xref: /aosp_15_r20/external/angle/src/tests/gl_tests/BuiltinVariableTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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