xref: /aosp_15_r20/external/angle/src/tests/gl_tests/ReadOnlyFeedbackLoopTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2020 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 // Test that invokes a usecase where there is a feedback loop but the framebuffer
8*8975f5c5SAndroid Build Coastguard Worker // depth attachment is only read from
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
12*8975f5c5SAndroid Build Coastguard Worker 
13*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
14*8975f5c5SAndroid Build Coastguard Worker 
15*8975f5c5SAndroid Build Coastguard Worker class ReadOnlyFeedbackLoopTest : public ANGLETest<>
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker   protected:
ReadOnlyFeedbackLoopTest()18*8975f5c5SAndroid Build Coastguard Worker     ReadOnlyFeedbackLoopTest()
19*8975f5c5SAndroid Build Coastguard Worker     {
20*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(256);
21*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(256);
22*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
23*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
24*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
25*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
26*8975f5c5SAndroid Build Coastguard Worker     }
27*8975f5c5SAndroid Build Coastguard Worker 
testSetUp()28*8975f5c5SAndroid Build Coastguard Worker     void testSetUp() override
29*8975f5c5SAndroid Build Coastguard Worker     {
30*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
31*8975f5c5SAndroid Build Coastguard Worker         glClearDepthf(1.0f);
32*8975f5c5SAndroid Build Coastguard Worker         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
33*8975f5c5SAndroid Build Coastguard Worker         glDepthRangef(-1.0f, 1.0f);
34*8975f5c5SAndroid Build Coastguard Worker 
35*8975f5c5SAndroid Build Coastguard Worker         glEnable(GL_BLEND);
36*8975f5c5SAndroid Build Coastguard Worker         glDisable(GL_DEPTH_TEST);
37*8975f5c5SAndroid Build Coastguard Worker 
38*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
39*8975f5c5SAndroid Build Coastguard Worker     }
40*8975f5c5SAndroid Build Coastguard Worker };
41*8975f5c5SAndroid Build Coastguard Worker 
42*8975f5c5SAndroid Build Coastguard Worker class ReadOnlyFeedbackLoopTestES31 : public ReadOnlyFeedbackLoopTest
43*8975f5c5SAndroid Build Coastguard Worker {};
44*8975f5c5SAndroid Build Coastguard Worker 
45*8975f5c5SAndroid Build Coastguard Worker // Fill out a depth texture to specific values and use it both as a sampler and a depth texture
46*8975f5c5SAndroid Build Coastguard Worker // with depth write disabled. This is to test a "read-only feedback loop" that needs to be
47*8975f5c5SAndroid Build Coastguard Worker // supported to match industry standard.
TEST_P(ReadOnlyFeedbackLoopTest,DepthFeedbackLoop)48*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, DepthFeedbackLoop)
49*8975f5c5SAndroid Build Coastguard Worker {
50*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
51*8975f5c5SAndroid Build Coastguard Worker 
52*8975f5c5SAndroid Build Coastguard Worker     const GLuint width  = getWindowWidth();
53*8975f5c5SAndroid Build Coastguard Worker     const GLuint height = getWindowHeight();
54*8975f5c5SAndroid Build Coastguard Worker 
55*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTex;
56*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTex;
57*8975f5c5SAndroid Build Coastguard Worker     GLTexture finalTex;
58*8975f5c5SAndroid Build Coastguard Worker 
59*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer gbufferFbo;
60*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer finalFbo;
61*8975f5c5SAndroid Build Coastguard Worker 
62*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(colorFillProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
63*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(textureFillProgram, essl1_shaders::vs::Texture2D(),
64*8975f5c5SAndroid Build Coastguard Worker                      essl1_shaders::fs::Texture2D());
65*8975f5c5SAndroid Build Coastguard Worker 
66*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTex);
67*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
68*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
69*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
71*8975f5c5SAndroid Build Coastguard Worker 
72*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTex);
73*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT,
74*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
75*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
76*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
77*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
78*8975f5c5SAndroid Build Coastguard Worker 
79*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
80*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
81*8975f5c5SAndroid Build Coastguard Worker 
82*8975f5c5SAndroid Build Coastguard Worker     // Attach a color and depth texture to the FBO
83*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
84*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
85*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
86*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
87*8975f5c5SAndroid Build Coastguard Worker 
88*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
89*8975f5c5SAndroid Build Coastguard Worker 
90*8975f5c5SAndroid Build Coastguard Worker     // Set the color texture to blue and depth texture to 1.0f
91*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
92*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(1.0f);
93*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
94*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
95*8975f5c5SAndroid Build Coastguard Worker 
96*8975f5c5SAndroid Build Coastguard Worker     // Enable Depth test with passing always to write depth.
97*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
98*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_TRUE);
99*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_ALWAYS);
100*8975f5c5SAndroid Build Coastguard Worker 
101*8975f5c5SAndroid Build Coastguard Worker     // Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as
102*8975f5c5SAndroid Build Coastguard Worker     // previously cleared.
103*8975f5c5SAndroid Build Coastguard Worker     const GLfloat depthValue = 0.0f;
104*8975f5c5SAndroid Build Coastguard Worker     drawQuad(colorFillProgram, essl1_shaders::PositionAttrib(), depthValue, 0.6f);
105*8975f5c5SAndroid Build Coastguard Worker 
106*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
107*8975f5c5SAndroid Build Coastguard Worker 
108*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, finalTex);
109*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
110*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
111*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
112*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
113*8975f5c5SAndroid Build Coastguard Worker 
114*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, finalFbo);
115*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
116*8975f5c5SAndroid Build Coastguard Worker 
117*8975f5c5SAndroid Build Coastguard Worker     // Enable Depth test without depth write.
118*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
119*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_FALSE);
120*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_GREATER);
121*8975f5c5SAndroid Build Coastguard Worker 
122*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, finalTex, 0);
123*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
124*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
125*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
126*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
127*8975f5c5SAndroid Build Coastguard Worker 
128*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
129*8975f5c5SAndroid Build Coastguard Worker 
130*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTex);
131*8975f5c5SAndroid Build Coastguard Worker 
132*8975f5c5SAndroid Build Coastguard Worker     // Fill finalTex with values read from depthTex. This should work even though depthTex
133*8975f5c5SAndroid Build Coastguard Worker     // is also bound as the depth attachment, because depth write is disabled.
134*8975f5c5SAndroid Build Coastguard Worker     // The write to finalTex only succeeds for the middle region due to depth test.
135*8975f5c5SAndroid Build Coastguard Worker     drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.7f, 1.0f);
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker     // Copy finalTex to default framebuffer for verification. Depth values written in the first
138*8975f5c5SAndroid Build Coastguard Worker     // draw call are expected in the middle, while the clear value in the clear before the
139*8975f5c5SAndroid Build Coastguard Worker     // second draw call are expected at the border.
140*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, 0);
141*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
142*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_FALSE);
143*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, finalTex);
144*8975f5c5SAndroid Build Coastguard Worker     drawQuad(textureFillProgram, essl1_shaders::PositionAttrib(), 0.0f, 1.0f);
145*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
146*8975f5c5SAndroid Build Coastguard Worker 
147*8975f5c5SAndroid Build Coastguard Worker     GLint depthColorValue = (depthValue)*128 + 128;
148*8975f5c5SAndroid Build Coastguard Worker     EXPECT_NEAR(depthColorValue, angle::ReadColor(width / 2, height / 2).R, 1);
149*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
150*8975f5c5SAndroid Build Coastguard Worker }
151*8975f5c5SAndroid Build Coastguard Worker 
152*8975f5c5SAndroid Build Coastguard Worker // Tests that we can support a feedback loop between a depth textures and the depth buffer.
153*8975f5c5SAndroid Build Coastguard Worker // The test emulates the read-only feedback loop in Manhattan.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopSupported)154*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopSupported)
155*8975f5c5SAndroid Build Coastguard Worker {
156*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
157*8975f5c5SAndroid Build Coastguard Worker 
158*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 2;
159*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
160*8975f5c5SAndroid Build Coastguard Worker 
161*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
162*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
163*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
164*8975f5c5SAndroid Build Coastguard Worker void main()
165*8975f5c5SAndroid Build Coastguard Worker {
166*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
167*8975f5c5SAndroid Build Coastguard Worker     {
168*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
169*8975f5c5SAndroid Build Coastguard Worker     }
170*8975f5c5SAndroid Build Coastguard Worker     else
171*8975f5c5SAndroid Build Coastguard Worker     {
172*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
173*8975f5c5SAndroid Build Coastguard Worker     }
174*8975f5c5SAndroid Build Coastguard Worker })";
175*8975f5c5SAndroid Build Coastguard Worker 
176*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
177*8975f5c5SAndroid Build Coastguard Worker 
178*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
179*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
180*8975f5c5SAndroid Build Coastguard Worker 
181*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
182*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
183*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
184*8975f5c5SAndroid Build Coastguard Worker 
185*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
186*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
187*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
188*8975f5c5SAndroid Build Coastguard Worker 
189*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
190*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
191*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
192*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
193*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
194*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
195*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
196*8975f5c5SAndroid Build Coastguard Worker 
197*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
198*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
199*8975f5c5SAndroid Build Coastguard Worker 
200*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to 0.5.
201*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
202*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
203*8975f5c5SAndroid Build Coastguard Worker 
204*8975f5c5SAndroid Build Coastguard Worker     // Disable depth. Although this does not remove the feedback loop as defined by the
205*8975f5c5SAndroid Build Coastguard Worker     // spec it mimics what gfxbench does in its rendering tests.
206*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
207*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
208*8975f5c5SAndroid Build Coastguard Worker 
209*8975f5c5SAndroid Build Coastguard Worker     // Verify we can sample the depth texture and get 0.5.
210*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
211*8975f5c5SAndroid Build Coastguard Worker 
212*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
213*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
214*8975f5c5SAndroid Build Coastguard Worker }
215*8975f5c5SAndroid Build Coastguard Worker 
216*8975f5c5SAndroid Build Coastguard Worker // Tests corner cases with read-only depth-stencil feedback loops.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopStateChanges)217*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopStateChanges)
218*8975f5c5SAndroid Build Coastguard Worker {
219*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
220*8975f5c5SAndroid Build Coastguard Worker 
221*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 2;
222*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
223*8975f5c5SAndroid Build Coastguard Worker 
224*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
225*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
226*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
227*8975f5c5SAndroid Build Coastguard Worker void main()
228*8975f5c5SAndroid Build Coastguard Worker {
229*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
230*8975f5c5SAndroid Build Coastguard Worker     {
231*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
232*8975f5c5SAndroid Build Coastguard Worker     }
233*8975f5c5SAndroid Build Coastguard Worker     else
234*8975f5c5SAndroid Build Coastguard Worker     {
235*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
236*8975f5c5SAndroid Build Coastguard Worker     }
237*8975f5c5SAndroid Build Coastguard Worker })";
238*8975f5c5SAndroid Build Coastguard Worker 
239*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
240*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
241*8975f5c5SAndroid Build Coastguard Worker 
242*8975f5c5SAndroid Build Coastguard Worker     setupQuadVertexBuffer(0.5f, 1.0f);
243*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
244*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
245*8975f5c5SAndroid Build Coastguard Worker 
246*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer1;
247*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
248*8975f5c5SAndroid Build Coastguard Worker 
249*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
250*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
251*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
252*8975f5c5SAndroid Build Coastguard Worker 
253*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
254*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
255*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
256*8975f5c5SAndroid Build Coastguard Worker 
257*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
258*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
259*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
260*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
261*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
262*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
263*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
264*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
265*8975f5c5SAndroid Build Coastguard Worker 
266*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer2;
267*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
268*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
269*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
270*8975f5c5SAndroid Build Coastguard Worker 
271*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
272*8975f5c5SAndroid Build Coastguard Worker 
273*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to 0.5.
274*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
275*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
276*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
277*8975f5c5SAndroid Build Coastguard Worker     glFlush();
278*8975f5c5SAndroid Build Coastguard Worker 
279*8975f5c5SAndroid Build Coastguard Worker     // Disable depth. Although this does not remove the feedback loop as defined by the
280*8975f5c5SAndroid Build Coastguard Worker     // spec it mimics what gfxbench does in its rendering tests.
281*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
282*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
283*8975f5c5SAndroid Build Coastguard Worker 
284*8975f5c5SAndroid Build Coastguard Worker     // Draw with loop.
285*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLES, 0, 6);
286*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
287*8975f5c5SAndroid Build Coastguard Worker 
288*8975f5c5SAndroid Build Coastguard Worker     // Draw with no loop and second FBO. Starts RP in writable mode.
289*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
290*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, 0);
291*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLES, 0, 6);
292*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
293*8975f5c5SAndroid Build Coastguard Worker 
294*8975f5c5SAndroid Build Coastguard Worker     // Draw with loop, restarts RP.
295*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
296*8975f5c5SAndroid Build Coastguard Worker     glDrawArrays(GL_TRIANGLES, 0, 6);
297*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
298*8975f5c5SAndroid Build Coastguard Worker }
299*8975f5c5SAndroid Build Coastguard Worker 
300*8975f5c5SAndroid Build Coastguard Worker // Tests depth/stencil clear after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopDrawThenDepthStencilClear)301*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilClear)
302*8975f5c5SAndroid Build Coastguard Worker {
303*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
304*8975f5c5SAndroid Build Coastguard Worker 
305*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 2;
306*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
307*8975f5c5SAndroid Build Coastguard Worker 
308*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
309*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
310*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
311*8975f5c5SAndroid Build Coastguard Worker void main()
312*8975f5c5SAndroid Build Coastguard Worker {
313*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
314*8975f5c5SAndroid Build Coastguard Worker     {
315*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
316*8975f5c5SAndroid Build Coastguard Worker     }
317*8975f5c5SAndroid Build Coastguard Worker     else
318*8975f5c5SAndroid Build Coastguard Worker     {
319*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
320*8975f5c5SAndroid Build Coastguard Worker     }
321*8975f5c5SAndroid Build Coastguard Worker })";
322*8975f5c5SAndroid Build Coastguard Worker 
323*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
324*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
325*8975f5c5SAndroid Build Coastguard Worker 
326*8975f5c5SAndroid Build Coastguard Worker     setupQuadVertexBuffer(0.5f, 1.0f);
327*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
328*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
329*8975f5c5SAndroid Build Coastguard Worker 
330*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
331*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
332*8975f5c5SAndroid Build Coastguard Worker 
333*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
334*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
335*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
336*8975f5c5SAndroid Build Coastguard Worker 
337*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
338*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
339*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
340*8975f5c5SAndroid Build Coastguard Worker 
341*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
342*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
343*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
344*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
345*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
346*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
347*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
348*8975f5c5SAndroid Build Coastguard Worker 
349*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
350*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
351*8975f5c5SAndroid Build Coastguard Worker 
352*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to 0.5.
353*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
354*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
355*8975f5c5SAndroid Build Coastguard Worker 
356*8975f5c5SAndroid Build Coastguard Worker     // Disable depth to establish read-only depth/stencil feedback loop.
357*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
358*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
359*8975f5c5SAndroid Build Coastguard Worker 
360*8975f5c5SAndroid Build Coastguard Worker     // Verify we can sample the depth texture and get 0.5.
361*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
362*8975f5c5SAndroid Build Coastguard Worker 
363*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to another value
364*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(true);
365*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(1.0f);
366*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
367*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
368*8975f5c5SAndroid Build Coastguard Worker 
369*8975f5c5SAndroid Build Coastguard Worker     // Make sure the last clear and the draw are not reordered by mistake.
370*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
371*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
372*8975f5c5SAndroid Build Coastguard Worker 
373*8975f5c5SAndroid Build Coastguard Worker     // Make sure depth is correctly cleared.
374*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
375*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
376*8975f5c5SAndroid Build Coastguard Worker 
377*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
378*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f);
379*8975f5c5SAndroid Build Coastguard Worker 
380*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
381*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
382*8975f5c5SAndroid Build Coastguard Worker }
383*8975f5c5SAndroid Build Coastguard Worker 
384*8975f5c5SAndroid Build Coastguard Worker // Tests scissored depth/stencil clear after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopDrawThenScissoredDepthStencilClear)385*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenScissoredDepthStencilClear)
386*8975f5c5SAndroid Build Coastguard Worker {
387*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
388*8975f5c5SAndroid Build Coastguard Worker 
389*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 2;
390*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
391*8975f5c5SAndroid Build Coastguard Worker 
392*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
393*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
394*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
395*8975f5c5SAndroid Build Coastguard Worker void main()
396*8975f5c5SAndroid Build Coastguard Worker {
397*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
398*8975f5c5SAndroid Build Coastguard Worker     {
399*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
400*8975f5c5SAndroid Build Coastguard Worker     }
401*8975f5c5SAndroid Build Coastguard Worker     else
402*8975f5c5SAndroid Build Coastguard Worker     {
403*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
404*8975f5c5SAndroid Build Coastguard Worker     }
405*8975f5c5SAndroid Build Coastguard Worker })";
406*8975f5c5SAndroid Build Coastguard Worker 
407*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
408*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
409*8975f5c5SAndroid Build Coastguard Worker 
410*8975f5c5SAndroid Build Coastguard Worker     setupQuadVertexBuffer(0.5f, 1.0f);
411*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
412*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
413*8975f5c5SAndroid Build Coastguard Worker 
414*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
415*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
416*8975f5c5SAndroid Build Coastguard Worker 
417*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
418*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
419*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
420*8975f5c5SAndroid Build Coastguard Worker 
421*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
422*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
423*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
424*8975f5c5SAndroid Build Coastguard Worker 
425*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
426*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
427*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
428*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
429*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
430*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
431*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
432*8975f5c5SAndroid Build Coastguard Worker 
433*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
434*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
435*8975f5c5SAndroid Build Coastguard Worker 
436*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to 0.5.
437*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
438*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
439*8975f5c5SAndroid Build Coastguard Worker 
440*8975f5c5SAndroid Build Coastguard Worker     // Disable depth to establish read-only depth/stencil feedback loop.
441*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
442*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
443*8975f5c5SAndroid Build Coastguard Worker 
444*8975f5c5SAndroid Build Coastguard Worker     // Verify we can sample the depth texture and get 0.5.
445*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
446*8975f5c5SAndroid Build Coastguard Worker 
447*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to another value in a scissor
448*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(true);
449*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_SCISSOR_TEST);
450*8975f5c5SAndroid Build Coastguard Worker     glViewport(kSize / 2, kSize / 2, kSize / 2, kSize / 2);
451*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(1.0f);
452*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
453*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
454*8975f5c5SAndroid Build Coastguard Worker 
455*8975f5c5SAndroid Build Coastguard Worker     // Make sure the draw worked.
456*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
457*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
458*8975f5c5SAndroid Build Coastguard Worker 
459*8975f5c5SAndroid Build Coastguard Worker     // Make sure depth is correctly cleared.
460*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
461*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
462*8975f5c5SAndroid Build Coastguard Worker 
463*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
464*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.95f);
465*8975f5c5SAndroid Build Coastguard Worker 
466*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
467*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue);
468*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
469*8975f5c5SAndroid Build Coastguard Worker }
470*8975f5c5SAndroid Build Coastguard Worker 
471*8975f5c5SAndroid Build Coastguard Worker // Tests depth/stencil blit after read-only depth/stencil feedback loop draw.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopDrawThenDepthStencilBlit)472*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopDrawThenDepthStencilBlit)
473*8975f5c5SAndroid Build Coastguard Worker {
474*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
475*8975f5c5SAndroid Build Coastguard Worker 
476*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 2;
477*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
478*8975f5c5SAndroid Build Coastguard Worker 
479*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
480*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
481*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
482*8975f5c5SAndroid Build Coastguard Worker void main()
483*8975f5c5SAndroid Build Coastguard Worker {
484*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
485*8975f5c5SAndroid Build Coastguard Worker     {
486*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
487*8975f5c5SAndroid Build Coastguard Worker     }
488*8975f5c5SAndroid Build Coastguard Worker     else
489*8975f5c5SAndroid Build Coastguard Worker     {
490*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
491*8975f5c5SAndroid Build Coastguard Worker     }
492*8975f5c5SAndroid Build Coastguard Worker })";
493*8975f5c5SAndroid Build Coastguard Worker 
494*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
495*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
496*8975f5c5SAndroid Build Coastguard Worker 
497*8975f5c5SAndroid Build Coastguard Worker     setupQuadVertexBuffer(0.5f, 1.0f);
498*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
499*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
500*8975f5c5SAndroid Build Coastguard Worker 
501*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
502*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
503*8975f5c5SAndroid Build Coastguard Worker 
504*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
505*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
506*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
507*8975f5c5SAndroid Build Coastguard Worker 
508*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
509*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
510*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
511*8975f5c5SAndroid Build Coastguard Worker 
512*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
513*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
514*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
515*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
516*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
517*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
518*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
519*8975f5c5SAndroid Build Coastguard Worker 
520*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
521*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
522*8975f5c5SAndroid Build Coastguard Worker 
523*8975f5c5SAndroid Build Coastguard Worker     // Clear depth to 0.5.
524*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
525*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_DEPTH_BUFFER_BIT);
526*8975f5c5SAndroid Build Coastguard Worker 
527*8975f5c5SAndroid Build Coastguard Worker     // Disable depth to establish read-only depth/stencil feedback loop.
528*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
529*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
530*8975f5c5SAndroid Build Coastguard Worker 
531*8975f5c5SAndroid Build Coastguard Worker     // Verify we can sample the depth texture and get 0.5.
532*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
533*8975f5c5SAndroid Build Coastguard Worker 
534*8975f5c5SAndroid Build Coastguard Worker     // Blit depth to another framebuffer.
535*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer2;
536*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer2);
537*8975f5c5SAndroid Build Coastguard Worker 
538*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture2;
539*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture2);
540*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
541*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture2,
542*8975f5c5SAndroid Build Coastguard Worker                            0);
543*8975f5c5SAndroid Build Coastguard Worker 
544*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture2;
545*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture2);
546*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
547*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
548*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture2,
549*8975f5c5SAndroid Build Coastguard Worker                            0);
550*8975f5c5SAndroid Build Coastguard Worker 
551*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
552*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
553*8975f5c5SAndroid Build Coastguard Worker 
554*8975f5c5SAndroid Build Coastguard Worker     glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
555*8975f5c5SAndroid Build Coastguard Worker 
556*8975f5c5SAndroid Build Coastguard Worker     // Make sure the draw worked.
557*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
558*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
559*8975f5c5SAndroid Build Coastguard Worker 
560*8975f5c5SAndroid Build Coastguard Worker     // Make sure depth is correctly blitted.
561*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer2);
562*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
563*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_GREATER);
564*8975f5c5SAndroid Build Coastguard Worker 
565*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
566*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.05f);
567*8975f5c5SAndroid Build Coastguard Worker 
568*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
569*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
570*8975f5c5SAndroid Build Coastguard Worker 
571*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
572*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
573*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawRed, essl1_shaders::PositionAttrib(), -0.05f);
574*8975f5c5SAndroid Build Coastguard Worker 
575*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
576*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
577*8975f5c5SAndroid Build Coastguard Worker }
578*8975f5c5SAndroid Build Coastguard Worker 
579*8975f5c5SAndroid Build Coastguard Worker // Tests that if the framebuffer is cleared, a feedback loop between a depth textures and the depth
580*8975f5c5SAndroid Build Coastguard Worker // buffer is established, and a scissored clear is issued, that the clear is not mistakenly
581*8975f5c5SAndroid Build Coastguard Worker // scissored.
TEST_P(ReadOnlyFeedbackLoopTest,ReadOnlyDepthFeedbackLoopWithClearAndScissoredDraw)582*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTest, ReadOnlyDepthFeedbackLoopWithClearAndScissoredDraw)
583*8975f5c5SAndroid Build Coastguard Worker {
584*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
585*8975f5c5SAndroid Build Coastguard Worker 
586*8975f5c5SAndroid Build Coastguard Worker     constexpr GLuint kSize = 16;
587*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, kSize, kSize);
588*8975f5c5SAndroid Build Coastguard Worker 
589*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
590*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
591*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
592*8975f5c5SAndroid Build Coastguard Worker void main()
593*8975f5c5SAndroid Build Coastguard Worker {
594*8975f5c5SAndroid Build Coastguard Worker     if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1)
595*8975f5c5SAndroid Build Coastguard Worker     {
596*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(0, 1, 0, 1);
597*8975f5c5SAndroid Build Coastguard Worker     }
598*8975f5c5SAndroid Build Coastguard Worker     else
599*8975f5c5SAndroid Build Coastguard Worker     {
600*8975f5c5SAndroid Build Coastguard Worker         gl_FragColor = vec4(1, 0, 0, 1);
601*8975f5c5SAndroid Build Coastguard Worker     }
602*8975f5c5SAndroid Build Coastguard Worker })";
603*8975f5c5SAndroid Build Coastguard Worker 
604*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), kFS);
605*8975f5c5SAndroid Build Coastguard Worker 
606*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
607*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
608*8975f5c5SAndroid Build Coastguard Worker 
609*8975f5c5SAndroid Build Coastguard Worker     GLTexture colorTexture;
610*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, colorTexture);
611*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
612*8975f5c5SAndroid Build Coastguard Worker 
613*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
614*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
615*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
616*8975f5c5SAndroid Build Coastguard Worker 
617*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthTexture;
618*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthTexture);
619*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, kSize, kSize, 0, GL_DEPTH_COMPONENT,
620*8975f5c5SAndroid Build Coastguard Worker                  GL_UNSIGNED_INT, nullptr);
621*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
622*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
623*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
624*8975f5c5SAndroid Build Coastguard Worker 
625*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
626*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
627*8975f5c5SAndroid Build Coastguard Worker 
628*8975f5c5SAndroid Build Coastguard Worker     // Clear color to blue and depth to 0.5.
629*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
630*8975f5c5SAndroid Build Coastguard Worker     glClearDepthf(0.5f);
631*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
632*8975f5c5SAndroid Build Coastguard Worker 
633*8975f5c5SAndroid Build Coastguard Worker     // Disable depth. Although this does not remove the feedback loop as defined by the
634*8975f5c5SAndroid Build Coastguard Worker     // spec it mimics what gfxbench does in its rendering tests.
635*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(false);
636*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
637*8975f5c5SAndroid Build Coastguard Worker 
638*8975f5c5SAndroid Build Coastguard Worker     // Verify we can sample the depth texture and get 0.5.  Use a scissor.
639*8975f5c5SAndroid Build Coastguard Worker     glScissor(0, 0, kSize / 2, kSize);
640*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_SCISSOR_TEST);
641*8975f5c5SAndroid Build Coastguard Worker     drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
642*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
643*8975f5c5SAndroid Build Coastguard Worker 
644*8975f5c5SAndroid Build Coastguard Worker     // Make sure the scissored region passes the depth test and is changed to green.
645*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
646*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
647*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::green);
648*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::green);
649*8975f5c5SAndroid Build Coastguard Worker 
650*8975f5c5SAndroid Build Coastguard Worker     // Make sure the region outside the scissor is cleared to blue.
651*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::blue);
652*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::blue);
653*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::blue);
654*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue);
655*8975f5c5SAndroid Build Coastguard Worker }
656*8975f5c5SAndroid Build Coastguard Worker 
657*8975f5c5SAndroid Build Coastguard Worker // Tests that sampling from stencil while simultaneously bound as read-only attachment works.  Depth
658*8975f5c5SAndroid Build Coastguard Worker // is being written at the same time.
TEST_P(ReadOnlyFeedbackLoopTestES31,SampleStencilWhileReadOnlyAttachment)659*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTestES31, SampleStencilWhileReadOnlyAttachment)
660*8975f5c5SAndroid Build Coastguard Worker {
661*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
662*8975f5c5SAndroid Build Coastguard Worker 
663*8975f5c5SAndroid Build Coastguard Worker     constexpr GLsizei kSize = 64;
664*8975f5c5SAndroid Build Coastguard Worker 
665*8975f5c5SAndroid Build Coastguard Worker     // Create FBO with color, depth and stencil
666*8975f5c5SAndroid Build Coastguard Worker     GLTexture texture;
667*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, texture);
668*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
669*8975f5c5SAndroid Build Coastguard Worker 
670*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthStencil;
671*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
672*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
673*8975f5c5SAndroid Build Coastguard Worker 
674*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
675*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
676*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
677*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
678*8975f5c5SAndroid Build Coastguard Worker                            0);
679*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
680*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
681*8975f5c5SAndroid Build Coastguard Worker 
682*8975f5c5SAndroid Build Coastguard Worker     // Initialize depth/stencil
683*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
684*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_ALWAYS);
685*8975f5c5SAndroid Build Coastguard Worker 
686*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_STENCIL_TEST);
687*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
688*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
689*8975f5c5SAndroid Build Coastguard Worker     glStencilMask(0xFF);
690*8975f5c5SAndroid Build Coastguard Worker 
691*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, 0);
692*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
693*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(drawColor);
694*8975f5c5SAndroid Build Coastguard Worker     GLint colorUniformLocation =
695*8975f5c5SAndroid Build Coastguard Worker         glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
696*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(colorUniformLocation, -1);
697*8975f5c5SAndroid Build Coastguard Worker 
698*8975f5c5SAndroid Build Coastguard Worker     // Draw red with depth = 1 and stencil = 0xAA
699*8975f5c5SAndroid Build Coastguard Worker     glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
700*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
701*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
702*8975f5c5SAndroid Build Coastguard Worker 
703*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass by making a copy of the color texture.
704*8975f5c5SAndroid Build Coastguard Worker     GLTexture copyTex;
705*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
706*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
707*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
708*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
709*8975f5c5SAndroid Build Coastguard Worker 
710*8975f5c5SAndroid Build Coastguard Worker     // Disable stencil output and bind stencil as sampler.
711*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
712*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_EQUAL, 0xAA, 0xFF);
713*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
714*8975f5c5SAndroid Build Coastguard Worker 
715*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(#version 310 es
716*8975f5c5SAndroid Build Coastguard Worker precision highp float;
717*8975f5c5SAndroid Build Coastguard Worker in vec4 position;
718*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
719*8975f5c5SAndroid Build Coastguard Worker 
720*8975f5c5SAndroid Build Coastguard Worker void main()
721*8975f5c5SAndroid Build Coastguard Worker {
722*8975f5c5SAndroid Build Coastguard Worker     gl_Position = position;
723*8975f5c5SAndroid Build Coastguard Worker     texCoord = position.xy * 0.5 + vec2(0.5);
724*8975f5c5SAndroid Build Coastguard Worker })";
725*8975f5c5SAndroid Build Coastguard Worker 
726*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(#version 310 es
727*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
728*8975f5c5SAndroid Build Coastguard Worker precision mediump usampler2D;
729*8975f5c5SAndroid Build Coastguard Worker 
730*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
731*8975f5c5SAndroid Build Coastguard Worker 
732*8975f5c5SAndroid Build Coastguard Worker uniform usampler2D stencil;
733*8975f5c5SAndroid Build Coastguard Worker 
734*8975f5c5SAndroid Build Coastguard Worker out vec4 color;
735*8975f5c5SAndroid Build Coastguard Worker 
736*8975f5c5SAndroid Build Coastguard Worker void main()
737*8975f5c5SAndroid Build Coastguard Worker {
738*8975f5c5SAndroid Build Coastguard Worker     bool stencilPass = texture(stencil, texCoord).x == 0xAAu;
739*8975f5c5SAndroid Build Coastguard Worker 
740*8975f5c5SAndroid Build Coastguard Worker     color = vec4(0, stencilPass, 0, 1);
741*8975f5c5SAndroid Build Coastguard Worker }
742*8975f5c5SAndroid Build Coastguard Worker )";
743*8975f5c5SAndroid Build Coastguard Worker 
744*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(validateStencil, kVS, kFS);
745*8975f5c5SAndroid Build Coastguard Worker 
746*8975f5c5SAndroid Build Coastguard Worker     glActiveTexture(GL_TEXTURE0);
747*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
748*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
749*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
750*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
751*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
752*8975f5c5SAndroid Build Coastguard Worker 
753*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(validateStencil);
754*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(glGetUniformLocation(validateStencil, "stencil"), 0);
755*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
756*8975f5c5SAndroid Build Coastguard Worker 
757*8975f5c5SAndroid Build Coastguard Worker     drawQuad(validateStencil, "position", 0.95);
758*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
759*8975f5c5SAndroid Build Coastguard Worker 
760*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass
761*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
762*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
763*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
764*8975f5c5SAndroid Build Coastguard Worker 
765*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer readFramebuffer;
766*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
767*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
768*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
769*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green);
770*8975f5c5SAndroid Build Coastguard Worker 
771*8975f5c5SAndroid Build Coastguard Worker     // Validate that depth was overwritten in the previous render pass
772*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_GREATER);
773*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_FALSE);
774*8975f5c5SAndroid Build Coastguard Worker 
775*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(drawColor);
776*8975f5c5SAndroid Build Coastguard Worker     glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
777*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97);
778*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
779*8975f5c5SAndroid Build Coastguard Worker 
780*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
781*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue);
782*8975f5c5SAndroid Build Coastguard Worker }
783*8975f5c5SAndroid Build Coastguard Worker 
784*8975f5c5SAndroid Build Coastguard Worker // Tests that sampling from depth while simultaneously bound as read-only attachment works.  Stencil
785*8975f5c5SAndroid Build Coastguard Worker // is being written at the same time.
TEST_P(ReadOnlyFeedbackLoopTestES31,SampleDepthWhileReadOnlyAttachment)786*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthWhileReadOnlyAttachment)
787*8975f5c5SAndroid Build Coastguard Worker {
788*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
789*8975f5c5SAndroid Build Coastguard Worker 
790*8975f5c5SAndroid Build Coastguard Worker     constexpr GLsizei kSize = 64;
791*8975f5c5SAndroid Build Coastguard Worker 
792*8975f5c5SAndroid Build Coastguard Worker     // Create FBO with color, depth and stencil
793*8975f5c5SAndroid Build Coastguard Worker     GLTexture texture;
794*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, texture);
795*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
796*8975f5c5SAndroid Build Coastguard Worker 
797*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthStencil;
798*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
799*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
800*8975f5c5SAndroid Build Coastguard Worker 
801*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
802*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
803*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
804*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
805*8975f5c5SAndroid Build Coastguard Worker                            0);
806*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
807*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
808*8975f5c5SAndroid Build Coastguard Worker 
809*8975f5c5SAndroid Build Coastguard Worker     // Initialize depth/stencil
810*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
811*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_ALWAYS);
812*8975f5c5SAndroid Build Coastguard Worker 
813*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_STENCIL_TEST);
814*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
815*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
816*8975f5c5SAndroid Build Coastguard Worker     glStencilMask(0xFF);
817*8975f5c5SAndroid Build Coastguard Worker 
818*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, 0);
819*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
820*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(drawColor);
821*8975f5c5SAndroid Build Coastguard Worker     GLint colorUniformLocation =
822*8975f5c5SAndroid Build Coastguard Worker         glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
823*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(colorUniformLocation, -1);
824*8975f5c5SAndroid Build Coastguard Worker 
825*8975f5c5SAndroid Build Coastguard Worker     // Draw red with depth = 1 and stencil = 0xAA
826*8975f5c5SAndroid Build Coastguard Worker     glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
827*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
828*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
829*8975f5c5SAndroid Build Coastguard Worker 
830*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass by making a copy of the color texture.
831*8975f5c5SAndroid Build Coastguard Worker     GLTexture copyTex;
832*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
833*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
834*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
835*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
836*8975f5c5SAndroid Build Coastguard Worker 
837*8975f5c5SAndroid Build Coastguard Worker     // Disable depth output and bind depth as sampler.
838*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
839*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_FALSE);
840*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_ALWAYS, 0xBB, 0xEE);
841*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
842*8975f5c5SAndroid Build Coastguard Worker 
843*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(#version 310 es
844*8975f5c5SAndroid Build Coastguard Worker precision highp float;
845*8975f5c5SAndroid Build Coastguard Worker in vec4 position;
846*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
847*8975f5c5SAndroid Build Coastguard Worker 
848*8975f5c5SAndroid Build Coastguard Worker void main()
849*8975f5c5SAndroid Build Coastguard Worker {
850*8975f5c5SAndroid Build Coastguard Worker     gl_Position = position;
851*8975f5c5SAndroid Build Coastguard Worker     texCoord = position.xy * 0.5 + vec2(0.5);
852*8975f5c5SAndroid Build Coastguard Worker })";
853*8975f5c5SAndroid Build Coastguard Worker 
854*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(#version 310 es
855*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
856*8975f5c5SAndroid Build Coastguard Worker 
857*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
858*8975f5c5SAndroid Build Coastguard Worker 
859*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
860*8975f5c5SAndroid Build Coastguard Worker 
861*8975f5c5SAndroid Build Coastguard Worker out vec4 color;
862*8975f5c5SAndroid Build Coastguard Worker 
863*8975f5c5SAndroid Build Coastguard Worker void main()
864*8975f5c5SAndroid Build Coastguard Worker {
865*8975f5c5SAndroid Build Coastguard Worker     bool depthPass = abs(texture(depth, texCoord).x - 1.0) < 0.1;
866*8975f5c5SAndroid Build Coastguard Worker 
867*8975f5c5SAndroid Build Coastguard Worker     color = vec4(0, depthPass, 0, 1);
868*8975f5c5SAndroid Build Coastguard Worker }
869*8975f5c5SAndroid Build Coastguard Worker )";
870*8975f5c5SAndroid Build Coastguard Worker 
871*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(validateDepth, kVS, kFS);
872*8975f5c5SAndroid Build Coastguard Worker 
873*8975f5c5SAndroid Build Coastguard Worker     glActiveTexture(GL_TEXTURE0);
874*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
875*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
876*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
877*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
878*8975f5c5SAndroid Build Coastguard Worker 
879*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(validateDepth);
880*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(glGetUniformLocation(validateDepth, "depth"), 0);
881*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
882*8975f5c5SAndroid Build Coastguard Worker 
883*8975f5c5SAndroid Build Coastguard Worker     drawQuad(validateDepth, "position", 0.95);
884*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
885*8975f5c5SAndroid Build Coastguard Worker 
886*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass
887*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
888*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
889*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
890*8975f5c5SAndroid Build Coastguard Worker 
891*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer readFramebuffer;
892*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
893*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
894*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
895*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::green);
896*8975f5c5SAndroid Build Coastguard Worker 
897*8975f5c5SAndroid Build Coastguard Worker     // Validate that stencil was overwritten in the previous render pass
898*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_EQUAL, 0xBB, 0xFF);
899*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
900*8975f5c5SAndroid Build Coastguard Worker 
901*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(drawColor);
902*8975f5c5SAndroid Build Coastguard Worker     glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 1.0f);
903*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.97);
904*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
905*8975f5c5SAndroid Build Coastguard Worker 
906*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
907*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, GLColor::blue);
908*8975f5c5SAndroid Build Coastguard Worker }
909*8975f5c5SAndroid Build Coastguard Worker 
910*8975f5c5SAndroid Build Coastguard Worker // Tests that sampling from depth and stencil while simultaneously bound as read-only attachment
911*8975f5c5SAndroid Build Coastguard Worker // works.
TEST_P(ReadOnlyFeedbackLoopTestES31,SampleDepthAndStencilWhileReadOnlyAttachment)912*8975f5c5SAndroid Build Coastguard Worker TEST_P(ReadOnlyFeedbackLoopTestES31, SampleDepthAndStencilWhileReadOnlyAttachment)
913*8975f5c5SAndroid Build Coastguard Worker {
914*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_read_only_depth_stencil_feedback_loops"));
915*8975f5c5SAndroid Build Coastguard Worker 
916*8975f5c5SAndroid Build Coastguard Worker     constexpr GLsizei kSize = 64;
917*8975f5c5SAndroid Build Coastguard Worker 
918*8975f5c5SAndroid Build Coastguard Worker     // Create FBO with color, depth and stencil
919*8975f5c5SAndroid Build Coastguard Worker     GLTexture texture;
920*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, texture);
921*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
922*8975f5c5SAndroid Build Coastguard Worker 
923*8975f5c5SAndroid Build Coastguard Worker     GLTexture depthStencil;
924*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
925*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, kSize, kSize);
926*8975f5c5SAndroid Build Coastguard Worker 
927*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer framebuffer;
928*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
929*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
930*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil,
931*8975f5c5SAndroid Build Coastguard Worker                            0);
932*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
933*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
934*8975f5c5SAndroid Build Coastguard Worker 
935*8975f5c5SAndroid Build Coastguard Worker     // Initialize depth/stencil
936*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_DEPTH_TEST);
937*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_ALWAYS);
938*8975f5c5SAndroid Build Coastguard Worker 
939*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_STENCIL_TEST);
940*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_ALWAYS, 0xAA, 0xFF);
941*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
942*8975f5c5SAndroid Build Coastguard Worker     glStencilMask(0xFF);
943*8975f5c5SAndroid Build Coastguard Worker 
944*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, 0);
945*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
946*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(drawColor);
947*8975f5c5SAndroid Build Coastguard Worker     GLint colorUniformLocation =
948*8975f5c5SAndroid Build Coastguard Worker         glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
949*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(colorUniformLocation, -1);
950*8975f5c5SAndroid Build Coastguard Worker 
951*8975f5c5SAndroid Build Coastguard Worker     // Draw red with depth = 1 and stencil = 0xAA
952*8975f5c5SAndroid Build Coastguard Worker     glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
953*8975f5c5SAndroid Build Coastguard Worker     drawQuad(drawColor, essl1_shaders::PositionAttrib(), 1);
954*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
955*8975f5c5SAndroid Build Coastguard Worker 
956*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass by making a copy of the color texture.
957*8975f5c5SAndroid Build Coastguard Worker     GLTexture copyTex;
958*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
959*8975f5c5SAndroid Build Coastguard Worker     glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
960*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kSize, kSize / 2);
961*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
962*8975f5c5SAndroid Build Coastguard Worker 
963*8975f5c5SAndroid Build Coastguard Worker     // Disable depth/stencil output and bind both depth and stencil as samplers.
964*8975f5c5SAndroid Build Coastguard Worker     glDepthFunc(GL_LESS);
965*8975f5c5SAndroid Build Coastguard Worker     glDepthMask(GL_FALSE);
966*8975f5c5SAndroid Build Coastguard Worker     glStencilFunc(GL_EQUAL, 0xAA, 0xFF);
967*8975f5c5SAndroid Build Coastguard Worker     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
968*8975f5c5SAndroid Build Coastguard Worker 
969*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(#version 310 es
970*8975f5c5SAndroid Build Coastguard Worker precision highp float;
971*8975f5c5SAndroid Build Coastguard Worker in vec4 position;
972*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
973*8975f5c5SAndroid Build Coastguard Worker 
974*8975f5c5SAndroid Build Coastguard Worker void main()
975*8975f5c5SAndroid Build Coastguard Worker {
976*8975f5c5SAndroid Build Coastguard Worker     gl_Position = position;
977*8975f5c5SAndroid Build Coastguard Worker     texCoord = position.xy * 0.5 + vec2(0.5);
978*8975f5c5SAndroid Build Coastguard Worker })";
979*8975f5c5SAndroid Build Coastguard Worker 
980*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(#version 310 es
981*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
982*8975f5c5SAndroid Build Coastguard Worker precision mediump usampler2D;
983*8975f5c5SAndroid Build Coastguard Worker 
984*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
985*8975f5c5SAndroid Build Coastguard Worker 
986*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D depth;
987*8975f5c5SAndroid Build Coastguard Worker uniform usampler2D stencil;
988*8975f5c5SAndroid Build Coastguard Worker 
989*8975f5c5SAndroid Build Coastguard Worker out vec4 color;
990*8975f5c5SAndroid Build Coastguard Worker 
991*8975f5c5SAndroid Build Coastguard Worker void main()
992*8975f5c5SAndroid Build Coastguard Worker {
993*8975f5c5SAndroid Build Coastguard Worker     // Note: Due to GL_DEPTH_STENCIL_TEXTURE_MODE, it is not possible to read both the depth and
994*8975f5c5SAndroid Build Coastguard Worker     // stencil aspects correctly.  For the sake of test (reading both aspects), just make sure to
995*8975f5c5SAndroid Build Coastguard Worker     // sample from depth.
996*8975f5c5SAndroid Build Coastguard Worker     bool depthPass = !isinf(texture(depth, texCoord).x);
997*8975f5c5SAndroid Build Coastguard Worker     bool stencilPass = texture(stencil, texCoord).x == 0xAAu;
998*8975f5c5SAndroid Build Coastguard Worker 
999*8975f5c5SAndroid Build Coastguard Worker     color = vec4(0, depthPass, stencilPass, 1);
1000*8975f5c5SAndroid Build Coastguard Worker }
1001*8975f5c5SAndroid Build Coastguard Worker )";
1002*8975f5c5SAndroid Build Coastguard Worker 
1003*8975f5c5SAndroid Build Coastguard Worker     ANGLE_GL_PROGRAM(validateDepthStencil, kVS, kFS);
1004*8975f5c5SAndroid Build Coastguard Worker 
1005*8975f5c5SAndroid Build Coastguard Worker     glActiveTexture(GL_TEXTURE0);
1006*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
1007*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1008*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1009*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
1010*8975f5c5SAndroid Build Coastguard Worker 
1011*8975f5c5SAndroid Build Coastguard Worker     glActiveTexture(GL_TEXTURE1);
1012*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, depthStencil);
1013*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
1014*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
1015*8975f5c5SAndroid Build Coastguard Worker 
1016*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(validateDepthStencil);
1017*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(glGetUniformLocation(validateDepthStencil, "depth"), 0);
1018*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(glGetUniformLocation(validateDepthStencil, "stencil"), 1);
1019*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
1020*8975f5c5SAndroid Build Coastguard Worker 
1021*8975f5c5SAndroid Build Coastguard Worker     drawQuad(validateDepthStencil, "position", 0.95);
1022*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
1023*8975f5c5SAndroid Build Coastguard Worker 
1024*8975f5c5SAndroid Build Coastguard Worker     // Break the render pass
1025*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, copyTex);
1026*8975f5c5SAndroid Build Coastguard Worker     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, kSize / 2, 0, 0, kSize, kSize / 2);
1027*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
1028*8975f5c5SAndroid Build Coastguard Worker 
1029*8975f5c5SAndroid Build Coastguard Worker     GLFramebuffer readFramebuffer;
1030*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
1031*8975f5c5SAndroid Build Coastguard Worker     glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copyTex, 0);
1032*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize / 2, GLColor::red);
1033*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_RECT_EQ(0, kSize / 2, kSize, kSize / 2, GLColor::cyan);
1034*8975f5c5SAndroid Build Coastguard Worker }
1035*8975f5c5SAndroid Build Coastguard Worker 
1036*8975f5c5SAndroid Build Coastguard Worker // Instantiate the test for ES3.
1037*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(ReadOnlyFeedbackLoopTest);
1038*8975f5c5SAndroid Build Coastguard Worker 
1039*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ReadOnlyFeedbackLoopTestES31);
1040*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES31(ReadOnlyFeedbackLoopTestES31);
1041