1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 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
7*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
8*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker class DrawBuffersTest : public ANGLETest<>
13*8975f5c5SAndroid Build Coastguard Worker {
14*8975f5c5SAndroid Build Coastguard Worker protected:
DrawBuffersTest()15*8975f5c5SAndroid Build Coastguard Worker DrawBuffersTest()
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(128);
18*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(128);
19*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
20*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
21*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
22*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
23*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
24*8975f5c5SAndroid Build Coastguard Worker }
25*8975f5c5SAndroid Build Coastguard Worker
testTearDown()26*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
27*8975f5c5SAndroid Build Coastguard Worker {
28*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &mFBO);
29*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(1, &mReadFramebuffer);
30*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(4, mTextures);
31*8975f5c5SAndroid Build Coastguard Worker }
32*8975f5c5SAndroid Build Coastguard Worker
33*8975f5c5SAndroid Build Coastguard Worker // We must call a different DrawBuffers method depending on extension support. Use this
34*8975f5c5SAndroid Build Coastguard Worker // method instead of calling on directly.
setDrawBuffers(GLsizei n,const GLenum * drawBufs)35*8975f5c5SAndroid Build Coastguard Worker void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
36*8975f5c5SAndroid Build Coastguard Worker {
37*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
38*8975f5c5SAndroid Build Coastguard Worker {
39*8975f5c5SAndroid Build Coastguard Worker glDrawBuffersEXT(n, drawBufs);
40*8975f5c5SAndroid Build Coastguard Worker }
41*8975f5c5SAndroid Build Coastguard Worker else
42*8975f5c5SAndroid Build Coastguard Worker {
43*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(getClientMajorVersion(), 3);
44*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(n, drawBufs);
45*8975f5c5SAndroid Build Coastguard Worker }
46*8975f5c5SAndroid Build Coastguard Worker }
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker // Use this method to filter if we can support these tests.
setupTest()49*8975f5c5SAndroid Build Coastguard Worker bool setupTest()
50*8975f5c5SAndroid Build Coastguard Worker {
51*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") ||
52*8975f5c5SAndroid Build Coastguard Worker !EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit")))
53*8975f5c5SAndroid Build Coastguard Worker {
54*8975f5c5SAndroid Build Coastguard Worker return false;
55*8975f5c5SAndroid Build Coastguard Worker }
56*8975f5c5SAndroid Build Coastguard Worker
57*8975f5c5SAndroid Build Coastguard Worker // This test seems to fail on an nVidia machine when the window is hidden
58*8975f5c5SAndroid Build Coastguard Worker setWindowVisible(getOSWindow(), true);
59*8975f5c5SAndroid Build Coastguard Worker
60*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &mFBO);
61*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
62*8975f5c5SAndroid Build Coastguard Worker
63*8975f5c5SAndroid Build Coastguard Worker glGenTextures(4, mTextures);
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
66*8975f5c5SAndroid Build Coastguard Worker {
67*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
68*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
69*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
70*8975f5c5SAndroid Build Coastguard Worker }
71*8975f5c5SAndroid Build Coastguard Worker
72*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &mReadFramebuffer);
75*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
76*8975f5c5SAndroid Build Coastguard Worker
77*8975f5c5SAndroid Build Coastguard Worker return true;
78*8975f5c5SAndroid Build Coastguard Worker }
79*8975f5c5SAndroid Build Coastguard Worker
setupMRTProgramESSL3(bool bufferEnabled[8],GLuint * programOut)80*8975f5c5SAndroid Build Coastguard Worker void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
81*8975f5c5SAndroid Build Coastguard Worker {
82*8975f5c5SAndroid Build Coastguard Worker std::stringstream strstr;
83*8975f5c5SAndroid Build Coastguard Worker
84*8975f5c5SAndroid Build Coastguard Worker strstr << "#version 300 es\n"
85*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n";
86*8975f5c5SAndroid Build Coastguard Worker
87*8975f5c5SAndroid Build Coastguard Worker for (unsigned int index = 0; index < 8; index++)
88*8975f5c5SAndroid Build Coastguard Worker {
89*8975f5c5SAndroid Build Coastguard Worker if (bufferEnabled[index])
90*8975f5c5SAndroid Build Coastguard Worker {
91*8975f5c5SAndroid Build Coastguard Worker strstr << "layout(location = " << index
92*8975f5c5SAndroid Build Coastguard Worker << ") "
93*8975f5c5SAndroid Build Coastguard Worker "out vec4 value"
94*8975f5c5SAndroid Build Coastguard Worker << index << ";\n";
95*8975f5c5SAndroid Build Coastguard Worker }
96*8975f5c5SAndroid Build Coastguard Worker }
97*8975f5c5SAndroid Build Coastguard Worker
98*8975f5c5SAndroid Build Coastguard Worker strstr << "void main()\n"
99*8975f5c5SAndroid Build Coastguard Worker "{\n";
100*8975f5c5SAndroid Build Coastguard Worker
101*8975f5c5SAndroid Build Coastguard Worker for (unsigned int index = 0; index < 8; index++)
102*8975f5c5SAndroid Build Coastguard Worker {
103*8975f5c5SAndroid Build Coastguard Worker if (bufferEnabled[index])
104*8975f5c5SAndroid Build Coastguard Worker {
105*8975f5c5SAndroid Build Coastguard Worker unsigned int r = (index + 1) & 1;
106*8975f5c5SAndroid Build Coastguard Worker unsigned int g = (index + 1) & 2;
107*8975f5c5SAndroid Build Coastguard Worker unsigned int b = (index + 1) & 4;
108*8975f5c5SAndroid Build Coastguard Worker
109*8975f5c5SAndroid Build Coastguard Worker strstr << " value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b
110*8975f5c5SAndroid Build Coastguard Worker << ".0, 1.0);\n";
111*8975f5c5SAndroid Build Coastguard Worker }
112*8975f5c5SAndroid Build Coastguard Worker }
113*8975f5c5SAndroid Build Coastguard Worker
114*8975f5c5SAndroid Build Coastguard Worker strstr << "}\n";
115*8975f5c5SAndroid Build Coastguard Worker
116*8975f5c5SAndroid Build Coastguard Worker *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str());
117*8975f5c5SAndroid Build Coastguard Worker if (*programOut == 0)
118*8975f5c5SAndroid Build Coastguard Worker {
119*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
120*8975f5c5SAndroid Build Coastguard Worker }
121*8975f5c5SAndroid Build Coastguard Worker }
122*8975f5c5SAndroid Build Coastguard Worker
setupMRTProgramESSL1(bool bufferEnabled[8],GLuint * programOut)123*8975f5c5SAndroid Build Coastguard Worker void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
124*8975f5c5SAndroid Build Coastguard Worker {
125*8975f5c5SAndroid Build Coastguard Worker std::stringstream strstr;
126*8975f5c5SAndroid Build Coastguard Worker
127*8975f5c5SAndroid Build Coastguard Worker strstr << "#extension GL_EXT_draw_buffers : enable\n"
128*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n"
129*8975f5c5SAndroid Build Coastguard Worker "void main()\n"
130*8975f5c5SAndroid Build Coastguard Worker "{\n";
131*8975f5c5SAndroid Build Coastguard Worker
132*8975f5c5SAndroid Build Coastguard Worker for (unsigned int index = 0; index < 8; index++)
133*8975f5c5SAndroid Build Coastguard Worker {
134*8975f5c5SAndroid Build Coastguard Worker if (bufferEnabled[index])
135*8975f5c5SAndroid Build Coastguard Worker {
136*8975f5c5SAndroid Build Coastguard Worker unsigned int r = (index + 1) & 1;
137*8975f5c5SAndroid Build Coastguard Worker unsigned int g = (index + 1) & 2;
138*8975f5c5SAndroid Build Coastguard Worker unsigned int b = (index + 1) & 4;
139*8975f5c5SAndroid Build Coastguard Worker
140*8975f5c5SAndroid Build Coastguard Worker strstr << " gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, "
141*8975f5c5SAndroid Build Coastguard Worker << b << ".0, 1.0);\n";
142*8975f5c5SAndroid Build Coastguard Worker }
143*8975f5c5SAndroid Build Coastguard Worker }
144*8975f5c5SAndroid Build Coastguard Worker
145*8975f5c5SAndroid Build Coastguard Worker strstr << "}\n";
146*8975f5c5SAndroid Build Coastguard Worker
147*8975f5c5SAndroid Build Coastguard Worker *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str());
148*8975f5c5SAndroid Build Coastguard Worker if (*programOut == 0)
149*8975f5c5SAndroid Build Coastguard Worker {
150*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
151*8975f5c5SAndroid Build Coastguard Worker }
152*8975f5c5SAndroid Build Coastguard Worker }
153*8975f5c5SAndroid Build Coastguard Worker
setupMRTProgram(bool bufferEnabled[8],GLuint * programOut)154*8975f5c5SAndroid Build Coastguard Worker void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
155*8975f5c5SAndroid Build Coastguard Worker {
156*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() == 3)
157*8975f5c5SAndroid Build Coastguard Worker {
158*8975f5c5SAndroid Build Coastguard Worker setupMRTProgramESSL3(bufferEnabled, programOut);
159*8975f5c5SAndroid Build Coastguard Worker }
160*8975f5c5SAndroid Build Coastguard Worker else
161*8975f5c5SAndroid Build Coastguard Worker {
162*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(getClientMajorVersion(), 2);
163*8975f5c5SAndroid Build Coastguard Worker setupMRTProgramESSL1(bufferEnabled, programOut);
164*8975f5c5SAndroid Build Coastguard Worker }
165*8975f5c5SAndroid Build Coastguard Worker }
166*8975f5c5SAndroid Build Coastguard Worker
positionAttrib()167*8975f5c5SAndroid Build Coastguard Worker const char *positionAttrib()
168*8975f5c5SAndroid Build Coastguard Worker {
169*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() == 3)
170*8975f5c5SAndroid Build Coastguard Worker {
171*8975f5c5SAndroid Build Coastguard Worker return essl3_shaders::PositionAttrib();
172*8975f5c5SAndroid Build Coastguard Worker }
173*8975f5c5SAndroid Build Coastguard Worker else
174*8975f5c5SAndroid Build Coastguard Worker {
175*8975f5c5SAndroid Build Coastguard Worker return essl1_shaders::PositionAttrib();
176*8975f5c5SAndroid Build Coastguard Worker }
177*8975f5c5SAndroid Build Coastguard Worker }
178*8975f5c5SAndroid Build Coastguard Worker
getColorForIndex(unsigned int index)179*8975f5c5SAndroid Build Coastguard Worker static GLColor getColorForIndex(unsigned int index)
180*8975f5c5SAndroid Build Coastguard Worker {
181*8975f5c5SAndroid Build Coastguard Worker GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
182*8975f5c5SAndroid Build Coastguard Worker GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
183*8975f5c5SAndroid Build Coastguard Worker GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
184*8975f5c5SAndroid Build Coastguard Worker return GLColor(r, g, b, 255u);
185*8975f5c5SAndroid Build Coastguard Worker }
186*8975f5c5SAndroid Build Coastguard Worker
verifyAttachment2DColor(unsigned int index,GLuint textureName,GLenum target,GLint level,GLColor color)187*8975f5c5SAndroid Build Coastguard Worker void verifyAttachment2DColor(unsigned int index,
188*8975f5c5SAndroid Build Coastguard Worker GLuint textureName,
189*8975f5c5SAndroid Build Coastguard Worker GLenum target,
190*8975f5c5SAndroid Build Coastguard Worker GLint level,
191*8975f5c5SAndroid Build Coastguard Worker GLColor color)
192*8975f5c5SAndroid Build Coastguard Worker {
193*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
194*8975f5c5SAndroid Build Coastguard Worker level);
195*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
196*8975f5c5SAndroid Build Coastguard Worker << "index " << index;
197*8975f5c5SAndroid Build Coastguard Worker }
198*8975f5c5SAndroid Build Coastguard Worker
verifyAttachment2DUnwritten(unsigned int index,GLuint texture,GLenum target,GLint level)199*8975f5c5SAndroid Build Coastguard Worker void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
200*8975f5c5SAndroid Build Coastguard Worker {
201*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
202*8975f5c5SAndroid Build Coastguard Worker }
203*8975f5c5SAndroid Build Coastguard Worker
verifyAttachment2D(unsigned int index,GLuint texture,GLenum target,GLint level)204*8975f5c5SAndroid Build Coastguard Worker void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
205*8975f5c5SAndroid Build Coastguard Worker {
206*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
207*8975f5c5SAndroid Build Coastguard Worker }
208*8975f5c5SAndroid Build Coastguard Worker
verifyAttachment3DOES(unsigned int index,GLuint texture,GLint level,GLint layer)209*8975f5c5SAndroid Build Coastguard Worker void verifyAttachment3DOES(unsigned int index, GLuint texture, GLint level, GLint layer)
210*8975f5c5SAndroid Build Coastguard Worker {
211*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
212*8975f5c5SAndroid Build Coastguard Worker
213*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture3DOES(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture,
214*8975f5c5SAndroid Build Coastguard Worker level, layer);
215*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
216*8975f5c5SAndroid Build Coastguard Worker }
217*8975f5c5SAndroid Build Coastguard Worker
verifyAttachmentLayer(unsigned int index,GLuint texture,GLint level,GLint layer)218*8975f5c5SAndroid Build Coastguard Worker void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
219*8975f5c5SAndroid Build Coastguard Worker {
220*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
221*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
222*8975f5c5SAndroid Build Coastguard Worker }
223*8975f5c5SAndroid Build Coastguard Worker
224*8975f5c5SAndroid Build Coastguard Worker GLuint mFBO = 0;
225*8975f5c5SAndroid Build Coastguard Worker GLuint mReadFramebuffer = 0;
226*8975f5c5SAndroid Build Coastguard Worker GLuint mTextures[4] = {};
227*8975f5c5SAndroid Build Coastguard Worker GLint mMaxDrawBuffers = 0;
228*8975f5c5SAndroid Build Coastguard Worker };
229*8975f5c5SAndroid Build Coastguard Worker
230*8975f5c5SAndroid Build Coastguard Worker class DrawBuffersWebGL2Test : public DrawBuffersTest
231*8975f5c5SAndroid Build Coastguard Worker {
232*8975f5c5SAndroid Build Coastguard Worker public:
DrawBuffersWebGL2Test()233*8975f5c5SAndroid Build Coastguard Worker DrawBuffersWebGL2Test()
234*8975f5c5SAndroid Build Coastguard Worker {
235*8975f5c5SAndroid Build Coastguard Worker setWebGLCompatibilityEnabled(true);
236*8975f5c5SAndroid Build Coastguard Worker setRobustResourceInit(true);
237*8975f5c5SAndroid Build Coastguard Worker }
238*8975f5c5SAndroid Build Coastguard Worker };
239*8975f5c5SAndroid Build Coastguard Worker
240*8975f5c5SAndroid Build Coastguard Worker // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
TEST_P(DrawBuffersTest,VerifyD3DLimits)241*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, VerifyD3DLimits)
242*8975f5c5SAndroid Build Coastguard Worker {
243*8975f5c5SAndroid Build Coastguard Worker EGLPlatformParameters platform = GetParam().eglParameters;
244*8975f5c5SAndroid Build Coastguard Worker
245*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
246*8975f5c5SAndroid Build Coastguard Worker
247*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
248*8975f5c5SAndroid Build Coastguard Worker
249*8975f5c5SAndroid Build Coastguard Worker if (platform.majorVersion == 9 && platform.minorVersion == 3)
250*8975f5c5SAndroid Build Coastguard Worker {
251*8975f5c5SAndroid Build Coastguard Worker // D3D11 Feature Level 9_3 supports 4 draw buffers
252*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(mMaxDrawBuffers, 4);
253*8975f5c5SAndroid Build Coastguard Worker }
254*8975f5c5SAndroid Build Coastguard Worker else
255*8975f5c5SAndroid Build Coastguard Worker {
256*8975f5c5SAndroid Build Coastguard Worker // D3D11 Feature Level 10_0+ supports 8 draw buffers
257*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(mMaxDrawBuffers, 8);
258*8975f5c5SAndroid Build Coastguard Worker }
259*8975f5c5SAndroid Build Coastguard Worker }
260*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DrawBuffersTest,Gaps)261*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, Gaps)
262*8975f5c5SAndroid Build Coastguard Worker {
263*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
266*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
267*8975f5c5SAndroid Build Coastguard Worker
268*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false, true};
269*8975f5c5SAndroid Build Coastguard Worker
270*8975f5c5SAndroid Build Coastguard Worker GLuint program;
271*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
272*8975f5c5SAndroid Build Coastguard Worker
273*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
274*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(2, bufs);
275*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
276*8975f5c5SAndroid Build Coastguard Worker
277*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
278*8975f5c5SAndroid Build Coastguard Worker
279*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
280*8975f5c5SAndroid Build Coastguard Worker }
281*8975f5c5SAndroid Build Coastguard Worker
282*8975f5c5SAndroid Build Coastguard Worker // Test that blend works with gaps
TEST_P(DrawBuffersTest,BlendWithGaps)283*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, BlendWithGaps)
284*8975f5c5SAndroid Build Coastguard Worker {
285*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
286*8975f5c5SAndroid Build Coastguard Worker
287*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263715
288*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsMac() && IsIntel() && IsDesktopOpenGL());
289*8975f5c5SAndroid Build Coastguard Worker
290*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
291*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
292*8975f5c5SAndroid Build Coastguard Worker
293*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
294*8975f5c5SAndroid Build Coastguard Worker
295*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false, true};
296*8975f5c5SAndroid Build Coastguard Worker
297*8975f5c5SAndroid Build Coastguard Worker GLuint program;
298*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
299*8975f5c5SAndroid Build Coastguard Worker
300*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
301*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(2, bufs);
302*8975f5c5SAndroid Build Coastguard Worker
303*8975f5c5SAndroid Build Coastguard Worker // Draws green into attachment 1
304*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
305*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
306*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
307*8975f5c5SAndroid Build Coastguard Worker
308*8975f5c5SAndroid Build Coastguard Worker // Clear with red
309*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0, 0.0, 0.0, 1.0);
310*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
311*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 0, 0, 255u));
312*8975f5c5SAndroid Build Coastguard Worker
313*8975f5c5SAndroid Build Coastguard Worker // Draw green into attachment 1 again but with blending, expecting yellow
314*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
315*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_ONE);
316*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
317*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 255u, 0, 255u));
318*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
319*8975f5c5SAndroid Build Coastguard Worker
320*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
321*8975f5c5SAndroid Build Coastguard Worker }
322*8975f5c5SAndroid Build Coastguard Worker
323*8975f5c5SAndroid Build Coastguard Worker // Test that clear works with gaps
TEST_P(DrawBuffersTest,ClearWithGaps)324*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, ClearWithGaps)
325*8975f5c5SAndroid Build Coastguard Worker {
326*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
327*8975f5c5SAndroid Build Coastguard Worker
328*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
329*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
330*8975f5c5SAndroid Build Coastguard Worker
331*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
332*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
333*8975f5c5SAndroid Build Coastguard Worker
334*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
335*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
336*8975f5c5SAndroid Build Coastguard Worker
337*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
338*8975f5c5SAndroid Build Coastguard Worker
339*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, true};
340*8975f5c5SAndroid Build Coastguard Worker GLuint program;
341*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
342*8975f5c5SAndroid Build Coastguard Worker
343*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
344*8975f5c5SAndroid Build Coastguard Worker
345*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
346*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
347*8975f5c5SAndroid Build Coastguard Worker
348*8975f5c5SAndroid Build Coastguard Worker // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
349*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
350*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ZERO, GL_ONE);
351*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
352*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
353*8975f5c5SAndroid Build Coastguard Worker
354*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
355*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
356*8975f5c5SAndroid Build Coastguard Worker
357*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
358*8975f5c5SAndroid Build Coastguard Worker }
359*8975f5c5SAndroid Build Coastguard Worker
360*8975f5c5SAndroid Build Coastguard Worker // Test that mid-render pass clear works with gaps
TEST_P(DrawBuffersTest,MidRenderPassClearWithGaps)361*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, MidRenderPassClearWithGaps)
362*8975f5c5SAndroid Build Coastguard Worker {
363*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
364*8975f5c5SAndroid Build Coastguard Worker
365*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
366*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
367*8975f5c5SAndroid Build Coastguard Worker
368*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
369*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
370*8975f5c5SAndroid Build Coastguard Worker
371*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
372*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
373*8975f5c5SAndroid Build Coastguard Worker
374*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
375*8975f5c5SAndroid Build Coastguard Worker
376*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, true};
377*8975f5c5SAndroid Build Coastguard Worker GLuint program;
378*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
379*8975f5c5SAndroid Build Coastguard Worker
380*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
381*8975f5c5SAndroid Build Coastguard Worker
382*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
383*8975f5c5SAndroid Build Coastguard Worker
384*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
385*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
386*8975f5c5SAndroid Build Coastguard Worker
387*8975f5c5SAndroid Build Coastguard Worker // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
388*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
389*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ZERO, GL_ONE);
390*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
391*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
392*8975f5c5SAndroid Build Coastguard Worker
393*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
394*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
395*8975f5c5SAndroid Build Coastguard Worker
396*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
397*8975f5c5SAndroid Build Coastguard Worker }
398*8975f5c5SAndroid Build Coastguard Worker
399*8975f5c5SAndroid Build Coastguard Worker // Test that mid-render pass clear works with gaps. Uses RGB format.
TEST_P(DrawBuffersTest,MidRenderPassClearWithGapsRGB)400*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, MidRenderPassClearWithGapsRGB)
401*8975f5c5SAndroid Build Coastguard Worker {
402*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
403*8975f5c5SAndroid Build Coastguard Worker
404*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
405*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
406*8975f5c5SAndroid Build Coastguard Worker
407*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[2];
408*8975f5c5SAndroid Build Coastguard Worker
409*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[0]);
410*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
411*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
412*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
413*8975f5c5SAndroid Build Coastguard Worker
414*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[1]);
415*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
416*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
417*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[1], 0);
418*8975f5c5SAndroid Build Coastguard Worker
419*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
420*8975f5c5SAndroid Build Coastguard Worker
421*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, true};
422*8975f5c5SAndroid Build Coastguard Worker GLuint program;
423*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
424*8975f5c5SAndroid Build Coastguard Worker
425*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
426*8975f5c5SAndroid Build Coastguard Worker
427*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
428*8975f5c5SAndroid Build Coastguard Worker
429*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
430*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
431*8975f5c5SAndroid Build Coastguard Worker
432*8975f5c5SAndroid Build Coastguard Worker // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
433*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
434*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ZERO, GL_ONE);
435*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
436*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
437*8975f5c5SAndroid Build Coastguard Worker
438*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
439*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
440*8975f5c5SAndroid Build Coastguard Worker
441*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
442*8975f5c5SAndroid Build Coastguard Worker }
443*8975f5c5SAndroid Build Coastguard Worker
444*8975f5c5SAndroid Build Coastguard Worker // Test that a masked draw and a mid-render pass clear works with gaps.
TEST_P(DrawBuffersTest,MaskedDrawMidRPClearWithGaps)445*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGaps)
446*8975f5c5SAndroid Build Coastguard Worker {
447*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
448*8975f5c5SAndroid Build Coastguard Worker
449*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
450*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
451*8975f5c5SAndroid Build Coastguard Worker
452*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
453*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
454*8975f5c5SAndroid Build Coastguard Worker
455*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
456*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
457*8975f5c5SAndroid Build Coastguard Worker
458*8975f5c5SAndroid Build Coastguard Worker // Mask out attachment 3, so we only draw to attachment 1.
459*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE};
460*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, false};
461*8975f5c5SAndroid Build Coastguard Worker GLuint program;
462*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
463*8975f5c5SAndroid Build Coastguard Worker
464*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
465*8975f5c5SAndroid Build Coastguard Worker
466*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
467*8975f5c5SAndroid Build Coastguard Worker
468*8975f5c5SAndroid Build Coastguard Worker // Re-enable attachment 3, so we clear both attachment 1 and 3.
469*8975f5c5SAndroid Build Coastguard Worker bufs[3] = GL_COLOR_ATTACHMENT3;
470*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
471*8975f5c5SAndroid Build Coastguard Worker flags[3] = true;
472*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
473*8975f5c5SAndroid Build Coastguard Worker
474*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
475*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
476*8975f5c5SAndroid Build Coastguard Worker
477*8975f5c5SAndroid Build Coastguard Worker // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
478*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
479*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ZERO, GL_ONE);
480*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
481*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
482*8975f5c5SAndroid Build Coastguard Worker
483*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
484*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
485*8975f5c5SAndroid Build Coastguard Worker
486*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
487*8975f5c5SAndroid Build Coastguard Worker }
488*8975f5c5SAndroid Build Coastguard Worker
489*8975f5c5SAndroid Build Coastguard Worker // Test that a masked draw and a mid-render pass clear works with gaps. Uses RGB format.
TEST_P(DrawBuffersTest,MaskedDrawMidRPClearWithGapsRGB)490*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGapsRGB)
491*8975f5c5SAndroid Build Coastguard Worker {
492*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
493*8975f5c5SAndroid Build Coastguard Worker
494*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
495*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
496*8975f5c5SAndroid Build Coastguard Worker
497*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[2];
498*8975f5c5SAndroid Build Coastguard Worker
499*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[0]);
500*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
501*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
502*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
503*8975f5c5SAndroid Build Coastguard Worker
504*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[1]);
505*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
506*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
507*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[1], 0);
508*8975f5c5SAndroid Build Coastguard Worker
509*8975f5c5SAndroid Build Coastguard Worker // Mask out attachment 3, so we only draw to attachment 1.
510*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE};
511*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, false};
512*8975f5c5SAndroid Build Coastguard Worker GLuint program;
513*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
514*8975f5c5SAndroid Build Coastguard Worker
515*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
516*8975f5c5SAndroid Build Coastguard Worker
517*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
518*8975f5c5SAndroid Build Coastguard Worker
519*8975f5c5SAndroid Build Coastguard Worker // Re-enable attachment 3, so we clear both attachment 1 and 3.
520*8975f5c5SAndroid Build Coastguard Worker bufs[3] = GL_COLOR_ATTACHMENT3;
521*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
522*8975f5c5SAndroid Build Coastguard Worker flags[3] = true;
523*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
524*8975f5c5SAndroid Build Coastguard Worker
525*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
526*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
527*8975f5c5SAndroid Build Coastguard Worker
528*8975f5c5SAndroid Build Coastguard Worker // A bogus draw to make sure clears are done with a render pass in the Vulkan backend.
529*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
530*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ZERO, GL_ONE);
531*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
532*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
533*8975f5c5SAndroid Build Coastguard Worker
534*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
535*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow);
536*8975f5c5SAndroid Build Coastguard Worker
537*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
538*8975f5c5SAndroid Build Coastguard Worker }
539*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DrawBuffersTest,FirstAndLast)540*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, FirstAndLast)
541*8975f5c5SAndroid Build Coastguard Worker {
542*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
543*8975f5c5SAndroid Build Coastguard Worker
544*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
545*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
546*8975f5c5SAndroid Build Coastguard Worker
547*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
548*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
549*8975f5c5SAndroid Build Coastguard Worker
550*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, true};
551*8975f5c5SAndroid Build Coastguard Worker
552*8975f5c5SAndroid Build Coastguard Worker GLuint program;
553*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
554*8975f5c5SAndroid Build Coastguard Worker
555*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
556*8975f5c5SAndroid Build Coastguard Worker
557*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
558*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
559*8975f5c5SAndroid Build Coastguard Worker
560*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
561*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
562*8975f5c5SAndroid Build Coastguard Worker
563*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
564*8975f5c5SAndroid Build Coastguard Worker
565*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
566*8975f5c5SAndroid Build Coastguard Worker }
567*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DrawBuffersTest,FirstHalfNULL)568*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, FirstHalfNULL)
569*8975f5c5SAndroid Build Coastguard Worker {
570*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
571*8975f5c5SAndroid Build Coastguard Worker
572*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false};
573*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[8] = {GL_NONE};
574*8975f5c5SAndroid Build Coastguard Worker
575*8975f5c5SAndroid Build Coastguard Worker ASSERT_GT(mMaxDrawBuffers, 0);
576*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(mMaxDrawBuffers, 8);
577*8975f5c5SAndroid Build Coastguard Worker GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
578*8975f5c5SAndroid Build Coastguard Worker
579*8975f5c5SAndroid Build Coastguard Worker for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
580*8975f5c5SAndroid Build Coastguard Worker {
581*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
582*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex,
583*8975f5c5SAndroid Build Coastguard Worker GL_TEXTURE_2D, mTextures[texIndex], 0);
584*8975f5c5SAndroid Build Coastguard Worker flags[texIndex + halfMaxDrawBuffers] = true;
585*8975f5c5SAndroid Build Coastguard Worker bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
586*8975f5c5SAndroid Build Coastguard Worker }
587*8975f5c5SAndroid Build Coastguard Worker
588*8975f5c5SAndroid Build Coastguard Worker GLuint program;
589*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
590*8975f5c5SAndroid Build Coastguard Worker
591*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
592*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
593*8975f5c5SAndroid Build Coastguard Worker
594*8975f5c5SAndroid Build Coastguard Worker for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
595*8975f5c5SAndroid Build Coastguard Worker {
596*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
597*8975f5c5SAndroid Build Coastguard Worker }
598*8975f5c5SAndroid Build Coastguard Worker
599*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
600*8975f5c5SAndroid Build Coastguard Worker
601*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
602*8975f5c5SAndroid Build Coastguard Worker }
603*8975f5c5SAndroid Build Coastguard Worker
604*8975f5c5SAndroid Build Coastguard Worker // Test that non-zero draw buffers can be queried on the default framebuffer
TEST_P(DrawBuffersTest,DefaultFramebufferDrawBufferQuery)605*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
606*8975f5c5SAndroid Build Coastguard Worker {
607*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
608*8975f5c5SAndroid Build Coastguard Worker
609*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
610*8975f5c5SAndroid Build Coastguard Worker
611*8975f5c5SAndroid Build Coastguard Worker GLint drawbuffer = 0;
612*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
613*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
614*8975f5c5SAndroid Build Coastguard Worker
615*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_NONE, drawbuffer);
616*8975f5c5SAndroid Build Coastguard Worker }
617*8975f5c5SAndroid Build Coastguard Worker
618*8975f5c5SAndroid Build Coastguard Worker // Test that drawing with all color buffers disabled works.
TEST_P(DrawBuffersTest,None)619*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, None)
620*8975f5c5SAndroid Build Coastguard Worker {
621*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
622*8975f5c5SAndroid Build Coastguard Worker
623*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false};
624*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[8] = {GL_NONE};
625*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[8];
626*8975f5c5SAndroid Build Coastguard Worker
627*8975f5c5SAndroid Build Coastguard Worker ASSERT_GT(mMaxDrawBuffers, 0);
628*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(mMaxDrawBuffers, 8);
629*8975f5c5SAndroid Build Coastguard Worker for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
630*8975f5c5SAndroid Build Coastguard Worker {
631*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
632*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
633*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
634*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
635*8975f5c5SAndroid Build Coastguard Worker textures[texIndex], 0);
636*8975f5c5SAndroid Build Coastguard Worker flags[texIndex] = true;
637*8975f5c5SAndroid Build Coastguard Worker bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
638*8975f5c5SAndroid Build Coastguard Worker }
639*8975f5c5SAndroid Build Coastguard Worker
640*8975f5c5SAndroid Build Coastguard Worker GLuint program;
641*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
642*8975f5c5SAndroid Build Coastguard Worker
643*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
644*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.5, 0.5, 0.5, 1.0);
645*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
646*8975f5c5SAndroid Build Coastguard Worker
647*8975f5c5SAndroid Build Coastguard Worker for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
648*8975f5c5SAndroid Build Coastguard Worker {
649*8975f5c5SAndroid Build Coastguard Worker bufs[texIndex] = GL_NONE;
650*8975f5c5SAndroid Build Coastguard Worker }
651*8975f5c5SAndroid Build Coastguard Worker
652*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
653*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
654*8975f5c5SAndroid Build Coastguard Worker
655*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
656*8975f5c5SAndroid Build Coastguard Worker
657*8975f5c5SAndroid Build Coastguard Worker for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
658*8975f5c5SAndroid Build Coastguard Worker {
659*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
660*8975f5c5SAndroid Build Coastguard Worker textures[texIndex], 0);
661*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
662*8975f5c5SAndroid Build Coastguard Worker }
663*8975f5c5SAndroid Build Coastguard Worker
664*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
665*8975f5c5SAndroid Build Coastguard Worker }
666*8975f5c5SAndroid Build Coastguard Worker
667*8975f5c5SAndroid Build Coastguard Worker // Test that drawing with a color buffer disabled and a depth buffer enabled works.
TEST_P(DrawBuffersTest,NoneWithDepth)668*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, NoneWithDepth)
669*8975f5c5SAndroid Build Coastguard Worker {
670*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
671*8975f5c5SAndroid Build Coastguard Worker
672*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, false, false, false, false, false};
673*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[8] = {
674*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
675*8975f5c5SAndroid Build Coastguard Worker
676*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
677*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
678*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
679*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
680*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
681*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
682*8975f5c5SAndroid Build Coastguard Worker
683*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rb;
684*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rb);
685*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, getWindowWidth(),
686*8975f5c5SAndroid Build Coastguard Worker getWindowHeight());
687*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
688*8975f5c5SAndroid Build Coastguard Worker
689*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
690*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
691*8975f5c5SAndroid Build Coastguard Worker
692*8975f5c5SAndroid Build Coastguard Worker GLuint program;
693*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
694*8975f5c5SAndroid Build Coastguard Worker
695*8975f5c5SAndroid Build Coastguard Worker ASSERT_GT(mMaxDrawBuffers, 0);
696*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(mMaxDrawBuffers, 8);
697*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
698*8975f5c5SAndroid Build Coastguard Worker
699*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.5, 0.5, 0.5, 1.0);
700*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(0.0);
701*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
702*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
703*8975f5c5SAndroid Build Coastguard Worker
704*8975f5c5SAndroid Build Coastguard Worker // Color buffer must remain untouched, depth buffer must be set to 1.0
705*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_NONE;
706*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
707*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
708*8975f5c5SAndroid Build Coastguard Worker glDepthFunc(GL_ALWAYS);
709*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 1.0);
710*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
711*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
712*8975f5c5SAndroid Build Coastguard Worker
713*8975f5c5SAndroid Build Coastguard Worker // Draw with the color buffer and depth test enabled.
714*8975f5c5SAndroid Build Coastguard Worker // Depth test must fail and the color buffer must remain unchanged.
715*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_COLOR_ATTACHMENT0;
716*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
717*8975f5c5SAndroid Build Coastguard Worker glDepthFunc(GL_LESS);
718*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 1.0);
719*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
720*8975f5c5SAndroid Build Coastguard Worker
721*8975f5c5SAndroid Build Coastguard Worker // Draw with another Z value.
722*8975f5c5SAndroid Build Coastguard Worker // Depth test must pass and the color buffer must be updated.
723*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.0);
724*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
725*8975f5c5SAndroid Build Coastguard Worker
726*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
727*8975f5c5SAndroid Build Coastguard Worker }
728*8975f5c5SAndroid Build Coastguard Worker
729*8975f5c5SAndroid Build Coastguard Worker // Test that drawing with a color buffer disabled and a stencil buffer enabled works.
TEST_P(DrawBuffersTest,NoneWithStencil)730*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, NoneWithStencil)
731*8975f5c5SAndroid Build Coastguard Worker {
732*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
733*8975f5c5SAndroid Build Coastguard Worker
734*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false, false, false, false, false, false, false};
735*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[8] = {
736*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE};
737*8975f5c5SAndroid Build Coastguard Worker
738*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
739*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
740*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
741*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
742*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
743*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
744*8975f5c5SAndroid Build Coastguard Worker
745*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rb;
746*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rb);
747*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight());
748*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
749*8975f5c5SAndroid Build Coastguard Worker
750*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
751*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
752*8975f5c5SAndroid Build Coastguard Worker
753*8975f5c5SAndroid Build Coastguard Worker GLuint program;
754*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
755*8975f5c5SAndroid Build Coastguard Worker
756*8975f5c5SAndroid Build Coastguard Worker ASSERT_GT(mMaxDrawBuffers, 0);
757*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(mMaxDrawBuffers, 8);
758*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
759*8975f5c5SAndroid Build Coastguard Worker
760*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.5, 0.5, 0.5, 1.0);
761*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
762*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
763*8975f5c5SAndroid Build Coastguard Worker
764*8975f5c5SAndroid Build Coastguard Worker // Color buffer must remain untouched, stencil test must pass and stencil buffer must be
765*8975f5c5SAndroid Build Coastguard Worker // incremented to 1.
766*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_NONE;
767*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
768*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_STENCIL_TEST);
769*8975f5c5SAndroid Build Coastguard Worker glStencilOp(GL_KEEP, GL_INCR, GL_INCR);
770*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 1.0);
771*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
772*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
773*8975f5c5SAndroid Build Coastguard Worker
774*8975f5c5SAndroid Build Coastguard Worker // Draw with the color buffer enabled and stencil test expecting 0.
775*8975f5c5SAndroid Build Coastguard Worker // Stencil test must fail, and both the color and the stencil buffers must remain unchanged.
776*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_COLOR_ATTACHMENT0;
777*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
778*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_EQUAL, 0, 255);
779*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 1.0);
780*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1);
781*8975f5c5SAndroid Build Coastguard Worker
782*8975f5c5SAndroid Build Coastguard Worker // Draw with stencil ref value matching the stored stencil buffer value.
783*8975f5c5SAndroid Build Coastguard Worker // Stencil test must pass and the color buffer must be updated.
784*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_EQUAL, 1, 255);
785*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 1.0);
786*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
787*8975f5c5SAndroid Build Coastguard Worker
788*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
789*8975f5c5SAndroid Build Coastguard Worker }
790*8975f5c5SAndroid Build Coastguard Worker
791*8975f5c5SAndroid Build Coastguard Worker // Test that draws to every buffer and verifies that every buffer was drawn to.
TEST_P(DrawBuffersTest,AllRGBA8)792*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, AllRGBA8)
793*8975f5c5SAndroid Build Coastguard Worker {
794*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
795*8975f5c5SAndroid Build Coastguard Worker
796*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false};
797*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[8] = {GL_NONE};
798*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[8];
799*8975f5c5SAndroid Build Coastguard Worker
800*8975f5c5SAndroid Build Coastguard Worker ASSERT_GT(mMaxDrawBuffers, 0);
801*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(mMaxDrawBuffers, 8);
802*8975f5c5SAndroid Build Coastguard Worker for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
803*8975f5c5SAndroid Build Coastguard Worker {
804*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[texIndex]);
805*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
806*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
807*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
808*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
809*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
810*8975f5c5SAndroid Build Coastguard Worker textures[texIndex], 0);
811*8975f5c5SAndroid Build Coastguard Worker flags[texIndex] = true;
812*8975f5c5SAndroid Build Coastguard Worker bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
813*8975f5c5SAndroid Build Coastguard Worker }
814*8975f5c5SAndroid Build Coastguard Worker
815*8975f5c5SAndroid Build Coastguard Worker GLuint program;
816*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
817*8975f5c5SAndroid Build Coastguard Worker
818*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(mMaxDrawBuffers, bufs);
819*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
820*8975f5c5SAndroid Build Coastguard Worker
821*8975f5c5SAndroid Build Coastguard Worker for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex)
822*8975f5c5SAndroid Build Coastguard Worker {
823*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(texIndex, textures[texIndex], GL_TEXTURE_2D, 0);
824*8975f5c5SAndroid Build Coastguard Worker }
825*8975f5c5SAndroid Build Coastguard Worker
826*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
827*8975f5c5SAndroid Build Coastguard Worker
828*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
829*8975f5c5SAndroid Build Coastguard Worker }
830*8975f5c5SAndroid Build Coastguard Worker // Same as above but adds a state change from a program with different masks after a clear.
TEST_P(DrawBuffersWebGL2Test,TwoProgramsWithDifferentOutputsAndClear)831*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
832*8975f5c5SAndroid Build Coastguard Worker {
833*8975f5c5SAndroid Build Coastguard Worker // TODO(http://anglebug.com/42261569): Broken on the GL back-end.
834*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL());
835*8975f5c5SAndroid Build Coastguard Worker
836*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
837*8975f5c5SAndroid Build Coastguard Worker
838*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
839*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
840*8975f5c5SAndroid Build Coastguard Worker
841*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {false};
842*8975f5c5SAndroid Build Coastguard Worker GLenum someBufs[4] = {GL_NONE};
843*8975f5c5SAndroid Build Coastguard Worker GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
844*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3};
845*8975f5c5SAndroid Build Coastguard Worker
846*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint kMaxBuffers = 4;
847*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint kHalfMaxBuffers = 2;
848*8975f5c5SAndroid Build Coastguard Worker
849*8975f5c5SAndroid Build Coastguard Worker // Enable all draw buffers.
850*8975f5c5SAndroid Build Coastguard Worker for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
851*8975f5c5SAndroid Build Coastguard Worker {
852*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
853*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
854*8975f5c5SAndroid Build Coastguard Worker mTextures[texIndex], 0);
855*8975f5c5SAndroid Build Coastguard Worker someBufs[texIndex] =
856*8975f5c5SAndroid Build Coastguard Worker texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
857*8975f5c5SAndroid Build Coastguard Worker
858*8975f5c5SAndroid Build Coastguard Worker // Mask out the first two buffers.
859*8975f5c5SAndroid Build Coastguard Worker flags[texIndex] = texIndex >= kHalfMaxBuffers;
860*8975f5c5SAndroid Build Coastguard Worker }
861*8975f5c5SAndroid Build Coastguard Worker
862*8975f5c5SAndroid Build Coastguard Worker GLuint program;
863*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
864*8975f5c5SAndroid Build Coastguard Worker
865*8975f5c5SAndroid Build Coastguard Worker // Now set up a second simple program that draws to FragColor. Should be broadcast.
866*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
867*8975f5c5SAndroid Build Coastguard Worker
868*8975f5c5SAndroid Build Coastguard Worker // Draw with simple program.
869*8975f5c5SAndroid Build Coastguard Worker drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
870*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
871*8975f5c5SAndroid Build Coastguard Worker
872*8975f5c5SAndroid Build Coastguard Worker // Clear draw buffers.
873*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(kMaxBuffers, someBufs);
874*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
875*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
876*8975f5c5SAndroid Build Coastguard Worker
877*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
878*8975f5c5SAndroid Build Coastguard Worker
879*8975f5c5SAndroid Build Coastguard Worker // Verify first is drawn red, second is untouched, and last two are cleared green.
880*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
881*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
882*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
883*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
884*8975f5c5SAndroid Build Coastguard Worker
885*8975f5c5SAndroid Build Coastguard Worker // Draw with MRT program.
886*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(kMaxBuffers, someBufs);
887*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
888*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
889*8975f5c5SAndroid Build Coastguard Worker
890*8975f5c5SAndroid Build Coastguard Worker // Only the last two attachments should be updated.
891*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
892*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
893*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
894*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
895*8975f5c5SAndroid Build Coastguard Worker
896*8975f5c5SAndroid Build Coastguard Worker // Active draw buffers with no fragment output is not allowed.
897*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(kMaxBuffers, allBufs);
898*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
899*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
900*8975f5c5SAndroid Build Coastguard Worker // Exception: when RASTERIZER_DISCARD is enabled.
901*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_RASTERIZER_DISCARD);
902*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
903*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
904*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_RASTERIZER_DISCARD);
905*8975f5c5SAndroid Build Coastguard Worker // Exception: when all 4 channels of color mask are set to false.
906*8975f5c5SAndroid Build Coastguard Worker glColorMask(false, false, false, false);
907*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
908*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
909*8975f5c5SAndroid Build Coastguard Worker glColorMask(false, true, false, false);
910*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
911*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
912*8975f5c5SAndroid Build Coastguard Worker glColorMask(true, true, true, true);
913*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
914*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
915*8975f5c5SAndroid Build Coastguard Worker
916*8975f5c5SAndroid Build Coastguard Worker // Clear again. All attachments should be cleared.
917*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
918*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
919*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
920*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
921*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
922*8975f5c5SAndroid Build Coastguard Worker
923*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
924*8975f5c5SAndroid Build Coastguard Worker }
925*8975f5c5SAndroid Build Coastguard Worker
926*8975f5c5SAndroid Build Coastguard Worker // Test clear with gaps in draw buffers, originally show up as
927*8975f5c5SAndroid Build Coastguard Worker // webgl_conformance_vulkan_passthrough_tests conformance/extensions/webgl-draw-buffers.html
928*8975f5c5SAndroid Build Coastguard Worker // failure. This is added for ease of debugging.
TEST_P(DrawBuffersWebGL2Test,Clear)929*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersWebGL2Test, Clear)
930*8975f5c5SAndroid Build Coastguard Worker {
931*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
932*8975f5c5SAndroid Build Coastguard Worker
933*8975f5c5SAndroid Build Coastguard Worker constexpr GLint kMaxBuffers = 4;
934*8975f5c5SAndroid Build Coastguard Worker
935*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
936*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, kMaxBuffers);
937*8975f5c5SAndroid Build Coastguard Worker
938*8975f5c5SAndroid Build Coastguard Worker GLenum drawBufs[kMaxBuffers] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
939*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
940*8975f5c5SAndroid Build Coastguard Worker
941*8975f5c5SAndroid Build Coastguard Worker // Enable all draw buffers.
942*8975f5c5SAndroid Build Coastguard Worker for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
943*8975f5c5SAndroid Build Coastguard Worker {
944*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
945*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
946*8975f5c5SAndroid Build Coastguard Worker mTextures[texIndex], 0);
947*8975f5c5SAndroid Build Coastguard Worker }
948*8975f5c5SAndroid Build Coastguard Worker
949*8975f5c5SAndroid Build Coastguard Worker // Clear with all draw buffers.
950*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(kMaxBuffers, drawBufs);
951*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
952*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
953*8975f5c5SAndroid Build Coastguard Worker
954*8975f5c5SAndroid Build Coastguard Worker // Clear with first half none draw buffers.
955*8975f5c5SAndroid Build Coastguard Worker drawBufs[0] = GL_NONE;
956*8975f5c5SAndroid Build Coastguard Worker drawBufs[1] = GL_NONE;
957*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(kMaxBuffers, drawBufs);
958*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
959*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
960*8975f5c5SAndroid Build Coastguard Worker
961*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
962*8975f5c5SAndroid Build Coastguard Worker
963*8975f5c5SAndroid Build Coastguard Worker // Verify first is drawn red, second is untouched, and last two are cleared green.
964*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
965*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::red);
966*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
967*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
968*8975f5c5SAndroid Build Coastguard Worker }
969*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DrawBuffersTest,UnwrittenOutputVariablesShouldNotCrash)970*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
971*8975f5c5SAndroid Build Coastguard Worker {
972*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
973*8975f5c5SAndroid Build Coastguard Worker
974*8975f5c5SAndroid Build Coastguard Worker // Bind two render targets but use a shader which writes only to the first one.
975*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
976*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
977*8975f5c5SAndroid Build Coastguard Worker
978*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
979*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
980*8975f5c5SAndroid Build Coastguard Worker
981*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, false};
982*8975f5c5SAndroid Build Coastguard Worker
983*8975f5c5SAndroid Build Coastguard Worker GLuint program;
984*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
985*8975f5c5SAndroid Build Coastguard Worker
986*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
987*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
988*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
989*8975f5c5SAndroid Build Coastguard Worker GL_NONE,
990*8975f5c5SAndroid Build Coastguard Worker GL_NONE,
991*8975f5c5SAndroid Build Coastguard Worker };
992*8975f5c5SAndroid Build Coastguard Worker
993*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
994*8975f5c5SAndroid Build Coastguard Worker
995*8975f5c5SAndroid Build Coastguard Worker // This call should not crash when we dynamically generate the HLSL code.
996*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
997*8975f5c5SAndroid Build Coastguard Worker
998*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
999*8975f5c5SAndroid Build Coastguard Worker
1000*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1001*8975f5c5SAndroid Build Coastguard Worker
1002*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1003*8975f5c5SAndroid Build Coastguard Worker }
1004*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DrawBuffersTest,BroadcastGLFragColor)1005*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, BroadcastGLFragColor)
1006*8975f5c5SAndroid Build Coastguard Worker {
1007*8975f5c5SAndroid Build Coastguard Worker // Broadcast is not supported on GLES 3.0.
1008*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1009*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1010*8975f5c5SAndroid Build Coastguard Worker
1011*8975f5c5SAndroid Build Coastguard Worker // Bind two render targets. gl_FragColor should be broadcast to both.
1012*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
1013*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
1014*8975f5c5SAndroid Build Coastguard Worker
1015*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
1016*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
1017*8975f5c5SAndroid Build Coastguard Worker
1018*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
1019*8975f5c5SAndroid Build Coastguard Worker
1020*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1021*8975f5c5SAndroid Build Coastguard Worker "#extension GL_EXT_draw_buffers : enable\n"
1022*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n"
1023*8975f5c5SAndroid Build Coastguard Worker "uniform float u_zero;\n"
1024*8975f5c5SAndroid Build Coastguard Worker "void main()\n"
1025*8975f5c5SAndroid Build Coastguard Worker "{\n"
1026*8975f5c5SAndroid Build Coastguard Worker " gl_FragColor = vec4(1, 0, 0, 1);\n"
1027*8975f5c5SAndroid Build Coastguard Worker " if (u_zero < 1.0)\n"
1028*8975f5c5SAndroid Build Coastguard Worker " {\n"
1029*8975f5c5SAndroid Build Coastguard Worker " return;\n"
1030*8975f5c5SAndroid Build Coastguard Worker " }\n"
1031*8975f5c5SAndroid Build Coastguard Worker "}\n";
1032*8975f5c5SAndroid Build Coastguard Worker
1033*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS);
1034*8975f5c5SAndroid Build Coastguard Worker if (program == 0)
1035*8975f5c5SAndroid Build Coastguard Worker {
1036*8975f5c5SAndroid Build Coastguard Worker FAIL() << "shader compilation failed.";
1037*8975f5c5SAndroid Build Coastguard Worker }
1038*8975f5c5SAndroid Build Coastguard Worker
1039*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(2, bufs);
1040*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
1041*8975f5c5SAndroid Build Coastguard Worker
1042*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
1043*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
1044*8975f5c5SAndroid Build Coastguard Worker
1045*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1046*8975f5c5SAndroid Build Coastguard Worker
1047*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1048*8975f5c5SAndroid Build Coastguard Worker }
1049*8975f5c5SAndroid Build Coastguard Worker
1050*8975f5c5SAndroid Build Coastguard Worker // Test that binding multiple layers of a 3D texture works correctly.
1051*8975f5c5SAndroid Build Coastguard Worker // This is the same as DrawBuffersTestES3.3DTextures but is used for GL_OES_texture_3D extension
1052*8975f5c5SAndroid Build Coastguard Worker // on GLES 2.0 instead.
1053*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTest, 3DTexturesOES)
1054*8975f5c5SAndroid Build Coastguard Worker {
1055*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1056*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
1057*8975f5c5SAndroid Build Coastguard Worker
1058*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1059*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
1060*8975f5c5SAndroid Build Coastguard Worker glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
1061*8975f5c5SAndroid Build Coastguard Worker getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1062*8975f5c5SAndroid Build Coastguard Worker
1063*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture, 0, 0);
1064*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_3D, texture, 0, 1);
1065*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_3D, texture, 0, 2);
1066*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_3D, texture, 0, 3);
1067*8975f5c5SAndroid Build Coastguard Worker
1068*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true, false};
1069*8975f5c5SAndroid Build Coastguard Worker
1070*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1071*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1072*8975f5c5SAndroid Build Coastguard Worker
1073*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
1074*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
1075*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
1076*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
1077*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
1078*8975f5c5SAndroid Build Coastguard Worker };
1079*8975f5c5SAndroid Build Coastguard Worker
1080*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
1081*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1082*8975f5c5SAndroid Build Coastguard Worker
1083*8975f5c5SAndroid Build Coastguard Worker verifyAttachment3DOES(0, texture, 0, 0);
1084*8975f5c5SAndroid Build Coastguard Worker verifyAttachment3DOES(1, texture, 0, 1);
1085*8975f5c5SAndroid Build Coastguard Worker verifyAttachment3DOES(2, texture, 0, 2);
1086*8975f5c5SAndroid Build Coastguard Worker verifyAttachment3DOES(3, texture, 0, 3);
1087*8975f5c5SAndroid Build Coastguard Worker
1088*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1089*8975f5c5SAndroid Build Coastguard Worker
1090*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1091*8975f5c5SAndroid Build Coastguard Worker }
1092*8975f5c5SAndroid Build Coastguard Worker
1093*8975f5c5SAndroid Build Coastguard Worker class DrawBuffersTestES3 : public DrawBuffersTest
1094*8975f5c5SAndroid Build Coastguard Worker {};
1095*8975f5c5SAndroid Build Coastguard Worker
1096*8975f5c5SAndroid Build Coastguard Worker // Test that binding multiple layers of a 3D texture works correctly
1097*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, 3DTextures)
1098*8975f5c5SAndroid Build Coastguard Worker {
1099*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1100*8975f5c5SAndroid Build Coastguard Worker
1101*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1102*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
1103*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
1104*8975f5c5SAndroid Build Coastguard Worker 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1105*8975f5c5SAndroid Build Coastguard Worker
1106*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
1107*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1);
1108*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2);
1109*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 3);
1110*8975f5c5SAndroid Build Coastguard Worker
1111*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true, false};
1112*8975f5c5SAndroid Build Coastguard Worker
1113*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1114*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1115*8975f5c5SAndroid Build Coastguard Worker
1116*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
1117*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
1118*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
1119*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
1120*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
1121*8975f5c5SAndroid Build Coastguard Worker };
1122*8975f5c5SAndroid Build Coastguard Worker
1123*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1124*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1125*8975f5c5SAndroid Build Coastguard Worker
1126*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(0, texture, 0, 0);
1127*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(1, texture, 0, 1);
1128*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(2, texture, 0, 2);
1129*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(3, texture, 0, 3);
1130*8975f5c5SAndroid Build Coastguard Worker
1131*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1132*8975f5c5SAndroid Build Coastguard Worker
1133*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1134*8975f5c5SAndroid Build Coastguard Worker }
1135*8975f5c5SAndroid Build Coastguard Worker
1136*8975f5c5SAndroid Build Coastguard Worker // Test that binding multiple layers of a 2D array texture works correctly
1137*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, 2DArrayTextures)
1138*8975f5c5SAndroid Build Coastguard Worker {
1139*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1140*8975f5c5SAndroid Build Coastguard Worker
1141*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1142*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
1143*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
1144*8975f5c5SAndroid Build Coastguard Worker getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1145*8975f5c5SAndroid Build Coastguard Worker
1146*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
1147*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1);
1148*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2);
1149*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 3);
1150*8975f5c5SAndroid Build Coastguard Worker
1151*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true, false};
1152*8975f5c5SAndroid Build Coastguard Worker
1153*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1154*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1155*8975f5c5SAndroid Build Coastguard Worker
1156*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
1157*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
1158*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
1159*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
1160*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
1161*8975f5c5SAndroid Build Coastguard Worker };
1162*8975f5c5SAndroid Build Coastguard Worker
1163*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1164*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1165*8975f5c5SAndroid Build Coastguard Worker
1166*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(0, texture, 0, 0);
1167*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(1, texture, 0, 1);
1168*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(2, texture, 0, 2);
1169*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(3, texture, 0, 3);
1170*8975f5c5SAndroid Build Coastguard Worker
1171*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1172*8975f5c5SAndroid Build Coastguard Worker
1173*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1174*8975f5c5SAndroid Build Coastguard Worker }
1175*8975f5c5SAndroid Build Coastguard Worker
1176*8975f5c5SAndroid Build Coastguard Worker // Test that binding multiple faces of a CubeMap texture works correctly
TEST_P(DrawBuffersTestES3,CubeMapTextures)1177*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, CubeMapTextures)
1178*8975f5c5SAndroid Build Coastguard Worker {
1179*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1180*8975f5c5SAndroid Build Coastguard Worker
1181*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1182*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
1183*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
1184*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1185*8975f5c5SAndroid Build Coastguard Worker
1186*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3);
1187*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2);
1188*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1);
1189*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0);
1190*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1191*8975f5c5SAndroid Build Coastguard Worker
1192*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true, false};
1193*8975f5c5SAndroid Build Coastguard Worker
1194*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1195*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1196*8975f5c5SAndroid Build Coastguard Worker
1197*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
1198*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
1199*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
1200*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
1201*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
1202*8975f5c5SAndroid Build Coastguard Worker };
1203*8975f5c5SAndroid Build Coastguard Worker
1204*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1205*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1206*8975f5c5SAndroid Build Coastguard Worker
1207*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(0, texture, 0, 3);
1208*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(1, texture, 0, 2);
1209*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(2, texture, 0, 1);
1210*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(3, texture, 0, 0);
1211*8975f5c5SAndroid Build Coastguard Worker
1212*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1213*8975f5c5SAndroid Build Coastguard Worker
1214*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1215*8975f5c5SAndroid Build Coastguard Worker }
1216*8975f5c5SAndroid Build Coastguard Worker
1217*8975f5c5SAndroid Build Coastguard Worker // Test that binding multiple layers of a CubeMap array texture works correctly
TEST_P(DrawBuffersTestES3,CubeMapArrayTextures)1218*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, CubeMapArrayTextures)
1219*8975f5c5SAndroid Build Coastguard Worker {
1220*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1221*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_cube_map_array"));
1222*8975f5c5SAndroid Build Coastguard Worker
1223*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1224*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, texture);
1225*8975f5c5SAndroid Build Coastguard Worker glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 1, GL_RGBA8, getWindowWidth(), getWindowHeight(),
1226*8975f5c5SAndroid Build Coastguard Worker static_cast<GLint>(kCubeFaces.size()));
1227*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1228*8975f5c5SAndroid Build Coastguard Worker
1229*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3);
1230*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2);
1231*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1);
1232*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0);
1233*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1234*8975f5c5SAndroid Build Coastguard Worker
1235*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true, false};
1236*8975f5c5SAndroid Build Coastguard Worker
1237*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1238*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1239*8975f5c5SAndroid Build Coastguard Worker
1240*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {
1241*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
1242*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
1243*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
1244*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
1245*8975f5c5SAndroid Build Coastguard Worker };
1246*8975f5c5SAndroid Build Coastguard Worker
1247*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1248*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1249*8975f5c5SAndroid Build Coastguard Worker
1250*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(0, texture, 0, 3);
1251*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(1, texture, 0, 2);
1252*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(2, texture, 0, 1);
1253*8975f5c5SAndroid Build Coastguard Worker verifyAttachmentLayer(3, texture, 0, 0);
1254*8975f5c5SAndroid Build Coastguard Worker
1255*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1256*8975f5c5SAndroid Build Coastguard Worker
1257*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1258*8975f5c5SAndroid Build Coastguard Worker }
1259*8975f5c5SAndroid Build Coastguard Worker
1260*8975f5c5SAndroid Build Coastguard Worker // Test that blend works when draw buffers and framebuffers change.
TEST_P(DrawBuffersTestES3,BlendWithDrawBufferAndFramebufferChanges)1261*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, BlendWithDrawBufferAndFramebufferChanges)
1262*8975f5c5SAndroid Build Coastguard Worker {
1263*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1264*8975f5c5SAndroid Build Coastguard Worker
1265*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263715
1266*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsMac() && IsIntel() && IsDesktopOpenGL());
1267*8975f5c5SAndroid Build Coastguard Worker
1268*8975f5c5SAndroid Build Coastguard Worker // Create two framebuffers, one with 3 attachments (fbo3), one with 4 (fbo4). The test issues
1269*8975f5c5SAndroid Build Coastguard Worker // draw calls on fbo3 with different attachments enabled, then switches to fbo4 (without
1270*8975f5c5SAndroid Build Coastguard Worker // dirtying blend state) and draws to other attachments. It ensures that blend state is
1271*8975f5c5SAndroid Build Coastguard Worker // appropriately set on framebuffer change.
1272*8975f5c5SAndroid Build Coastguard Worker
1273*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
1274*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3};
1275*8975f5c5SAndroid Build Coastguard Worker
1276*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo[2];
1277*8975f5c5SAndroid Build Coastguard Worker GLTexture tex[7];
1278*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat kClearValue[] = {1, 1, 1, 1};
1279*8975f5c5SAndroid Build Coastguard Worker
1280*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
1281*8975f5c5SAndroid Build Coastguard Worker
1282*8975f5c5SAndroid Build Coastguard Worker for (uint32_t texIndex = 0; texIndex < 7; ++texIndex)
1283*8975f5c5SAndroid Build Coastguard Worker {
1284*8975f5c5SAndroid Build Coastguard Worker size_t colorAttachmentIndex = texIndex >= 3 ? texIndex - 3 : texIndex;
1285*8975f5c5SAndroid Build Coastguard Worker if (texIndex == 3)
1286*8975f5c5SAndroid Build Coastguard Worker {
1287*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
1288*8975f5c5SAndroid Build Coastguard Worker }
1289*8975f5c5SAndroid Build Coastguard Worker
1290*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex[texIndex]);
1291*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
1292*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachmentIndex,
1293*8975f5c5SAndroid Build Coastguard Worker GL_TEXTURE_2D, tex[texIndex], 0);
1294*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
1295*8975f5c5SAndroid Build Coastguard Worker
1296*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1297*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, colorAttachmentIndex, kClearValue);
1298*8975f5c5SAndroid Build Coastguard Worker }
1299*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1300*8975f5c5SAndroid Build Coastguard Worker
1301*8975f5c5SAndroid Build Coastguard Worker glEnablei(GL_BLEND, 0);
1302*8975f5c5SAndroid Build Coastguard Worker glEnablei(GL_BLEND, 1);
1303*8975f5c5SAndroid Build Coastguard Worker glEnablei(GL_BLEND, 2);
1304*8975f5c5SAndroid Build Coastguard Worker glEnablei(GL_BLEND, 3);
1305*8975f5c5SAndroid Build Coastguard Worker
1306*8975f5c5SAndroid Build Coastguard Worker glBlendEquationi(0, GL_FUNC_REVERSE_SUBTRACT);
1307*8975f5c5SAndroid Build Coastguard Worker glBlendEquationi(1, GL_MIN);
1308*8975f5c5SAndroid Build Coastguard Worker glBlendEquationi(2, GL_FUNC_REVERSE_SUBTRACT);
1309*8975f5c5SAndroid Build Coastguard Worker glBlendEquationi(3, GL_FUNC_REVERSE_SUBTRACT);
1310*8975f5c5SAndroid Build Coastguard Worker
1311*8975f5c5SAndroid Build Coastguard Worker glBlendFunci(0, GL_ONE, GL_ONE);
1312*8975f5c5SAndroid Build Coastguard Worker glBlendFunci(1, GL_DST_ALPHA, GL_DST_ALPHA);
1313*8975f5c5SAndroid Build Coastguard Worker glBlendFunci(2, GL_SRC_ALPHA, GL_SRC_ALPHA);
1314*8975f5c5SAndroid Build Coastguard Worker glBlendFunci(3, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
1315*8975f5c5SAndroid Build Coastguard Worker
1316*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_NONE;
1317*8975f5c5SAndroid Build Coastguard Worker bufs[2] = GL_NONE;
1318*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(4, bufs);
1319*8975f5c5SAndroid Build Coastguard Worker
1320*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
1321*8975f5c5SAndroid Build Coastguard Worker
1322*8975f5c5SAndroid Build Coastguard Worker bufs[2] = GL_COLOR_ATTACHMENT2;
1323*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(3, bufs);
1324*8975f5c5SAndroid Build Coastguard Worker
1325*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
1326*8975f5c5SAndroid Build Coastguard Worker precision highp float;
1327*8975f5c5SAndroid Build Coastguard Worker
1328*8975f5c5SAndroid Build Coastguard Worker uniform vec4 value0;
1329*8975f5c5SAndroid Build Coastguard Worker uniform vec4 value1;
1330*8975f5c5SAndroid Build Coastguard Worker uniform vec4 value2;
1331*8975f5c5SAndroid Build Coastguard Worker uniform vec4 value3;
1332*8975f5c5SAndroid Build Coastguard Worker
1333*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 color0;
1334*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) out vec4 color1;
1335*8975f5c5SAndroid Build Coastguard Worker layout(location = 2) out vec4 color2;
1336*8975f5c5SAndroid Build Coastguard Worker layout(location = 3) out vec4 color3;
1337*8975f5c5SAndroid Build Coastguard Worker
1338*8975f5c5SAndroid Build Coastguard Worker void main()
1339*8975f5c5SAndroid Build Coastguard Worker {
1340*8975f5c5SAndroid Build Coastguard Worker color0 = value0;
1341*8975f5c5SAndroid Build Coastguard Worker color1 = value1;
1342*8975f5c5SAndroid Build Coastguard Worker color2 = value2;
1343*8975f5c5SAndroid Build Coastguard Worker color3 = value3;
1344*8975f5c5SAndroid Build Coastguard Worker }
1345*8975f5c5SAndroid Build Coastguard Worker )";
1346*8975f5c5SAndroid Build Coastguard Worker
1347*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
1348*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1349*8975f5c5SAndroid Build Coastguard Worker
1350*8975f5c5SAndroid Build Coastguard Worker GLint uniforms[4];
1351*8975f5c5SAndroid Build Coastguard Worker for (uint32_t attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
1352*8975f5c5SAndroid Build Coastguard Worker {
1353*8975f5c5SAndroid Build Coastguard Worker char uniformName[20];
1354*8975f5c5SAndroid Build Coastguard Worker snprintf(uniformName, sizeof uniformName, "value%u", attachmentIndex);
1355*8975f5c5SAndroid Build Coastguard Worker uniforms[attachmentIndex] = glGetUniformLocation(program, uniformName);
1356*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(uniforms[attachmentIndex], -1);
1357*8975f5c5SAndroid Build Coastguard Worker }
1358*8975f5c5SAndroid Build Coastguard Worker
1359*8975f5c5SAndroid Build Coastguard Worker // Currently, fbo3 is bound. The attachment states are:
1360*8975f5c5SAndroid Build Coastguard Worker //
1361*8975f5c5SAndroid Build Coastguard Worker // 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
1362*8975f5c5SAndroid Build Coastguard Worker // 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA
1363*8975f5c5SAndroid Build Coastguard Worker // 2: Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA
1364*8975f5c5SAndroid Build Coastguard Worker //
1365*8975f5c5SAndroid Build Coastguard Worker // Draw:
1366*8975f5c5SAndroid Build Coastguard Worker //
1367*8975f5c5SAndroid Build Coastguard Worker // 0: Color: don't care
1368*8975f5c5SAndroid Build Coastguard Worker // 1: Color: (0.75, 0.5, 0.25, 0.5) -> Result after blend is: (0.75, 0.5, 0.25, 0.5)
1369*8975f5c5SAndroid Build Coastguard Worker // 2: Color: (0.25, 0.5, 0.75, 0.5) -> Result after blend is: (0.375, 0.25, 0.125, 0.25)
1370*8975f5c5SAndroid Build Coastguard Worker
1371*8975f5c5SAndroid Build Coastguard Worker // Draws green into attachment 1
1372*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[1], 0.75, 0.5, 0.25, 0.5);
1373*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[2], 0.25, 0.5, 0.75, 0.5);
1374*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1375*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1376*8975f5c5SAndroid Build Coastguard Worker
1377*8975f5c5SAndroid Build Coastguard Worker bufs[0] = GL_COLOR_ATTACHMENT0;
1378*8975f5c5SAndroid Build Coastguard Worker bufs[1] = GL_NONE;
1379*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(3, bufs);
1380*8975f5c5SAndroid Build Coastguard Worker
1381*8975f5c5SAndroid Build Coastguard Worker // Currently, fbo3 is bound. The attachment states are:
1382*8975f5c5SAndroid Build Coastguard Worker //
1383*8975f5c5SAndroid Build Coastguard Worker // 0: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
1384*8975f5c5SAndroid Build Coastguard Worker // 1: DISABLED Color: (0.75, 0.5, 0.25, 0.5), Blend: min, DST_ALPHA/DST_ALPHA
1385*8975f5c5SAndroid Build Coastguard Worker // 2: Color: (0.375, 0.25, 0.125, 0.25), Blend: reverse subtract,
1386*8975f5c5SAndroid Build Coastguard Worker // SRC_ALPHA/SRC_ALPHA
1387*8975f5c5SAndroid Build Coastguard Worker //
1388*8975f5c5SAndroid Build Coastguard Worker // Draw:
1389*8975f5c5SAndroid Build Coastguard Worker //
1390*8975f5c5SAndroid Build Coastguard Worker // 0: Color: (0.5, 0.25, 0.75, 0.25) -> Result after blend is: (0.5, 0.75, 0.25, 0.75)
1391*8975f5c5SAndroid Build Coastguard Worker // 1: Color: don't care
1392*8975f5c5SAndroid Build Coastguard Worker // 2: Color: (0.125, 0, 0, 1) -> Result after blend is: (0.25, 0.25, 0.125, 0)
1393*8975f5c5SAndroid Build Coastguard Worker
1394*8975f5c5SAndroid Build Coastguard Worker // Clear with red
1395*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[0], 0.5, 0.25, 0.75, 0.25);
1396*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[2], 0.125, 0, 0, 1);
1397*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1398*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1399*8975f5c5SAndroid Build Coastguard Worker
1400*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
1401*8975f5c5SAndroid Build Coastguard Worker
1402*8975f5c5SAndroid Build Coastguard Worker // Currently, fbo4 is bound. The attachment states are:
1403*8975f5c5SAndroid Build Coastguard Worker //
1404*8975f5c5SAndroid Build Coastguard Worker // 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE
1405*8975f5c5SAndroid Build Coastguard Worker // 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA
1406*8975f5c5SAndroid Build Coastguard Worker // 2: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA
1407*8975f5c5SAndroid Build Coastguard Worker // 3: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE_MINUS_SRC_ALPHA/SRC_ALPHA
1408*8975f5c5SAndroid Build Coastguard Worker //
1409*8975f5c5SAndroid Build Coastguard Worker // Draw:
1410*8975f5c5SAndroid Build Coastguard Worker //
1411*8975f5c5SAndroid Build Coastguard Worker // 0: Color: don't care
1412*8975f5c5SAndroid Build Coastguard Worker // 1: Color: (0.125, 0.5, 0.625, 0.25) -> Result after blend is: (0.125, 0.5, 0.625, 0.25)
1413*8975f5c5SAndroid Build Coastguard Worker // 2: Color: don't care
1414*8975f5c5SAndroid Build Coastguard Worker // 3: Color: (0.75, 0.25, 0.5, 0.75) -> Result after blend is:
1415*8975f5c5SAndroid Build Coastguard Worker // (0.5625, 0.6875, 0.625, 0.5625)
1416*8975f5c5SAndroid Build Coastguard Worker
1417*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[1], 0.125, 0.5, 0.625, 0.25);
1418*8975f5c5SAndroid Build Coastguard Worker glUniform4f(uniforms[3], 0.75, 0.25, 0.5, 0.75);
1419*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1420*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1421*8975f5c5SAndroid Build Coastguard Worker
1422*8975f5c5SAndroid Build Coastguard Worker // Verify results
1423*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
1424*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT0);
1425*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 127, 191, 63, 191, 1);
1426*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT1);
1427*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 191, 127, 63, 127, 1);
1428*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT2);
1429*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 63, 63, 31, 0, 1);
1430*8975f5c5SAndroid Build Coastguard Worker
1431*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
1432*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT0);
1433*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1);
1434*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT1);
1435*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 31, 127, 159, 63, 1);
1436*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT2);
1437*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1);
1438*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT3);
1439*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 143, 175, 159, 143, 1);
1440*8975f5c5SAndroid Build Coastguard Worker }
1441*8975f5c5SAndroid Build Coastguard Worker
1442*8975f5c5SAndroid Build Coastguard Worker // Test that a disabled color attachment incompatible with a fragment output
1443*8975f5c5SAndroid Build Coastguard Worker // is correctly ignored and does not affect other attachments.
TEST_P(DrawBuffersTestES3,DrawWithDisabledIncompatibleAttachment)1444*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawBuffersTestES3, DrawWithDisabledIncompatibleAttachment)
1445*8975f5c5SAndroid Build Coastguard Worker {
1446*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1447*8975f5c5SAndroid Build Coastguard Worker
1448*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(mMaxDrawBuffers, 4);
1449*8975f5c5SAndroid Build Coastguard Worker for (GLuint texIndex = 0; texIndex < 4; texIndex++)
1450*8975f5c5SAndroid Build Coastguard Worker {
1451*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
1452*8975f5c5SAndroid Build Coastguard Worker if (texIndex == 1)
1453*8975f5c5SAndroid Build Coastguard Worker {
1454*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, getWindowWidth(), getWindowHeight(), 0,
1455*8975f5c5SAndroid Build Coastguard Worker GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr);
1456*8975f5c5SAndroid Build Coastguard Worker }
1457*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
1458*8975f5c5SAndroid Build Coastguard Worker mTextures[texIndex], 0);
1459*8975f5c5SAndroid Build Coastguard Worker }
1460*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1461*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
1462*8975f5c5SAndroid Build Coastguard Worker
1463*8975f5c5SAndroid Build Coastguard Worker const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2,
1464*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3};
1465*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, bufs);
1466*8975f5c5SAndroid Build Coastguard Worker
1467*8975f5c5SAndroid Build Coastguard Worker bool flags[8] = {true, true, true, true};
1468*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1469*8975f5c5SAndroid Build Coastguard Worker setupMRTProgram(flags, &program);
1470*8975f5c5SAndroid Build Coastguard Worker
1471*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1472*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1473*8975f5c5SAndroid Build Coastguard Worker
1474*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
1475*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
1476*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
1477*8975f5c5SAndroid Build Coastguard Worker
1478*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
1479*8975f5c5SAndroid Build Coastguard Worker }
1480*8975f5c5SAndroid Build Coastguard Worker
1481*8975f5c5SAndroid Build Coastguard Worker // Vulkan backend is setting per buffer color mask to false for draw buffers that set to GL_NONE.
1482*8975f5c5SAndroid Build Coastguard Worker // These set of tests are to test draw buffer change followed by draw/clear/blit and followed by
1483*8975f5c5SAndroid Build Coastguard Worker // draw buffer change are behaving correctly.
1484*8975f5c5SAndroid Build Coastguard Worker class ColorMaskForDrawBuffersTest : public DrawBuffersTest
1485*8975f5c5SAndroid Build Coastguard Worker {
1486*8975f5c5SAndroid Build Coastguard Worker protected:
setupColorMaskForDrawBuffersTest()1487*8975f5c5SAndroid Build Coastguard Worker void setupColorMaskForDrawBuffersTest()
1488*8975f5c5SAndroid Build Coastguard Worker {
1489*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[0]);
1490*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
1491*8975f5c5SAndroid Build Coastguard Worker 0);
1492*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[1]);
1493*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1],
1494*8975f5c5SAndroid Build Coastguard Worker 0);
1495*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, mTextures[2]);
1496*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mTextures[2],
1497*8975f5c5SAndroid Build Coastguard Worker 0);
1498*8975f5c5SAndroid Build Coastguard Worker
1499*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS_ESSL3[] =
1500*8975f5c5SAndroid Build Coastguard Worker "#version 300 es\n"
1501*8975f5c5SAndroid Build Coastguard Worker "precision highp float;\n"
1502*8975f5c5SAndroid Build Coastguard Worker "uniform mediump vec4 u_color0;\n"
1503*8975f5c5SAndroid Build Coastguard Worker "uniform mediump vec4 u_color1;\n"
1504*8975f5c5SAndroid Build Coastguard Worker "uniform mediump vec4 u_color2;\n"
1505*8975f5c5SAndroid Build Coastguard Worker "layout(location = 0) out vec4 out_color0;\n"
1506*8975f5c5SAndroid Build Coastguard Worker "layout(location = 1) out vec4 out_color1;\n"
1507*8975f5c5SAndroid Build Coastguard Worker "layout(location = 2) out vec4 out_color2;\n"
1508*8975f5c5SAndroid Build Coastguard Worker "void main()\n"
1509*8975f5c5SAndroid Build Coastguard Worker "{\n"
1510*8975f5c5SAndroid Build Coastguard Worker " out_color0 = u_color0;\n"
1511*8975f5c5SAndroid Build Coastguard Worker " out_color1 = u_color1;\n"
1512*8975f5c5SAndroid Build Coastguard Worker " out_color2 = u_color2;\n"
1513*8975f5c5SAndroid Build Coastguard Worker "}\n";
1514*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl3_shaders::vs::Simple(), kFS_ESSL3);
1515*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1516*8975f5c5SAndroid Build Coastguard Worker
1517*8975f5c5SAndroid Build Coastguard Worker positionLocation = glGetAttribLocation(program, positionAttrib());
1518*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, positionLocation);
1519*8975f5c5SAndroid Build Coastguard Worker color0UniformLocation = glGetUniformLocation(program, "u_color0");
1520*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(color0UniformLocation, -1);
1521*8975f5c5SAndroid Build Coastguard Worker color1UniformLocation = glGetUniformLocation(program, "u_color1");
1522*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(color1UniformLocation, -1);
1523*8975f5c5SAndroid Build Coastguard Worker color2UniformLocation = glGetUniformLocation(program, "u_color2");
1524*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(color2UniformLocation, -1);
1525*8975f5c5SAndroid Build Coastguard Worker
1526*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data());
1527*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data());
1528*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data());
1529*8975f5c5SAndroid Build Coastguard Worker
1530*8975f5c5SAndroid Build Coastguard Worker // Draw into the buffers so that buffer0 is red, buffer1 is green and buffer2 is yellow
1531*8975f5c5SAndroid Build Coastguard Worker resetDrawBuffers();
1532*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1533*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1534*8975f5c5SAndroid Build Coastguard Worker
1535*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 4; i++)
1536*8975f5c5SAndroid Build Coastguard Worker {
1537*8975f5c5SAndroid Build Coastguard Worker drawBuffers[i] = GL_NONE;
1538*8975f5c5SAndroid Build Coastguard Worker }
1539*8975f5c5SAndroid Build Coastguard Worker }
1540*8975f5c5SAndroid Build Coastguard Worker
resetDrawBuffers()1541*8975f5c5SAndroid Build Coastguard Worker void resetDrawBuffers()
1542*8975f5c5SAndroid Build Coastguard Worker {
1543*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1544*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_COLOR_ATTACHMENT1;
1545*8975f5c5SAndroid Build Coastguard Worker drawBuffers[2] = GL_COLOR_ATTACHMENT2;
1546*8975f5c5SAndroid Build Coastguard Worker drawBuffers[3] = GL_NONE;
1547*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1548*8975f5c5SAndroid Build Coastguard Worker }
1549*8975f5c5SAndroid Build Coastguard Worker
1550*8975f5c5SAndroid Build Coastguard Worker GLenum drawBuffers[4];
1551*8975f5c5SAndroid Build Coastguard Worker GLuint program;
1552*8975f5c5SAndroid Build Coastguard Worker GLint positionLocation;
1553*8975f5c5SAndroid Build Coastguard Worker GLint color0UniformLocation;
1554*8975f5c5SAndroid Build Coastguard Worker GLint color1UniformLocation;
1555*8975f5c5SAndroid Build Coastguard Worker GLint color2UniformLocation;
1556*8975f5c5SAndroid Build Coastguard Worker };
1557*8975f5c5SAndroid Build Coastguard Worker
1558*8975f5c5SAndroid Build Coastguard Worker // Test draw buffer state change followed draw call
TEST_P(ColorMaskForDrawBuffersTest,DrawQuad)1559*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, DrawQuad)
1560*8975f5c5SAndroid Build Coastguard Worker {
1561*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1562*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1563*8975f5c5SAndroid Build Coastguard Worker
1564*8975f5c5SAndroid Build Coastguard Worker // Draw blue into attachment0. Buffer0 should be blue and buffer1 should remain green
1565*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1566*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1567*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
1568*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
1569*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
1570*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1571*8975f5c5SAndroid Build Coastguard Worker
1572*8975f5c5SAndroid Build Coastguard Worker resetDrawBuffers();
1573*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data());
1574*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data());
1575*8975f5c5SAndroid Build Coastguard Worker glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
1576*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, positionAttrib(), 0.5);
1577*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1578*8975f5c5SAndroid Build Coastguard Worker
1579*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
1580*8975f5c5SAndroid Build Coastguard Worker 0);
1581*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
1582*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
1583*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
1584*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
1585*8975f5c5SAndroid Build Coastguard Worker 0);
1586*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
1587*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::white);
1588*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
1589*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1590*8975f5c5SAndroid Build Coastguard Worker }
1591*8975f5c5SAndroid Build Coastguard Worker
1592*8975f5c5SAndroid Build Coastguard Worker // Test draw buffer state change followed clear
TEST_P(ColorMaskForDrawBuffersTest,Clear)1593*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, Clear)
1594*8975f5c5SAndroid Build Coastguard Worker {
1595*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1596*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1597*8975f5c5SAndroid Build Coastguard Worker
1598*8975f5c5SAndroid Build Coastguard Worker // Clear attachment1. Buffer0 should retain red and buffer1 should be blue
1599*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_COLOR_ATTACHMENT1;
1600*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1601*8975f5c5SAndroid Build Coastguard Worker angle::Vector4 clearColor = GLColor::blue.toNormalizedVector();
1602*8975f5c5SAndroid Build Coastguard Worker glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
1603*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
1604*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
1605*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::blue);
1606*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1607*8975f5c5SAndroid Build Coastguard Worker }
1608*8975f5c5SAndroid Build Coastguard Worker
1609*8975f5c5SAndroid Build Coastguard Worker // Test draw buffer state change followed scissored clear
TEST_P(ColorMaskForDrawBuffersTest,ScissoredClear)1610*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, ScissoredClear)
1611*8975f5c5SAndroid Build Coastguard Worker {
1612*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1613*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1614*8975f5c5SAndroid Build Coastguard Worker
1615*8975f5c5SAndroid Build Coastguard Worker // Clear attachment1. Buffer0 should retain red and buffer1 should be blue
1616*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_COLOR_ATTACHMENT1;
1617*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1618*8975f5c5SAndroid Build Coastguard Worker angle::Vector4 clearColor = GLColor::blue.toNormalizedVector();
1619*8975f5c5SAndroid Build Coastguard Worker glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
1620*8975f5c5SAndroid Build Coastguard Worker glScissor(0, 0, getWindowWidth() / 2, getWindowHeight() / 2);
1621*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_SCISSOR_TEST);
1622*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
1623*8975f5c5SAndroid Build Coastguard Worker
1624*8975f5c5SAndroid Build Coastguard Worker resetDrawBuffers();
1625*8975f5c5SAndroid Build Coastguard Worker clearColor = GLColor::magenta.toNormalizedVector();
1626*8975f5c5SAndroid Build Coastguard Worker glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
1627*8975f5c5SAndroid Build Coastguard Worker glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2);
1628*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
1629*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1630*8975f5c5SAndroid Build Coastguard Worker
1631*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
1632*8975f5c5SAndroid Build Coastguard Worker 0);
1633*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red);
1634*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
1635*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red);
1636*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
1637*8975f5c5SAndroid Build Coastguard Worker 0);
1638*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
1639*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta);
1640*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green);
1641*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1642*8975f5c5SAndroid Build Coastguard Worker }
1643*8975f5c5SAndroid Build Coastguard Worker
1644*8975f5c5SAndroid Build Coastguard Worker // Test draw buffer state change followed FBO blit
TEST_P(ColorMaskForDrawBuffersTest,Blit)1645*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, Blit)
1646*8975f5c5SAndroid Build Coastguard Worker {
1647*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1648*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1649*8975f5c5SAndroid Build Coastguard Worker
1650*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[2],
1651*8975f5c5SAndroid Build Coastguard Worker 0);
1652*8975f5c5SAndroid Build Coastguard Worker
1653*8975f5c5SAndroid Build Coastguard Worker // BLIT mTexture[2] to attachment0. Buffer0 should remain red and buffer1 should be yellow
1654*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1655*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1656*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
1657*8975f5c5SAndroid Build Coastguard Worker getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
1658*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow);
1659*8975f5c5SAndroid Build Coastguard Worker verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
1660*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1661*8975f5c5SAndroid Build Coastguard Worker }
1662*8975f5c5SAndroid Build Coastguard Worker
1663*8975f5c5SAndroid Build Coastguard Worker // Test that enabling/disabling FBO draw buffers affects color mask
TEST_P(ColorMaskForDrawBuffersTest,StateChangeAffectsColorMask)1664*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsColorMask)
1665*8975f5c5SAndroid Build Coastguard Worker {
1666*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1667*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1668*8975f5c5SAndroid Build Coastguard Worker
1669*8975f5c5SAndroid Build Coastguard Worker // Setup draw
1670*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1671*8975f5c5SAndroid Build Coastguard Worker std::array<Vector3, 6> quadVertices = GetQuadVertices();
1672*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
1673*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
1674*8975f5c5SAndroid Build Coastguard Worker
1675*8975f5c5SAndroid Build Coastguard Worker // Draw with some attachments disabled. Attachments are initially, red, green and yellow.
1676*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1677*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_NONE;
1678*8975f5c5SAndroid Build Coastguard Worker drawBuffers[2] = GL_NONE;
1679*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1680*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
1681*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
1682*8975f5c5SAndroid Build Coastguard Worker // Attachment 0 is now blue
1683*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1684*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1685*8975f5c5SAndroid Build Coastguard Worker
1686*8975f5c5SAndroid Build Coastguard Worker // Draw with the second attachment enabled
1687*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1688*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_COLOR_ATTACHMENT1;
1689*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1690*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data());
1691*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data());
1692*8975f5c5SAndroid Build Coastguard Worker // Attachment 0 is now magenta, and attachment 1 is white. Attachment 2 is still yellow.
1693*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1694*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1695*8975f5c5SAndroid Build Coastguard Worker
1696*8975f5c5SAndroid Build Coastguard Worker // Check second attachment was updated by the second draw
1697*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO);
1698*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT0);
1699*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
1700*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT1);
1701*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
1702*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT2);
1703*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
1704*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1705*8975f5c5SAndroid Build Coastguard Worker }
1706*8975f5c5SAndroid Build Coastguard Worker
1707*8975f5c5SAndroid Build Coastguard Worker // Test that enabling/disabling FBO draw buffers affects blend state appropriately as well as the
1708*8975f5c5SAndroid Build Coastguard Worker // color mask.
TEST_P(ColorMaskForDrawBuffersTest,StateChangeAffectsBlendState)1709*8975f5c5SAndroid Build Coastguard Worker TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsBlendState)
1710*8975f5c5SAndroid Build Coastguard Worker {
1711*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!setupTest());
1712*8975f5c5SAndroid Build Coastguard Worker setupColorMaskForDrawBuffersTest();
1713*8975f5c5SAndroid Build Coastguard Worker
1714*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
1715*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_ONE);
1716*8975f5c5SAndroid Build Coastguard Worker
1717*8975f5c5SAndroid Build Coastguard Worker // Setup draw
1718*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1719*8975f5c5SAndroid Build Coastguard Worker std::array<Vector3, 6> quadVertices = GetQuadVertices();
1720*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data());
1721*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLocation);
1722*8975f5c5SAndroid Build Coastguard Worker
1723*8975f5c5SAndroid Build Coastguard Worker // Draw with some attachments disabled. Attachments are initially, red, green and yellow.
1724*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1725*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_NONE;
1726*8975f5c5SAndroid Build Coastguard Worker drawBuffers[2] = GL_NONE;
1727*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1728*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
1729*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
1730*8975f5c5SAndroid Build Coastguard Worker // Attachment 0 is now magenta.
1731*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1732*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1733*8975f5c5SAndroid Build Coastguard Worker
1734*8975f5c5SAndroid Build Coastguard Worker // Draw with the second attachment enabled
1735*8975f5c5SAndroid Build Coastguard Worker drawBuffers[0] = GL_COLOR_ATTACHMENT0;
1736*8975f5c5SAndroid Build Coastguard Worker drawBuffers[1] = GL_COLOR_ATTACHMENT1;
1737*8975f5c5SAndroid Build Coastguard Worker setDrawBuffers(4, drawBuffers);
1738*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color0UniformLocation, 1, GLColor::green.toNormalizedVector().data());
1739*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(color1UniformLocation, 1, GLColor::blue.toNormalizedVector().data());
1740*8975f5c5SAndroid Build Coastguard Worker // Attachment 0 is now white, attachment 1 is cyan and attachment 2 is still yellow.
1741*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1742*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1743*8975f5c5SAndroid Build Coastguard Worker
1744*8975f5c5SAndroid Build Coastguard Worker // Check second attachment was updated by the second draw
1745*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO);
1746*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT0);
1747*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
1748*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT1);
1749*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1750*8975f5c5SAndroid Build Coastguard Worker glReadBuffer(GL_COLOR_ATTACHMENT2);
1751*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
1752*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1753*8975f5c5SAndroid Build Coastguard Worker }
1754*8975f5c5SAndroid Build Coastguard Worker
1755*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
1756*8975f5c5SAndroid Build Coastguard Worker ANGLE_ALL_TEST_PLATFORMS_ES2,
1757*8975f5c5SAndroid Build Coastguard Worker ANGLE_ALL_TEST_PLATFORMS_ES3,
1758*8975f5c5SAndroid Build Coastguard Worker ES2_METAL().enable(Feature::LimitMaxDrawBuffersForTesting),
1759*8975f5c5SAndroid Build Coastguard Worker ES2_VULKAN()
1760*8975f5c5SAndroid Build Coastguard Worker .disable(Feature::SupportsTransformFeedbackExtension)
1761*8975f5c5SAndroid Build Coastguard Worker .disable(Feature::EmulateTransformFeedback));
1762*8975f5c5SAndroid Build Coastguard Worker
1763*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersWebGL2Test);
1764*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test);
1765*8975f5c5SAndroid Build Coastguard Worker
1766*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersTestES3);
1767*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);
1768*8975f5c5SAndroid Build Coastguard Worker
1769*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ColorMaskForDrawBuffersTest);
1770*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(ColorMaskForDrawBuffersTest);
1771