BUFFER_BIT); verifyStencil(0xE4, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing color to the same value works if color was written to in between with // glCopyTexSubImage2D. TEST_P(ClearTestES3, RepeatedColorClearWithCopyInBetween) { GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the texture glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Replace the framebuffer texture GLTexture color2; glBindTexture(GL_TEXTURE_2D, color2); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color2, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the new texture and copy it to the old texture glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, color); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, getWindowWidth(), getWindowHeight()); // Attach the original texture back to the framebuffer and verify the copy. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Clear to the original value and make sure it's applied. glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test that reclearing color to the same value works if color was written to in between with a // blit. TEST_P(ClearTestES3, RepeatedColorClearWithBlitInBetween) { GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the texture glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Create another framebuffer as blit src GLTexture color2; glBindTexture(GL_TEXTURE_2D, color2); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo2; glBindFramebuffer(GL_FRAMEBUFFER, fbo2); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color2, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the new framebuffer and blit it to the old one glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); // Verify the copy is done correctly. glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Clear to the original value and make sure it's applied. glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test that reclearing depth to the same value works if depth was written to in between with a // blit. TEST_P(ClearTestES3, RepeatedDepthClearWithBlitInBetween) { GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLRenderbuffer depth; glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear depth glClearDepthf(0.25f); glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); verifyDepth(0.25f, 1); // Create another framebuffer as blit src GLRenderbuffer depth2; glBindRenderbuffer(GL_RENDERBUFFER, depth2); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo2; glBindFramebuffer(GL_FRAMEBUFFER, fbo2); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth2); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the new framebuffer and blit it to the old one glClearDepthf(0.75f); glClear(GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Verify the copy is done correctly. glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); verifyDepth(0.75f, 1); // Clear to the original value and make sure it's applied. glClearDepthf(0.25f); glClear(GL_DEPTH_BUFFER_BIT); verifyDepth(0.25f, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing stencil to the same value works if stencil was written to in between with a // blit. TEST_P(ClearTestES3, RepeatedStencilClearWithBlitInBetween) { GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLRenderbuffer stencil; glBindRenderbuffer(GL_RENDERBUFFER, stencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear stencil glClearStencil(0xE4); glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); verifyStencil(0xE4, 1); // Create another framebuffer as blit src GLRenderbuffer stencil2; glBindRenderbuffer(GL_RENDERBUFFER, stencil2); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo2; glBindFramebuffer(GL_FRAMEBUFFER, fbo2); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil2); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the new framebuffer and blit it to the old one glClearStencil(0x35); glClear(GL_STENCIL_BUFFER_BIT); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST); // Verify the copy is done correctly. glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); verifyStencil(0x35, 1); // Clear to the original value and make sure it's applied. glClearStencil(0xE4); glClear(GL_STENCIL_BUFFER_BIT); verifyStencil(0xE4, 1); ASSERT_GL_NO_ERROR(); } // Test that reclearing color to the same value works if color was written to in between with a // compute shader. TEST_P(ClearTestES31, RepeatedColorClearWithDispatchInBetween) { GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the texture glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); // Write to the texture with a compute shader. constexpr char kCS[] = R"(#version 310 es layout(local_size_x=1, local_size_y=1, local_size_z=1) in; layout(rgba8) uniform highp writeonly image2D imageOut; void main() { imageStore(imageOut, ivec2(gl_GlobalInvocationID.xy), vec4(0, 1, 0, 1)); })"; ANGLE_GL_COMPUTE_PROGRAM(program, kCS); glUseProgram(program); glBindImageTexture(0, color, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glDispatchCompute(getWindowWidth(), getWindowHeight(), 1); EXPECT_GL_NO_ERROR(); glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT); // Verify the compute shader overwrites the image correctly. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Clear to the original value and make sure it's applied. glClearColor(1, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test that clearing a 3D image bound to a layered framebuffer works using only attachment 0. TEST_P(ClearTestES31, Bind3DTextureAndClearUsingAttachment0) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader")); constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 4; std::vector pixelData(kSize * kSize * kAttachmentCount, GLColor::white); GLTexture texture3D; glBindTexture(GL_TEXTURE_3D, texture3D); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, kSize, kSize, kAttachmentCount, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, kAttachmentCount); glFramebufferTextureEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0); ASSERT_GL_NO_ERROR(); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); for (uint32_t i = 0; i < kAttachmentCount; ++i) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, i); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } } // Test that clearing a 3D image bound to a layered framebuffer works using multiple attachments. TEST_P(ClearTestES31, Bind3DTextureAndClearUsingMultipleAttachments) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader")); constexpr uint32_t kSize = 16; constexpr uint32_t kAttachmentCount = 4; std::vector pixelData(kSize * kSize * kAttachmentCount, GLColor::white); GLTexture texture3D; glBindTexture(GL_TEXTURE_3D, texture3D); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, kSize, kSize, kAttachmentCount, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, kAttachmentCount); glFramebufferTextureEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0); ASSERT_GL_NO_ERROR(); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); const GLenum usedAttachment[kAttachmentCount] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT1}; for (uint32_t i = 0; i < kAttachmentCount; ++i) { glFramebufferTextureLayer(GL_FRAMEBUFFER, usedAttachment[i], texture3D, 0, i); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } } // Test that reclearing depth to the same value works if depth is blit after clear, and depth is // modified in between with a draw call. TEST_P(ClearTestES3, RepeatedDepthClearWithBlitAfterClearAndDrawInBetween) { glClearDepthf(0.25f); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Make sure clear is flushed. GLRenderbuffer depth; glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Draw to depth, and break the render pass. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Clear back to the original value glClear(GL_DEPTH_BUFFER_BIT); // Blit again. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Make sure the cleared value is in destination, not the modified value. GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER); verifyDepth(0.25f, 1); ASSERT_GL_NO_ERROR(); } // Test that gaps in framebuffer attachments do not cause race // conditions when a clear op is followed by a draw call. TEST_P(ClearTestES3, DrawAfterClearWithGaps) { constexpr char kVS[] = R"(#version 300 es precision highp float; void main() { vec2 offset = vec2((gl_VertexID & 1) == 0 ? -1.0 : 1.0, (gl_VertexID & 2) == 0 ? -1.0 : 1.0); gl_Position = vec4(offset * 0.125 - 0.5, 0.0, 1.0); })"; constexpr char kFS[] = R"(#version 300 es precision mediump float; layout(location=0) out vec4 color0; layout(location=2) out vec4 color2; void main() { color0 = vec4(1, 0, 1, 1); color2 = vec4(1, 1, 0, 1); })"; ANGLE_GL_PROGRAM(program, kVS, kFS); glUseProgram(program); constexpr int kSize = 1024; GLRenderbuffer rb0; glBindRenderbuffer(GL_RENDERBUFFER, rb0); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLRenderbuffer rb2; glBindRenderbuffer(GL_RENDERBUFFER, rb2); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rb2); GLenum bufs[3] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2}; glDrawBuffers(3, bufs); glReadBuffer(GL_COLOR_ATTACHMENT2); glClearColor(0, 1, 0, 1); glViewport(0, 0, kSize, kSize); // Draw immediately after clear glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); std::vector pixels(kSize * kSize, GLColor::transparentBlack); glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); ASSERT_GL_NO_ERROR(); for (int y = 0; y < kSize; ++y) { for (int x = 0; x < kSize; ++x) { const GLColor color = pixels[y * kSize + x]; if (x > 192 && x < 319 && y > 192 && y < 319) { EXPECT_EQ(color, GLColor::yellow) << "at " << x << ", " << y; } else if (x < 191 || x > 320 || y < 191 || y > 320) { EXPECT_EQ(color, GLColor::green) << "at " << x << ", " << y; } } } } // Test that mid render pass clears work with gaps in locations. TEST_P(ClearTestES3, MidRenderPassClearWithGaps) { constexpr char kVS[] = R"(#version 300 es precision highp float; void main() { // gl_VertexID x y // 0 -1 -1 // 1 1 -1 // 2 -1 1 // 3 1 1 int bit0 = gl_VertexID & 1; int bit1 = gl_VertexID >> 1; gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1); })"; constexpr char kFS[] = R"(#version 300 es precision mediump float; layout(location=0) out vec4 color0; layout(location=2) out vec4 color2; uniform vec4 color0in; uniform vec4 color1in; void main() { color0 = color0in; color2 = color1in; })"; ANGLE_GL_PROGRAM(program, kVS, kFS); glUseProgram(program); const GLint color0InLoc = glGetUniformLocation(program, "color0in"); const GLint color1InLoc = glGetUniformLocation(program, "color1in"); ASSERT_NE(color0InLoc, -1); ASSERT_NE(color1InLoc, -1); constexpr int kSize = 23; GLRenderbuffer rb0; glBindRenderbuffer(GL_RENDERBUFFER, rb0); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLRenderbuffer rb2; glBindRenderbuffer(GL_RENDERBUFFER, rb2); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize); GLFramebuffer fb; glBindFramebuffer(GL_FRAMEBUFFER, fb); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rb2); GLenum bufs[3] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2}; glDrawBuffers(3, bufs); glViewport(0, 0, kSize, kSize); // Start with a draw call glUniform4f(color0InLoc, 0.1, 0.2, 0.3, 0.4); glUniform4f(color1InLoc, 0.05, 0.15, 0.25, 0.35); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Clear in the middle of the render pass glClearColor(1, 0, 0, 0.6); glClear(GL_COLOR_BUFFER_BIT); // Draw with blend, and verify results glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glUniform4f(color0InLoc, 0, 1, 0, 0.5); glUniform4f(color1InLoc, 0, 0, 1, 0.5); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::yellow); glReadBuffer(GL_COLOR_ATTACHMENT2); EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::magenta); } // Test that reclearing stencil to the same value works if stencil is blit after clear, and stencil // is modified in between with a draw call. TEST_P(ClearTestES3, RepeatedStencilClearWithBlitAfterClearAndDrawInBetween) { glClearStencil(0xE4); glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Make sure clear is flushed. GLRenderbuffer stencil; glBindRenderbuffer(GL_RENDERBUFFER, stencil); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(), getWindowHeight()); GLFramebuffer fbo; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST); // Draw to stencil, and break the render pass. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Green()); glEnable(GL_STENCIL_TEST); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 0x3C, 0xFF); drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.75f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Clear back to the original value glClear(GL_STENCIL_BUFFER_BIT); // Blit again. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_STENCIL_BUFFER_BIT, GL_NEAREST); // Make sure the cleared value is in destination, not the modified value. GLTexture color; glBindTexture(GL_TEXTURE_2D, color); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER); verifyStencil(0xE4, 1); ASSERT_GL_NO_ERROR(); } // Test basic functionality of clearing a 2D texture with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Clear2D) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the entire texture glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Clear each corner to a different color glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan); glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::transparentBlack); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue); EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::cyan); EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow); } // Test basic functionality of clearing a 2D RGB texture with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Clear2DRGB) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the entire texture glClearTexImageEXT(tex, 0, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::red); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Clear each corner to a different color glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::blue); glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::cyan); glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, &GLColor::yellow); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::black); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue); EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::cyan); EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow); } // Test basic functionality of clearing a part of a 2D texture with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Clear2DSubImage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the center to a different color glClearTexSubImageEXT(tex, 0, 4, 4, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan); EXPECT_PIXEL_RECT_EQ(4, 4, 8, 8, GLColor::cyan); } // Test clearing a 2D RGBA4 texture with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Clear2DRGBA4) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, 16, 16, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the entire texture, then clear each corner to a different color. GLushort colorRed = 0xF00F; GLushort colorGreen = 0x0F0F; GLushort colorBlue = 0x00FF; GLushort colorYellow = 0xFF0F; glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorGreen); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green); glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, nullptr); glClearTexSubImageEXT(tex, 0, 8, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorBlue); glClearTexSubImageEXT(tex, 0, 0, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorRed); glClearTexSubImageEXT(tex, 0, 8, 8, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &colorYellow); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::transparentBlack); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 8, GLColor::blue); EXPECT_PIXEL_RECT_EQ(0, 8, 8, 8, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::yellow); } // Test clearing a 2D RGB8 Snorm texture with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Clear2DRGB8Snorm) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 16, 16, 0, GL_RGB, GL_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Clear the entire texture. GLint colorGreenRGBSnorm = 0x007F00; glClearTexImageEXT(tex, 0, GL_RGB, GL_BYTE, &colorGreenRGBSnorm); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::green); } // Test basic functionality of clearing 2D textures with GL_EXT_clear_texture using nullptr. TEST_P(ClearTextureEXTTest, Clear2DWithNull) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create two 16x16 textures with prior data. std::vector redBlock(16 * 16, GLColor::red); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, redBlock.data()); GLTexture tex2; glBindTexture(GL_TEXTURE_2D, tex2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); // Clear the RGB texture. GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); GLColor outputColor; glClearTexImageEXT(tex, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glReadPixels(0, 0, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &outputColor); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::black); // Clear the RGBA texture. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &outputColor); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::transparentBlack); } // Test basic functionality of clearing a 2D texture while bound to another. TEST_P(ClearTextureEXTTest, Clear2DDifferentBinding) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create two 16x16 textures with no data. GLTexture tex1; glBindTexture(GL_TEXTURE_2D, tex1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLTexture tex2; glBindTexture(GL_TEXTURE_2D, tex2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Use clear on both textures while none are bound. glBindTexture(GL_TEXTURE_2D, 0); glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); // Bind to one texture while clearing the other. glBindTexture(GL_TEXTURE_2D, tex2); glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); } // Test basic functionality of clearing 2D textures without binding to them. TEST_P(ClearTextureEXTTest, Clear2DNoBinding) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create two 16x16 textures with no data. GLTexture tex1; glBindTexture(GL_TEXTURE_2D, tex1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLTexture tex2; glBindTexture(GL_TEXTURE_2D, tex2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Use clear on both textures while bound to neither. glBindTexture(GL_TEXTURE_2D, 0); glClearTexImageEXT(tex1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexImageEXT(tex2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); } // Test basic functionality of clearing a 2D texture with prior staged update. TEST_P(ClearTextureEXTTest, Clear2DOverwritePriorContent) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with some data. std::vector redBlock(16 * 16, GLColor::red); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Clear the entire texture. glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); } // Test clearing a 2D texture using a depth of zero. TEST_P(ClearTextureEXTTest, Clear2DWithZeroDepth) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture and fully clear it. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); // Clear the 2D texture using depth of zero. glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green); } // Test basic functionality of clearing a 2D texture defined using glTexStorage(). TEST_P(ClearTextureEXTTest, Clear2DTexStorage) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 mipmap texture. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 5, GL_RGBA8, 16, 16); // Define texture mip levels by clearing them. glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); glClearTexImageEXT(tex, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); glClearTexImageEXT(tex, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::magenta); ASSERT_GL_NO_ERROR(); // Bind to framebuffer and verify. GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 8, GLColor::green); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 2); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 4, 4, GLColor::blue); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 3); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::magenta); } // Test that a single full clear for the 3D texture works. TEST_P(ClearTextureEXTTest, Clear3DSingleFull) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; constexpr uint32_t kDepth = 4; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white); } } // Test that a simple clear for the entire texture works. TEST_P(ClearTextureEXTTest, Clear3DWhole) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; constexpr uint32_t kDepth = 4; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white); } glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green); } } // Test that clearing slices of a 3D texture and reading them back works. TEST_P(ClearTextureEXTTest, Clear3DLayers) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 128; constexpr uint32_t kHeight = 128; constexpr uint32_t kDepth = 7; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); std::array clearColors = { GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow, GLColor::cyan, GLColor::magenta, GLColor::white, }; GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); for (uint32_t z = 0; z < kDepth; ++z) { glClearTexSubImageEXT(texture, 0, 0, 0, z, kWidth, kHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, &clearColors[z]); } for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[z]); } } // Test that clearing slices of a 3D texture with dimensions of zero does not change it. TEST_P(ClearTextureEXTTest, Clear3DZeroDims) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 4; constexpr uint32_t kHeight = 4; constexpr uint32_t kDepth = 4; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::white); // Dimensions of zero for clear are valid. However, they should not change the texture. GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glClearTexSubImageEXT(texture, 0, 0, 0, 0, 0, kHeight, kDepth, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); ASSERT_GL_NO_ERROR(); glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, 0, kDepth, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); ASSERT_GL_NO_ERROR(); glClearTexSubImageEXT(texture, 0, 0, 0, 0, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); ASSERT_GL_NO_ERROR(); glClearTexSubImageEXT(texture, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); ASSERT_GL_NO_ERROR(); for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::white); } } // Test that clearing blocks of a 3D texture and reading them back works. TEST_P(ClearTextureEXTTest, Clear3DBlocks) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 16; constexpr uint32_t kHeight = 16; constexpr uint32_t kDepth = 16; GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); std::array clearColors = {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow, GLColor::cyan, GLColor::magenta, GLColor::white, GLColor::red}; GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); for (uint32_t k = 0; k < 2; ++k) { for (uint32_t j = 0; j < 2; ++j) { for (uint32_t i = 0; i < 2; ++i) { glClearTexSubImageEXT(texture, 0, i * kWidth / 2, j * kHeight / 2, k * kDepth / 2, kWidth / 2, kHeight / 2, kDepth / 2, GL_RGBA, GL_UNSIGNED_BYTE, &clearColors[(k << 2) + (j << 1) + i]); } } } for (uint32_t z = 0; z < kDepth / 2; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth / 2, kHeight / 2, clearColors[0]); EXPECT_PIXEL_RECT_EQ(kWidth / 2, 0, kWidth / 2, kHeight / 2, clearColors[1]); EXPECT_PIXEL_RECT_EQ(0, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[2]); EXPECT_PIXEL_RECT_EQ(kWidth / 2, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[3]); } for (uint32_t z = kDepth / 2; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth / 2, kHeight / 2, clearColors[4]); EXPECT_PIXEL_RECT_EQ(kWidth / 2, 0, kWidth / 2, kHeight / 2, clearColors[5]); EXPECT_PIXEL_RECT_EQ(0, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[6]); EXPECT_PIXEL_RECT_EQ(kWidth / 2, kHeight / 2, kWidth / 2, kHeight / 2, clearColors[7]); } } // Test that clearing slices of a 3D texture and reading them back works. TEST_P(ClearTextureEXTTest, Clear2DArray) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr uint32_t kWidth = 64; constexpr uint32_t kHeight = 64; constexpr uint32_t kDepth = 4; GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, kWidth, kHeight, kDepth); std::array clearColors = {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}; GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glClearTexImageEXT(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); for (uint32_t z = 0; z < kDepth; ++z) { glClearTexSubImageEXT(texture, 0, 0, 0, z, kWidth, kHeight, 1, GL_RGBA, GL_UNSIGNED_BYTE, &clearColors[z]); } for (uint32_t z = 0; z < kDepth; ++z) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z); EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[z]); } } // Test that luminance alpha textures are cleared correctly with GL_EXT_clear_texture. Regression // test for emulated luma formats. TEST_P(ClearTextureEXTTest, Luma) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); // Clear the entire texture to transparent black and test GLubyte luminanceClearValue = 192; glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(tex, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &luminanceClearValue); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ( 0, 0, getWindowWidth(), getWindowHeight(), GLColor(luminanceClearValue, luminanceClearValue, luminanceClearValue, 255)); GLubyte lumaClearValue[2] = {128, 64}; glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(tex, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, &lumaClearValue); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ( 0, 0, getWindowWidth(), getWindowHeight(), GLColor(lumaClearValue[0], lumaClearValue[0], lumaClearValue[0], lumaClearValue[1])); } // Test that luminance alpha float textures are cleared correctly with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, LumaAlphaFloat) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); GLfloat lumaClearValue[2] = {0.5, 0.25}; glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, nullptr); glClearTexImageEXT(tex, 0, GL_LUMINANCE_ALPHA, GL_FLOAT, &lumaClearValue); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(lumaClearValue[0] * 255, lumaClearValue[0] * 255, lumaClearValue[0] * 255, lumaClearValue[1] * 255), 1); } // Test that interleaving glClearTexImageEXT and glTexSubImage2D calls produces the correct texture // data. TEST_P(ClearTextureEXTTest, InterleavedUploads) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); // Clear the entire texture to transparent black and test glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::transparentBlack); // TexSubImage a corner std::vector redBlock(8 * 8, GLColor::red); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); // Clear and tex sub image together glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue); } // Test clearing integer textures with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, IntegerTexture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); GLColor32I rgba32iTestValue(-128, 256, -512, 1024); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 16, 16, 0, GL_RGBA_INTEGER, GL_INT, nullptr); glClearTexImageEXT(tex, 0, GL_RGBA_INTEGER, GL_INT, &rgba32iTestValue); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_32I_COLOR(0, 0, rgba32iTestValue); GLColor32UI rgba32uiTestValue(128, 256, 512, 1024); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 16, 16, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr); glClearTexImageEXT(tex, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, &rgba32uiTestValue); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_32UI_COLOR(0, 0, rgba32uiTestValue); } // Test clearing float32 textures with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Float32Texture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); GLColor32F rgba32fTestValue(0.1, 0.2, 0.3, 0.4); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 16, 16, 0, GL_RGBA, GL_FLOAT, nullptr); glClearTexImageEXT(tex, 0, GL_RGBA, GL_FLOAT, &rgba32fTestValue); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_32F_EQ(0, 0, rgba32fTestValue.R, rgba32fTestValue.G, rgba32fTestValue.B, rgba32fTestValue.A); } // Test clearing depth textures with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, DepthTexture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture depthTex; glBindTexture(GL_TEXTURE_2D, depthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); const GLuint depthClearZero = 0; const GLuint depthClearOne = std::numeric_limits::max(); // Draw doesn't pass the depth test. Texture has 0.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearZero); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the depth test. Texture has 1.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side passes, right side fails glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearZero); glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue); } // Test clearing float depth textures (32-bit) with GL_EXT_clear_texture TEST_P(ClearTextureEXTTest, Depth32FTexture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture depthTex; glBindTexture(GL_TEXTURE_2D, depthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 16, 16, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); const GLfloat depthClearZero = 0.0; const GLfloat depthClearOne = 1.0; // Draw doesn't pass the depth test. Texture has 0.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearZero); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the depth test. Texture has 1.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side passes, right side fails glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearZero); glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue); } // Test clearing 16-bit depth textures with GL_EXT_clear_texture TEST_P(ClearTextureEXTTest, Depth16Texture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture depthTex; glBindTexture(GL_TEXTURE_2D, depthTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 16, 16, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); const GLushort depthClearZero = 0; const GLushort depthClearOne = std::numeric_limits::max(); // Draw doesn't pass the depth test. Texture has 0.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearZero); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the depth test. Texture has 1.0. glClearTexImageEXT(depthTex, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side passes, right side fails glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(depthTex, 0, 0, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearZero); glClearTexSubImageEXT(depthTex, 0, 8, 0, 0, 8, 16, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, &depthClearOne); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue); } // Test clearing stencil textures with GL_EXT_clear_texture TEST_P(ClearTextureEXTTest, StencilTexture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_stencil8")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture stencilTex; glBindTexture(GL_TEXTURE_2D, stencilTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_STENCIL_INDEX8, 16, 16); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_LESS, 0xCC, 0xFF); const GLint stencilClearAA = 0xAA; const GLint stencilClearEE = 0xEE; // Draw doesn't pass the stencil test. glClearTexImageEXT(stencilTex, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearAA); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the stencil test. glClearTexImageEXT(stencilTex, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearEE); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side passes, right side fails glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(stencilTex, 0, 0, 0, 0, 8, 16, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearAA); glClearTexSubImageEXT(stencilTex, 0, 8, 0, 0, 8, 16, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &stencilClearEE); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 0, 8, 16, GLColor::blue); } // Test clearing depth24/stencil8 textures with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Depth24Stencil8Texture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture dsTex; glBindTexture(GL_TEXTURE_2D, dsTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 16, 16); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dsTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_LESS, 0xCC, 0xFF); GLuint dsValue0 = 0x000000AA; GLuint dsValue1 = 0x000000EE; GLuint dsValue2 = 0xFFFFFFAA; GLuint dsValue3 = 0xFFFFFFEE; // Draw doesn't pass the test. glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue0); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the stencil test. glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue3); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side fails the depth test. Top side fails the stencil test. glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(dsTex, 0, 0, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue0); glClearTexSubImageEXT(dsTex, 0, 0, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue1); glClearTexSubImageEXT(dsTex, 0, 8, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue2); glClearTexSubImageEXT(dsTex, 0, 8, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &dsValue3); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 8, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::blue); } // Test clearing depth32/stencil textures with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Depth32FStencilTexture) { ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); GLTexture colorTex; glBindTexture(GL_TEXTURE_2D, colorTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); GLTexture dsTex; glBindTexture(GL_TEXTURE_2D, dsTex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH32F_STENCIL8, 16, 16); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dsTex, 0); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_LESS, 0xCC, 0xFF); struct DSClearValue { GLfloat depth; GLuint stencil; }; DSClearValue dsValue0 = {0, 0xAA}; DSClearValue dsValue1 = {0, 0xEE}; DSClearValue dsValue2 = {1, 0xAA}; DSClearValue dsValue3 = {1, 0xEE}; // Draw doesn't pass the test. glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue0); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); // Draw passes the stencil test. glClearTexImageEXT(dsTex, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue3); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); // Left side fails the depth test. Top side fails the stencil test. glClearTexImageEXT(colorTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); glClearTexSubImageEXT(dsTex, 0, 0, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue0); glClearTexSubImageEXT(dsTex, 0, 0, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue1); glClearTexSubImageEXT(dsTex, 0, 8, 0, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue2); glClearTexSubImageEXT(dsTex, 0, 8, 8, 0, 8, 8, 1, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &dsValue3); drawQuad(program, essl1_shaders::PositionAttrib(), 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 8, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, 0, 8, 16, GLColor::red); EXPECT_PIXEL_RECT_EQ(8, 8, 8, 8, GLColor::blue); } // Test clearing different sets of cube map texture faces with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, ClearCubeFaces) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_CUBE_MAP, tex); for (size_t i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Clear the entire texture glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); for (size_t i = 0; i < 6; i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); } // Clear different ranges of faces to different colors: // [0, 1] -> green glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); // [1, 2] -> blue (partially overlaps previous clear) glClearTexSubImageEXT(tex, 0, 0, 0, 1, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); // [3, 5] -> cyan glClearTexSubImageEXT(tex, 0, 0, 0, 3, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan); // Test the colors glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 0, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 1, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 2, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 3, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 4, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + 5, tex, 0); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan); } // Test clearing different sets of cube map array texture layer-faces with GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, ClearCubeMapArray) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_cube_map_array")); // Create a 16x16 texture with no data. GLTexture tex; glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, tex); glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA, 16, 16, 24, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Clear the entire texture glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); for (size_t i = 0; i < 24; i++) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::red); } // Clear different ranges of faces to different colors: // [0, 4] -> green glClearTexSubImageEXT(tex, 0, 0, 0, 0, 16, 16, 5, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); // [4, 6] -> blue (partially overlaps previous clear) glClearTexSubImageEXT(tex, 0, 0, 0, 4, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); // [12, 17] -> cyan glClearTexSubImageEXT(tex, 0, 0, 0, 12, 16, 16, 6, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan); // Test the colors for (size_t i = 0; i < 4; i++) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::green); } for (size_t i = 4; i < 7; i++) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::blue); } for (size_t i = 12; i < 18; i++) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, i); EXPECT_PIXEL_RECT_EQ(0, 0, 16, 16, GLColor::cyan); } } // Test clearing one level, then uploading an update to the same level and then drawing. TEST_P(ClearTextureEXTTest, ClearOneLevelThenPartialUpdateAndDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with prior data. std::vector redBlock(16 * 16, GLColor::red); std::vector greenBlock(16 * 16, GLColor::green); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); // Clear one level and add another update on top of it. glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::blue); glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data()); // Draw. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(), GLColor::blue); EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2, GLColor::blue); } // Test drawing, then partially clearing the texture and drawing again. TEST_P(ClearTextureEXTTest, DrawThenClearPartiallyThenDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with prior data. std::vector redBlock(16 * 16, GLColor::red); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); // Draw. ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red); // Clear a portion of the texture and draw again. glClearTexSubImageEXT(tex, 0, 0, 0, 0, 8, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow); EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(), GLColor::red); EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2, GLColor::red); } // Test partially clearing a mip level, applying an overlapping update and then drawing with it. TEST_P(ClearTextureEXTTest, PartialClearThenOverlappingUploadThenDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with prior data. std::vector redBlock(16 * 16, GLColor::red); std::vector greenBlock(16 * 16, GLColor::green); std::vector blueBlock(16 * 16, GLColor::blue); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data()); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); // Clear one level and add another update on top of it. glClearTexSubImageEXT(tex, 1, 2, 2, 0, 4, 4, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data()); // Draw and verify. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green); EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 4, getWindowWidth() / 2, getWindowWidth() / 2, getWindowHeight() / 4, GLColor::yellow); EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, getWindowWidth() / 4, getWindowWidth() / 4, getWindowHeight() / 2, GLColor::yellow); EXPECT_PIXEL_RECT_EQ((3 * getWindowWidth()) / 4, 0, getWindowWidth() / 4, getWindowHeight(), GLColor::red); EXPECT_PIXEL_RECT_EQ(0, (3 * getWindowHeight()) / 4, getWindowWidth(), getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_RECT_EQ(0, getWindowHeight() / 2, getWindowWidth() / 4, getWindowHeight() / 2, GLColor::red); } // Test clearing a mip level and generating mipmap based on its previous level and draw. TEST_P(ClearTextureEXTTest, ClearLevelThenGenerateMipmapOnBaseThenDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with prior data. std::vector redBlock(16 * 16, GLColor::red); std::vector greenBlock(16 * 16, GLColor::green); std::vector blueBlock(16 * 16, GLColor::blue); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data()); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data()); // Clear level 1 and then generate mipmap for the texture. glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); glGenerateMipmap(GL_TEXTURE_2D); // Draw. ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red); } // Test clearing a mip level and generating mipmap based on that level and draw. TEST_P(ClearTextureEXTTest, ClearLevelThenGenerateMipmapOnLevelThenDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Create a 16x16 texture with prior data. std::vector redBlock(16 * 16, GLColor::red); std::vector greenBlock(16 * 16, GLColor::green); std::vector blueBlock(16 * 16, GLColor::blue); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, redBlock.data()); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, greenBlock.data()); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, blueBlock.data()); // Clear level 1 and then generate mipmap for the texture based on level 1. glClearTexImageEXT(tex, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); glGenerateMipmap(GL_TEXTURE_2D); // Draw. ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::yellow); } // Test clearing a large 2D texture. TEST_P(ClearTextureEXTTest, LargeTexture) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); constexpr GLsizei kTexWidth = 2048; constexpr GLsizei kTexHeight = 2048; GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTexWidth, kTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); EXPECT_PIXEL_RECT_EQ(0, 0, kTexWidth, kTexHeight, GLColor::red); } // Test that clearing works correctly after swizzling the texture components. TEST_P(ClearTextureEXTTest, ClearDrawSwizzleClearDraw) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Initialize texture and draw. GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::cyan); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::cyan); // Change swizzling; left rotation of the RGB components. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_GREEN); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); // Clear again and draw. glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::yellow); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta); } // Test validation of GL_EXT_clear_texture. TEST_P(ClearTextureEXTTest, Validation) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Texture 0 is invalid glClearTexImageEXT(0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red); EXPECT_GL_ERROR(GL_INVALID_OPERATION); GLTexture tex2D; glBindTexture(GL_TEXTURE_2D, tex2D); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Out of bounds glClearTexSubImageEXT(tex2D, 0, 1, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glClearTexSubImageEXT(tex2D, 0, 0, 1, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glClearTexSubImageEXT(tex2D, 1, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glClearTexSubImageEXT(tex2D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glClearTexSubImageEXT(tex2D, 0, 0, 0, 0, 16, 16, 2, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // Negative offsets glClearTexSubImageEXT(tex2D, 0, 4, 4, 0, -2, -2, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); GLTexture texCube; glBindTexture(GL_TEXTURE_CUBE_MAP, texCube); // First and third cube faces are specified glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 0, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 2, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Unspecified cube face glClearTexSubImageEXT(texCube, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // Cube range with an unspecified face glClearTexSubImageEXT(texCube, 0, 0, 0, 0, 16, 16, 3, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // Undefined level GLTexture tex1Level; glBindTexture(GL_TEXTURE_2D, tex1Level); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glClearTexImageEXT(tex1Level, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // Compressed texture GLTexture tex2DCompressed; glBindTexture(GL_TEXTURE_2D, tex2DCompressed); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 128, nullptr); glClearTexImageEXT(tex2DCompressed, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Covers a driver bug that leaks color mask state into clear texture ops. TEST_P(ClearTextureEXTTest, ClearTextureAfterMaskedClearBug) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_clear_texture")); // Perform a masked clear { glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } // Create a new texture with data, clear it, and sample { constexpr uint32_t kSize = 16; std::vector pixelData(kSize * kSize * 4, 255); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); glClearTexImageEXT(tex, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack); } } ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND( ClearTest, ES3_VULKAN().enable(Feature::ForceFallbackFormat), ES3_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments), ES2_WEBGPU()); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestES3); ANGLE_INSTANTIATE_TEST_ES3_AND( ClearTestES3, ES3_VULKAN().enable(Feature::ForceFallbackFormat), ES3_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments)); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestES31); ANGLE_INSTANTIATE_TEST_ES31_AND( ClearTestES31, ES31_VULKAN().enable(Feature::ForceFallbackFormat), ES31_VULKAN().enable(Feature::PreferDrawClearOverVkCmdClearAttachments)); ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest, MaskedScissoredClearVariationsTestPrint, testing::Range(0, 3), testing::Range(0, 3), testing::Range(0, 3), testing::Bool(), ANGLE_ALL_TEST_PLATFORMS_ES2, ANGLE_ALL_TEST_PLATFORMS_ES3, ES3_VULKAN() .disable(Feature::SupportsExtendedDynamicState) .disable(Feature::SupportsExtendedDynamicState2), ES3_VULKAN().disable(Feature::SupportsExtendedDynamicState2)); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(VulkanClearTest); ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest, MaskedScissoredClearVariationsTestPrint, testing::Range(0, 3), testing::Range(0, 3), testing::Range(0, 3), testing::Bool(), ES2_VULKAN().enable(Feature::ForceFallbackFormat), ES2_VULKAN_SWIFTSHADER().enable(Feature::ForceFallbackFormat), ES3_VULKAN().enable(Feature::ForceFallbackFormat), ES3_VULKAN_SWIFTSHADER().enable(Feature::ForceFallbackFormat)); // Not all ANGLE backends support RGB backbuffers GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB); ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN(), ES3_VULKAN(), ES2_METAL(), ES3_METAL()); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB_ES3); ANGLE_INSTANTIATE_TEST(ClearTestRGB_ES3, ES3_D3D11(), ES3_VULKAN(), ES3_METAL()); ANGLE_INSTANTIATE_TEST_ES3(ClearTextureEXTTest); } // anonymous namespace