1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // BuiltinVariableTest:
7*8975f5c5SAndroid Build Coastguard Worker // Tests the correctness of the builtin GLSL variables.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
12*8975f5c5SAndroid Build Coastguard Worker
13*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
14*8975f5c5SAndroid Build Coastguard Worker
15*8975f5c5SAndroid Build Coastguard Worker class BuiltinVariableVertexIdTest : public ANGLETest<>
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker protected:
BuiltinVariableVertexIdTest()18*8975f5c5SAndroid Build Coastguard Worker BuiltinVariableVertexIdTest()
19*8975f5c5SAndroid Build Coastguard Worker {
20*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(64);
21*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(64);
22*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
23*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
24*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
25*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
26*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
27*8975f5c5SAndroid Build Coastguard Worker }
28*8975f5c5SAndroid Build Coastguard Worker
testSetUp()29*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
30*8975f5c5SAndroid Build Coastguard Worker {
31*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
32*8975f5c5SAndroid Build Coastguard Worker "#version 300 es\n"
33*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n"
34*8975f5c5SAndroid Build Coastguard Worker "in vec4 position;\n"
35*8975f5c5SAndroid Build Coastguard Worker "in int expectedID;"
36*8975f5c5SAndroid Build Coastguard Worker "out vec4 color;\n"
37*8975f5c5SAndroid Build Coastguard Worker "\n"
38*8975f5c5SAndroid Build Coastguard Worker "void main()\n"
39*8975f5c5SAndroid Build Coastguard Worker "{\n"
40*8975f5c5SAndroid Build Coastguard Worker " gl_Position = position;\n"
41*8975f5c5SAndroid Build Coastguard Worker " color = vec4(gl_VertexID != expectedID, gl_VertexID == expectedID, 0.0, 1.0);"
42*8975f5c5SAndroid Build Coastguard Worker "}\n";
43*8975f5c5SAndroid Build Coastguard Worker
44*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
45*8975f5c5SAndroid Build Coastguard Worker "#version 300 es\n"
46*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n"
47*8975f5c5SAndroid Build Coastguard Worker "in vec4 color;\n"
48*8975f5c5SAndroid Build Coastguard Worker "out vec4 fragColor;\n"
49*8975f5c5SAndroid Build Coastguard Worker "void main()\n"
50*8975f5c5SAndroid Build Coastguard Worker "{\n"
51*8975f5c5SAndroid Build Coastguard Worker " fragColor = color;\n"
52*8975f5c5SAndroid Build Coastguard Worker "}\n";
53*8975f5c5SAndroid Build Coastguard Worker
54*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(kVS, kFS);
55*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, mProgram);
56*8975f5c5SAndroid Build Coastguard Worker
57*8975f5c5SAndroid Build Coastguard Worker mPositionLocation = glGetAttribLocation(mProgram, "position");
58*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, mPositionLocation);
59*8975f5c5SAndroid Build Coastguard Worker mExpectedIdLocation = glGetAttribLocation(mProgram, "expectedID");
60*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, mExpectedIdLocation);
61*8975f5c5SAndroid Build Coastguard Worker
62*8975f5c5SAndroid Build Coastguard Worker static const float positions[] = {0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5};
63*8975f5c5SAndroid Build Coastguard Worker glGenBuffers(1, &mPositionBuffer);
64*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
65*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
66*8975f5c5SAndroid Build Coastguard Worker
67*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
68*8975f5c5SAndroid Build Coastguard Worker }
69*8975f5c5SAndroid Build Coastguard Worker
testTearDown()70*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
71*8975f5c5SAndroid Build Coastguard Worker {
72*8975f5c5SAndroid Build Coastguard Worker glDeleteBuffers(1, &mPositionBuffer);
73*8975f5c5SAndroid Build Coastguard Worker glDeleteBuffers(1, &mExpectedIdBuffer);
74*8975f5c5SAndroid Build Coastguard Worker glDeleteBuffers(1, &mIndexBuffer);
75*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
76*8975f5c5SAndroid Build Coastguard Worker }
77*8975f5c5SAndroid Build Coastguard Worker
78*8975f5c5SAndroid Build Coastguard Worker // Renders a primitive using the specified mode, each vertex color will
79*8975f5c5SAndroid Build Coastguard Worker // be green if gl_VertexID is correct, red otherwise.
runTest(GLuint drawMode,const std::vector<GLint> & indices,int count)80*8975f5c5SAndroid Build Coastguard Worker void runTest(GLuint drawMode, const std::vector<GLint> &indices, int count)
81*8975f5c5SAndroid Build Coastguard Worker {
82*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0, 0.0, 0.0, 1.0);
83*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
84*8975f5c5SAndroid Build Coastguard Worker
85*8975f5c5SAndroid Build Coastguard Worker glGenBuffers(1, &mIndexBuffer);
86*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
87*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLint) * indices.size(), indices.data(),
88*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
89*8975f5c5SAndroid Build Coastguard Worker
90*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> expectedIds = makeRange(count);
91*8975f5c5SAndroid Build Coastguard Worker
92*8975f5c5SAndroid Build Coastguard Worker glGenBuffers(1, &mExpectedIdBuffer);
93*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer);
94*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(GLint) * expectedIds.size(), expectedIds.data(),
95*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
96*8975f5c5SAndroid Build Coastguard Worker
97*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mPositionBuffer);
98*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
99*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLocation);
100*8975f5c5SAndroid Build Coastguard Worker
101*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, mExpectedIdBuffer);
102*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(mExpectedIdLocation, 1, GL_INT, 0, 0);
103*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mExpectedIdLocation);
104*8975f5c5SAndroid Build Coastguard Worker
105*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
106*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
107*8975f5c5SAndroid Build Coastguard Worker glDrawElements(drawMode, count, GL_UNSIGNED_INT, 0);
108*8975f5c5SAndroid Build Coastguard Worker
109*8975f5c5SAndroid Build Coastguard Worker std::vector<GLColor> pixels(getWindowWidth() * getWindowHeight());
110*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
111*8975f5c5SAndroid Build Coastguard Worker pixels.data());
112*8975f5c5SAndroid Build Coastguard Worker
113*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker const GLColor green(0, 255, 0, 255);
116*8975f5c5SAndroid Build Coastguard Worker const GLColor black(0, 0, 0, 255);
117*8975f5c5SAndroid Build Coastguard Worker
118*8975f5c5SAndroid Build Coastguard Worker for (const auto &pixel : pixels)
119*8975f5c5SAndroid Build Coastguard Worker {
120*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(pixel == green || pixel == black);
121*8975f5c5SAndroid Build Coastguard Worker }
122*8975f5c5SAndroid Build Coastguard Worker }
123*8975f5c5SAndroid Build Coastguard Worker
makeRange(int n) const124*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> makeRange(int n) const
125*8975f5c5SAndroid Build Coastguard Worker {
126*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> result;
127*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < n; i++)
128*8975f5c5SAndroid Build Coastguard Worker {
129*8975f5c5SAndroid Build Coastguard Worker result.push_back(i);
130*8975f5c5SAndroid Build Coastguard Worker }
131*8975f5c5SAndroid Build Coastguard Worker
132*8975f5c5SAndroid Build Coastguard Worker return result;
133*8975f5c5SAndroid Build Coastguard Worker }
134*8975f5c5SAndroid Build Coastguard Worker
135*8975f5c5SAndroid Build Coastguard Worker GLuint mPositionBuffer = 0;
136*8975f5c5SAndroid Build Coastguard Worker GLuint mExpectedIdBuffer = 0;
137*8975f5c5SAndroid Build Coastguard Worker GLuint mIndexBuffer = 0;
138*8975f5c5SAndroid Build Coastguard Worker
139*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram = 0;
140*8975f5c5SAndroid Build Coastguard Worker GLint mPositionLocation = -1;
141*8975f5c5SAndroid Build Coastguard Worker GLint mExpectedIdLocation = -1;
142*8975f5c5SAndroid Build Coastguard Worker };
143*8975f5c5SAndroid Build Coastguard Worker
144*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering points
TEST_P(BuiltinVariableVertexIdTest,Points)145*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, Points)
146*8975f5c5SAndroid Build Coastguard Worker {
147*8975f5c5SAndroid Build Coastguard Worker runTest(GL_POINTS, makeRange(4), 4);
148*8975f5c5SAndroid Build Coastguard Worker }
149*8975f5c5SAndroid Build Coastguard Worker
150*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering line strips
TEST_P(BuiltinVariableVertexIdTest,LineStrip)151*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, LineStrip)
152*8975f5c5SAndroid Build Coastguard Worker {
153*8975f5c5SAndroid Build Coastguard Worker runTest(GL_LINE_STRIP, makeRange(4), 4);
154*8975f5c5SAndroid Build Coastguard Worker }
155*8975f5c5SAndroid Build Coastguard Worker
156*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering line loops
TEST_P(BuiltinVariableVertexIdTest,LineLoop)157*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, LineLoop)
158*8975f5c5SAndroid Build Coastguard Worker {
159*8975f5c5SAndroid Build Coastguard Worker runTest(GL_LINE_LOOP, makeRange(4), 4);
160*8975f5c5SAndroid Build Coastguard Worker }
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering lines
TEST_P(BuiltinVariableVertexIdTest,Lines)163*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, Lines)
164*8975f5c5SAndroid Build Coastguard Worker {
165*8975f5c5SAndroid Build Coastguard Worker runTest(GL_LINES, makeRange(4), 4);
166*8975f5c5SAndroid Build Coastguard Worker }
167*8975f5c5SAndroid Build Coastguard Worker
168*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering triangle strips
TEST_P(BuiltinVariableVertexIdTest,TriangleStrip)169*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, TriangleStrip)
170*8975f5c5SAndroid Build Coastguard Worker {
171*8975f5c5SAndroid Build Coastguard Worker runTest(GL_TRIANGLE_STRIP, makeRange(4), 4);
172*8975f5c5SAndroid Build Coastguard Worker }
173*8975f5c5SAndroid Build Coastguard Worker
174*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering triangle fans
TEST_P(BuiltinVariableVertexIdTest,TriangleFan)175*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, TriangleFan)
176*8975f5c5SAndroid Build Coastguard Worker {
177*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> indices;
178*8975f5c5SAndroid Build Coastguard Worker indices.push_back(0);
179*8975f5c5SAndroid Build Coastguard Worker indices.push_back(1);
180*8975f5c5SAndroid Build Coastguard Worker indices.push_back(3);
181*8975f5c5SAndroid Build Coastguard Worker indices.push_back(2);
182*8975f5c5SAndroid Build Coastguard Worker runTest(GL_TRIANGLE_FAN, indices, 4);
183*8975f5c5SAndroid Build Coastguard Worker }
184*8975f5c5SAndroid Build Coastguard Worker
185*8975f5c5SAndroid Build Coastguard Worker // Test gl_VertexID when rendering triangles
TEST_P(BuiltinVariableVertexIdTest,Triangles)186*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableVertexIdTest, Triangles)
187*8975f5c5SAndroid Build Coastguard Worker {
188*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> indices;
189*8975f5c5SAndroid Build Coastguard Worker indices.push_back(0);
190*8975f5c5SAndroid Build Coastguard Worker indices.push_back(1);
191*8975f5c5SAndroid Build Coastguard Worker indices.push_back(2);
192*8975f5c5SAndroid Build Coastguard Worker indices.push_back(1);
193*8975f5c5SAndroid Build Coastguard Worker indices.push_back(2);
194*8975f5c5SAndroid Build Coastguard Worker indices.push_back(3);
195*8975f5c5SAndroid Build Coastguard Worker runTest(GL_TRIANGLES, indices, 6);
196*8975f5c5SAndroid Build Coastguard Worker }
197*8975f5c5SAndroid Build Coastguard Worker
198*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BuiltinVariableVertexIdTest);
199*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(BuiltinVariableVertexIdTest);
200*8975f5c5SAndroid Build Coastguard Worker
201*8975f5c5SAndroid Build Coastguard Worker class BuiltinVariableFragDepthClampingFloatRBOTest : public ANGLETest<>
202*8975f5c5SAndroid Build Coastguard Worker {
203*8975f5c5SAndroid Build Coastguard Worker protected:
testSetUp()204*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
205*8975f5c5SAndroid Build Coastguard Worker {
206*8975f5c5SAndroid Build Coastguard Worker // Writes a fixed detph value and green.
207*8975f5c5SAndroid Build Coastguard Worker // Section 15.2.3 of the GL 4.5 specification says that conversion is not
208*8975f5c5SAndroid Build Coastguard Worker // done but clamping is so the output depth should be in [0.0, 1.0]
209*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
210*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
211*8975f5c5SAndroid Build Coastguard Worker precision highp float;
212*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 fragColor;
213*8975f5c5SAndroid Build Coastguard Worker uniform float u_depth;
214*8975f5c5SAndroid Build Coastguard Worker void main(){
215*8975f5c5SAndroid Build Coastguard Worker gl_FragDepth = u_depth;
216*8975f5c5SAndroid Build Coastguard Worker fragColor = vec4(0.0, 1.0, 0.0, 1.0);
217*8975f5c5SAndroid Build Coastguard Worker })";
218*8975f5c5SAndroid Build Coastguard Worker
219*8975f5c5SAndroid Build Coastguard Worker mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS);
220*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, mProgram);
221*8975f5c5SAndroid Build Coastguard Worker
222*8975f5c5SAndroid Build Coastguard Worker mDepthLocation = glGetUniformLocation(mProgram, "u_depth");
223*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, mDepthLocation);
224*8975f5c5SAndroid Build Coastguard Worker
225*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mColorTexture);
226*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
227*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
228*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
229*8975f5c5SAndroid Build Coastguard Worker
230*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mDepthTexture);
231*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, 1, 1);
232*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
233*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
234*8975f5c5SAndroid Build Coastguard Worker
235*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
236*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
237*8975f5c5SAndroid Build Coastguard Worker 0);
238*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture,
239*8975f5c5SAndroid Build Coastguard Worker 0);
240*8975f5c5SAndroid Build Coastguard Worker
241*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
242*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
243*8975f5c5SAndroid Build Coastguard Worker }
244*8975f5c5SAndroid Build Coastguard Worker
testTearDown()245*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override { glDeleteProgram(mProgram); }
246*8975f5c5SAndroid Build Coastguard Worker
CheckDepthWritten(float expectedDepth,float fsDepth)247*8975f5c5SAndroid Build Coastguard Worker void CheckDepthWritten(float expectedDepth, float fsDepth)
248*8975f5c5SAndroid Build Coastguard Worker {
249*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
250*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
251*8975f5c5SAndroid Build Coastguard Worker
252*8975f5c5SAndroid Build Coastguard Worker // Clear to red, the FS will write green on success
253*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
254*8975f5c5SAndroid Build Coastguard Worker // Clear to the expected depth so it will be compared to the FS depth with
255*8975f5c5SAndroid Build Coastguard Worker // DepthFunc(GL_EQUAL)
256*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(expectedDepth);
257*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
258*8975f5c5SAndroid Build Coastguard Worker
259*8975f5c5SAndroid Build Coastguard Worker glUniform1f(mDepthLocation, fsDepth);
260*8975f5c5SAndroid Build Coastguard Worker glDepthFunc(GL_EQUAL);
261*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
262*8975f5c5SAndroid Build Coastguard Worker
263*8975f5c5SAndroid Build Coastguard Worker drawQuad(mProgram, "a_position", 0.0f);
264*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
265*8975f5c5SAndroid Build Coastguard Worker
266*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
267*8975f5c5SAndroid Build Coastguard Worker }
268*8975f5c5SAndroid Build Coastguard Worker
269*8975f5c5SAndroid Build Coastguard Worker private:
270*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
271*8975f5c5SAndroid Build Coastguard Worker GLint mDepthLocation;
272*8975f5c5SAndroid Build Coastguard Worker
273*8975f5c5SAndroid Build Coastguard Worker GLTexture mColorTexture;
274*8975f5c5SAndroid Build Coastguard Worker GLTexture mDepthTexture;
275*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer mFramebuffer;
276*8975f5c5SAndroid Build Coastguard Worker };
277*8975f5c5SAndroid Build Coastguard Worker
278*8975f5c5SAndroid Build Coastguard Worker // Test that gl_FragDepth is clamped above 0
TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest,Above0)279*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Above0)
280*8975f5c5SAndroid Build Coastguard Worker {
281*8975f5c5SAndroid Build Coastguard Worker CheckDepthWritten(0.0f, -1.0f);
282*8975f5c5SAndroid Build Coastguard Worker }
283*8975f5c5SAndroid Build Coastguard Worker
284*8975f5c5SAndroid Build Coastguard Worker // Test that gl_FragDepth is clamped below 1
TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest,Below1)285*8975f5c5SAndroid Build Coastguard Worker TEST_P(BuiltinVariableFragDepthClampingFloatRBOTest, Below1)
286*8975f5c5SAndroid Build Coastguard Worker {
287*8975f5c5SAndroid Build Coastguard Worker CheckDepthWritten(1.0f, 42.0f);
288*8975f5c5SAndroid Build Coastguard Worker }
289*8975f5c5SAndroid Build Coastguard Worker
290*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BuiltinVariableFragDepthClampingFloatRBOTest);
291*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(BuiltinVariableFragDepthClampingFloatRBOTest);
292