blob: a78162fc7fa2391ba4a7288a5c6db75a71c867cd [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "test_utils/ANGLETest.h"
#include "platform/FeaturesVk.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include "util/shader_utils.h"
#include "util/test_utils.h"
using namespace angle;
namespace
{
class ClearTestBase : public ANGLETest
{
protected:
ClearTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void testSetUp() override
{
mFBOs.resize(2, 0);
glGenFramebuffers(2, mFBOs.data());
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
if (!mFBOs.empty())
{
glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
}
if (!mTextures.empty())
{
glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
}
}
std::vector<GLuint> mFBOs;
std::vector<GLuint> mTextures;
};
class ClearTest : public ClearTestBase
{};
class ClearTestES3 : public ClearTestBase
{
protected:
void verifyDepth(float depthValue, uint32_t size)
{
// Use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Blue());
ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Red());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f);
drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1);
}
void verifyStencil(uint32_t stencilValue, uint32_t size)
{
// Use another small shader to verify stencil.
ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, stencilValue, 0xFF);
drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
glDisable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1);
EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1);
}
};
class ClearTestRGB : public ANGLETest
{
protected:
ClearTestRGB()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
}
};
class ClearTestRGB_ES3 : public ClearTestRGB
{};
// Each int parameter can have three values: don't clear, clear, or masked clear. The bool
// parameter controls scissor.
using MaskedScissoredClearVariationsTestParams =
std::tuple<angle::PlatformParameters, int, int, int, bool>;
void ParseMaskedScissoredClearVariationsTestParams(
const MaskedScissoredClearVariationsTestParams &params,
bool *clearColor,
bool *clearDepth,
bool *clearStencil,
bool *maskColor,
bool *maskDepth,
bool *maskStencil,
bool *scissor)
{
int colorClearInfo = std::get<1>(params);
int depthClearInfo = std::get<2>(params);
int stencilClearInfo = std::get<3>(params);
*clearColor = colorClearInfo > 0;
*clearDepth = depthClearInfo > 0;
*clearStencil = stencilClearInfo > 0;
*maskColor = colorClearInfo > 1;
*maskDepth = depthClearInfo > 1;
*maskStencil = stencilClearInfo > 1;
*scissor = std::get<4>(params);
}
std::string MaskedScissoredClearVariationsTestPrint(
const ::testing::TestParamInfo<MaskedScissoredClearVariationsTestParams> &paramsInfo)
{
const MaskedScissoredClearVariationsTestParams &params = paramsInfo.param;
std::ostringstream out;
out << std::get<0>(params);
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
&maskColor, &maskDepth, &maskStencil, &scissor);
if (scissor || clearColor || clearDepth || clearStencil || maskColor || maskDepth ||
maskStencil)
{
out << "_";
}
if (scissor)
{
out << "_scissored";
}
if (clearColor || clearDepth || clearStencil)
{
out << "_clear_";
if (clearColor)
{
out << "c";
}
if (clearDepth)
{
out << "d";
}
if (clearStencil)
{
out << "s";
}
}
if (maskColor || maskDepth || maskStencil)
{
out << "_mask_";
if (maskColor)
{
out << "c";
}
if (maskDepth)
{
out << "d";
}
if (maskStencil)
{
out << "s";
}
}
return out.str();
}
class MaskedScissoredClearTestBase
: public ANGLETestWithParam<MaskedScissoredClearVariationsTestParams>
{
protected:
MaskedScissoredClearTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
}
void maskedScissoredColorDepthStencilClear(
const MaskedScissoredClearVariationsTestParams &params);
bool mHasDepth = true;
bool mHasStencil = true;
};
class MaskedScissoredClearTest : public MaskedScissoredClearTestBase
{};
class VulkanClearTest : public MaskedScissoredClearTestBase
{
protected:
void testSetUp() override
{
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
// Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
0);
glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mStencilTexture);
ASSERT_GL_NO_ERROR();
// Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2.
if (getClientMajorVersion() >= 3)
{
// Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil.
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
getWindowHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
mDepthTexture);
}
ASSERT_GL_NO_ERROR();
}
void bindColorStencilFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
mHasDepth = false;
}
void bindColorDepthFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
mHasStencil = false;
}
// Override a feature to force emulation of stencil-only and depth-only formats with a packed
// depth/stencil format
void overrideFeaturesVk(FeaturesVk *featuresVk) override
{
featuresVk->overrideFeatures({"force_fallback_format"}, true);
}
private:
GLFramebuffer mColorStencilFBO;
GLFramebuffer mColorDepthFBO;
GLTexture mColorTexture;
GLRenderbuffer mDepthTexture;
GLRenderbuffer mStencilTexture;
};
// Test clearing the default framebuffer
TEST_P(ClearTest, DefaultFramebuffer)
{
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
}
// Test clearing the default framebuffer with scissor and mask
// This forces down path that uses draw to do clear
TEST_P(ClearTest, EmptyScissor)
{
// These configs have bug that fails this test.
// These configs are unmaintained so skipping.
ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
ANGLE_SKIP_TEST_IF(IsOSX());
glClearColor(0.25f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(-10, 0, 5, 5);
glClearColor(0.5f, 0.25f, 0.75f, 0.5f);
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared
TEST_P(ClearTestRGB, DefaultFramebufferRGB)
{
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
}
// Invalidate the RGB default framebuffer and verify that the alpha channel is not cleared, and
// stays set after drawing.
TEST_P(ClearTestRGB_ES3, InvalidateDefaultFramebufferRGB)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that even though Alpha is cleared to 0.0 for this RGB FBO, it should be read back as
// 1.0, since the glReadPixels() is issued with GL_RGBA.
// OpenGL ES 3.2 spec:
// 16.1.3 Obtaining Pixels from the Framebuffer
// If G, B, or A values are not present in the internal format, they are taken to be zero,
// zero, and one respectively.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
const GLenum discards[] = {GL_COLOR};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Don't explicitly clear, but draw blue (make sure alpha is not cleared)
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Invalidate an RGB user framebuffer and verify that the alpha channel is not cleared, and
// stays set after drawing.
TEST_P(ClearTestRGB_ES3, InvalidateUserFramebufferRGB)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that clearing alpha is ineffective on an RGB format.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Invalidate the framebuffer contents.
const GLenum discards[] = {GL_COLOR_ATTACHMENT0};
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, discards);
// Without an explicit clear, draw blue and make sure alpha is unaffected. If RGB is emualted
// with RGBA, the previous invalidate shouldn't affect the alpha value.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Draw with a shader that outputs alpha=0.5. Readback and ensure that alpha=1.
TEST_P(ClearTestRGB_ES3, ShaderOutputsAlphaVerifyReadingAlphaIsOne)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(blueProgram);
// Some GPUs don't support RGB format default framebuffer,
// so skip if the back buffer has alpha bits.
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint backbufferAlphaBits = 0;
eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &backbufferAlphaBits);
ANGLE_SKIP_TEST_IF(backbufferAlphaBits != 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
GLint colorUniformLocation =
glGetUniformLocation(blueProgram, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f);
ASSERT_GL_NO_ERROR();
// Don't explicitly clear, but draw blue (make sure alpha is not cleared)
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
}
// Test clearing a RGBA8 Framebuffer
TEST_P(ClearTest, RGBA8Framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still
// have a correct behavior after.
TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB)
{
// http://anglebug.com/2689
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
// http://anglebug.com/5165
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL() && IsIntel());
ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(),
angle::essl1_shaders::fs::UniformColor());
setupQuadVertexBuffer(0.5f, 1.0f);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib());
ASSERT_NE(positionLocation, -1);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
GLint colorUniformLocation =
glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Initially clear to black.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear with masked color.
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClearColor(0.5f, 0.5f, 0.5f, 0.75f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere.
EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 192, 1.0);
// In the Vulkan backend, RGB textures are emulated with an RGBA texture format
// underneath and we keep a special mask to know that we shouldn't touch the alpha
// channel when we have that emulated texture. This test exists to validate that
// this mask gets updated correctly when the framebuffer attachment changes.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
}
// Test clearing a RGB8 Framebuffer with a color mask.
TEST_P(ClearTest, RGB8WithMaskFramebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.2f, 0.4f, 0.6f, 0.8f);
glClear(GL_COLOR_BUFFER_BIT);
// Since there's no alpha, we expect to get 255 back instead of the clear value (204).
EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(0.1f, 0.3f, 0.5f, 0.7f);
glClear(GL_COLOR_BUFFER_BIT);
// The blue channel was masked so its value should be unchanged.
EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0);
// Restore default.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
TEST_P(ClearTest, ClearIssue)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor(0.0, 1.0, 0.0, 1.0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16);
EXPECT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
EXPECT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Regression test for a bug where "glClearDepthf"'s argument was not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, ClearIsClamped)
{
glClearDepthf(5.0f);
GLfloat clear_depth;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth);
EXPECT_EQ(1.0f, clear_depth);
}
// Regression test for a bug where "glDepthRangef"'s arguments were not clamped
// In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
TEST_P(ClearTest, DepthRangefIsClamped)
{
glDepthRangef(1.1f, -4.0f);
GLfloat depth_range[2];
glGetFloatv(GL_DEPTH_RANGE, depth_range);
EXPECT_EQ(1.0f, depth_range[0]);
EXPECT_EQ(0.0f, depth_range[1]);
}
// Test scissored clears on Depth16
TEST_P(ClearTest, Depth16Scissored)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize,
kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearDepthf(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearDepthf(perc);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
// Test scissored clears on Stencil8
TEST_P(ClearTest, Stencil8Scissored)
{
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
constexpr int kRenderbufferSize = 64;
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
constexpr int kNumSteps = 13;
for (int ndx = 1; ndx < kNumSteps; ndx++)
{
float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
static_cast<int>(kRenderbufferSize * perc));
glClearStencil(static_cast<int>(perc * 255.0f));
glClear(GL_STENCIL_BUFFER_BIT);
}
}
// Covers a bug in the Vulkan back-end where starting a new command buffer in
// the masked clear would not trigger descriptor sets to be re-bound.
TEST_P(ClearTest, MaskedClearThenDrawWithUniform)
{
// Initialize a program with a uniform.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(-1, uniLoc);
glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Initialize a simple FBO.
constexpr GLsizei kSize = 2;
GLTexture clearTexture;
glBindTexture(GL_TEXTURE_2D, clearTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
glViewport(0, 0, kSize, kSize);
// Clear and draw to flush out dirty bits.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Flush to trigger a new serial.
glFlush();
// Enable color mask and draw again to trigger the bug.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Clear with a mask to verify that masked clear is done properly
// (can't use inline or RenderOp clear when some color channels are masked)
TEST_P(ClearTestES3, ClearPlusMaskDrawAndClear)
{
// Initialize a program with a uniform.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
ASSERT_NE(-1, uniLoc);
glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Initialize a simple FBO.
constexpr GLsizei kSize = 2;
GLTexture clearTexture;
glBindTexture(GL_TEXTURE_2D, clearTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, kSize, kSize);
// Clear and draw to flush out dirty bits.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw green rectangle
glDrawArrays(GL_TRIANGLES, 0, 6);
// Enable color mask and draw again to trigger the bug.
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw purple-ish rectangle, green should be masked off
glUniform4f(uniLoc, 1.0f, 0.25f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Test that clearing all buffers through glClearColor followed by a clear of a specific buffer
// clears to the correct values.
TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
GLColor clearValues[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Clear all targets.
angle::Vector4 clearColor = clearValues[0].toNormalizedVector();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Clear odd targets individually.
for (uint32_t i = 1; i < kAttachmentCount; i += 2)
{
clearColor = clearValues[i].toNormalizedVector();
glClearBufferfv(GL_COLOR, i, clearColor.data());
}
// Even attachments should be cleared to color 0, while odd attachments are cleared to their
// respective color.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
uint32_t clearIndex = i % 2 == 0 ? 0 : i;
const GLColor &expect = clearValues[clearIndex];
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
}
// Test that clearing each render target individually works. In the Vulkan backend, this should be
// done in a single render pass.
TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually)
{
// http://anglebug.com/4855
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 2;
constexpr float kDepthClearValue = 0.125f;
constexpr int32_t kStencilClearValue = 0x67;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
GLColor clearValues[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data());
}
glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
ASSERT_GL_NO_ERROR();
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
const GLColor &expect = clearValues[i];
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kSize);
verifyStencil(kStencilClearValue, kSize);
}
// Test that clearing multiple attachments in the presence of a color mask, scissor or both
// correctly clears all the attachments.
TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments)
{
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 2;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Masked clear
GLColor clearColorMasked(31, 63, 255, 191);
angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// All attachments should be cleared, with the blue channel untouched
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked);
}
// Masked scissored clear
GLColor clearColorMaskedScissored(63, 127, 255, 31);
clearColor = GLColor(63, 127, 191, 31).toNormalizedVector();
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glEnable(GL_SCISSOR_TEST);
glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// The corners should keep the previous value while the center is cleared, except its blue
// channel.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored);
}
// Scissored clear
GLColor clearColorScissored(127, 191, 31, 63);
clearColor = GLColor(127, 191, 31, 63).toNormalizedVector();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// The corners should keep the old value while all channels of the center are cleared.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored);
}
}
// Test clearing multiple attachments in the presence of an indexed color mask.
TEST_P(ClearTestES3, MaskedIndexedClearMultipleAttachments)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 4;
std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
// Masked clear
GLColor clearColorMasked(31, 63, 255, 191);
angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
// Block blue channel for all attachements
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
// Unblock blue channel for attachments 0 and 1
glColorMaskiOES(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaskiOES(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// All attachments should be cleared, with the blue channel untouched for all attachments but 1.
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
ASSERT_GL_NO_ERROR();
const GLColor attachmentColor = (i > 1) ? clearColorMasked : clearColor;
EXPECT_PIXEL_COLOR_EQ(0, 0, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, attachmentColor);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, attachmentColor);
}
}
// Test that clearing multiple attachments of different nature (float, int and uint) in the
// presence of a color mask works correctly. In the Vulkan backend, this exercises clearWithDraw
// and the relevant internal shaders.
TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments)
{
// http://anglebug.com/4855
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// TODO(anglebug.com/5491)
ANGLE_SKIP_TEST_IF(IsIOS() && IsOpenGLES());
constexpr uint32_t kSize = 16;
constexpr uint32_t kAttachmentCount = 3;
constexpr float kDepthClearValue = 0.256f;
constexpr int32_t kStencilClearValue = 0x1D;
constexpr GLenum kAttachmentFormats[kAttachmentCount] = {
GL_RGBA8,
GL_RGBA8I,
GL_RGBA8UI,
};
constexpr GLenum kDataFormats[kAttachmentCount] = {
GL_RGBA,
GL_RGBA_INTEGER,
GL_RGBA_INTEGER,
};
constexpr GLenum kDataTypes[kAttachmentCount] = {
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_UNSIGNED_BYTE,
};
std::vector<unsigned char> pixelData(kSize * kSize * 4, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i],
kDataTypes[i], pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
// Mask out red for all clears
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
GLColor clearValuef = {25, 50, 75, 100};
glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data());
int clearValuei[4] = {10, -20, 30, -40};
glClearBufferiv(GL_COLOR, 1, clearValuei);
uint32_t clearValueui[4] = {50, 60, 70, 80};
glClearBufferuiv(GL_COLOR, 2, clearValueui);
ASSERT_GL_NO_ERROR();
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
ASSERT_GL_NO_ERROR();
GLColor expect = clearValuef;
expect.R = 0;
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT2);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2],
clearValueui[3]);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kSize);
verifyStencil(kStencilClearValue, kSize);
}
// Test that clearing multiple attachments of different nature (float, int and uint) in the
// presence of a scissor test works correctly. In the Vulkan backend, this exercises clearWithDraw
// and the relevant internal shaders.
TEST_P(ClearTestES3, ScissoredClearHeterogeneousAttachments)
{
// http://anglebug.com/4855
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
// http://anglebug.com/5116
ANGLE_SKIP_TEST_IF(IsWindows() && (IsOpenGL() || IsD3D11()) && IsAMD());
// http://anglebug.com/5237
ANGLE_SKIP_TEST_IF(IsWindows7() && IsD3D11() && IsNVIDIA());
// TODO(anglebug.com/5491)
ANGLE_SKIP_TEST_IF(IsIOS() && IsOpenGLES());
constexpr uint32_t kSize = 16;
constexpr uint32_t kHalfSize = kSize / 2;
constexpr uint32_t kAttachmentCount = 3;
constexpr float kDepthClearValue = 0.256f;
constexpr int32_t kStencilClearValue = 0x1D;
constexpr GLenum kAttachmentFormats[kAttachmentCount] = {
GL_RGBA8,
GL_RGBA8I,
GL_RGBA8UI,
};
constexpr GLenum kDataFormats[kAttachmentCount] = {
GL_RGBA,
GL_RGBA_INTEGER,
GL_RGBA_INTEGER,
};
constexpr GLenum kDataTypes[kAttachmentCount] = {
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_UNSIGNED_BYTE,
};
std::vector<unsigned char> pixelData(kSize * kSize * 4, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[kAttachmentCount];
GLRenderbuffer depthStencil;
GLenum drawBuffers[kAttachmentCount];
for (uint32_t i = 0; i < kAttachmentCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i],
kDataTypes[i], pixelData.data());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
0);
drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
glDrawBuffers(kAttachmentCount, drawBuffers);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
// Enable scissor test
glScissor(0, 0, kHalfSize, kHalfSize);
glEnable(GL_SCISSOR_TEST);
GLColor clearValuef = {25, 50, 75, 100};
angle::Vector4 clearValuefv = clearValuef.toNormalizedVector();
glClearColor(clearValuefv.x(), clearValuefv.y(), clearValuefv.z(), clearValuefv.w());
glClearDepthf(kDepthClearValue);
// clear stencil.
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
// clear float color attachment & depth together
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// clear integer attachment.
int clearValuei[4] = {10, -20, 30, -40};
glClearBufferiv(GL_COLOR, 1, clearValuei);
// clear unsigned integer attachment
uint32_t clearValueui[4] = {50, 60, 70, 80};
glClearBufferuiv(GL_COLOR, 2, clearValueui);
ASSERT_GL_NO_ERROR();
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
ASSERT_GL_NO_ERROR();
GLColor expect = clearValuef;
EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
EXPECT_PIXEL_COLOR_EQ(0, kHalfSize - 1, expect);
EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, 0, expect);
EXPECT_PIXEL_COLOR_EQ(kHalfSize - 1, kHalfSize - 1, expect);
EXPECT_PIXEL_EQ(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8I(0, 0, clearValuei[0], clearValuei[1], clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(0, kHalfSize - 1, clearValuei[0], clearValuei[1], clearValuei[2],
clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize - 1, 0, clearValuei[0], clearValuei[1], clearValuei[2],
clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize - 1, kHalfSize - 1, clearValuei[0], clearValuei[1],
clearValuei[2], clearValuei[3]);
EXPECT_PIXEL_8I(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
{
glReadBuffer(GL_COLOR_ATTACHMENT2);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_8UI(0, 0, clearValueui[0], clearValueui[1], clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(0, kHalfSize - 1, clearValueui[0], clearValueui[1], clearValueui[2],
clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize - 1, 0, clearValueui[0], clearValueui[1], clearValueui[2],
clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize - 1, kHalfSize - 1, clearValueui[0], clearValueui[1],
clearValueui[2], clearValueui[3]);
EXPECT_PIXEL_8UI(kHalfSize + 1, kHalfSize + 1, 0, 0, 0, 0);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
for (uint32_t i = 1; i < kAttachmentCount; ++i)
drawBuffers[i] = GL_NONE;
glDrawBuffers(kAttachmentCount, drawBuffers);
verifyDepth(kDepthClearValue, kHalfSize);
verifyStencil(kStencilClearValue, kHalfSize);
}
// This tests a bug where in a masked clear when calling "ClearBuffer", we would
// mistakenly clear every channel (including the masked-out ones)
TEST_P(ClearTestES3, MaskedClearBufferBug)
{
// TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
unsigned char pixelData[] = {255, 255, 255, 255};
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
float clearValue[] = {0, 0.5f, 0.5f, 1.0f};
GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
glClearBufferfv(GL_COLOR, 1, clearValue);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
}
TEST_P(ClearTestES3, BadFBOSerialBug)
{
// First make a simple framebuffer, and clear it to green
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f};
glClearBufferfv(GL_COLOR, 0, clearValues1);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Next make a second framebuffer, and draw it to red
// (Triggers bad applied render target serial)
GLFramebuffer fbo2;
glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
glDrawBuffers(1, drawBuffers);
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Check that the first framebuffer is still green.
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that SRGB framebuffers clear to the linearized clear color
TEST_P(ClearTestES3, SRGBClear)
{
// First make a simple framebuffer, and clear it
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
}
// Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
// attachment
TEST_P(ClearTestES3, MixedSRGBClear)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
// Clear both textures
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
// Check value of texture0
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
// Check value of texture1
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
}
// This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync
// before a draw call. The test draws small quads to a larger FBO (the default back buffer).
// Before each blit to the back buffer it clears the quad to a certain color using
// ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to
// flush or finish after ClearBufferfv or each draw.
TEST_P(ClearTestES3, RepeatedClear)
{
// Fails on 431.02 driver. http://anglebug.com/3748
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
constexpr char kVS[] =
"#version 300 es\n"
"in highp vec2 position;\n"
"out highp vec2 v_coord;\n"
"void main(void)\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" vec2 texCoord = (position * 0.5) + 0.5;\n"
" v_coord = texCoord;\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"in highp vec2 v_coord;\n"
"out highp vec4 color;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" color = texture(tex, v_coord);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
mTextures.resize(1, 0);
glGenTextures(1, mTextures.data());
GLenum format = GL_RGBA8;
const int numRowsCols = 3;
const int cellSize = 32;
const int fboSize = cellSize;
const int backFBOSize = cellSize * numRowsCols;
const float fmtValueMin = 0.0f;
const float fmtValueMax = 1.0f;
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// larger fbo bound -- clear to transparent black
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, uniLoc);
glUniform1i(uniLoc, 0);
glBindTexture(GL_TEXTURE_2D, mTextures[0]);
GLint positionLocation = glGetAttribLocation(program, "position");
ASSERT_NE(-1, positionLocation);
glUseProgram(program);
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
glClearBufferfv(GL_COLOR, 0, color.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Method 1: Set viewport and draw full-viewport quad
glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
drawQuad(program, "position", 0.5f);
// Uncommenting the glFinish call seems to make the test pass.
// glFinish();
}
}
std::vector<GLColor> pixelData(backFBOSize * backFBOSize);
glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
for (int cellY = 0; cellY < numRowsCols; cellY++)
{
for (int cellX = 0; cellX < numRowsCols; cellX++)
{
int seed = cellX + cellY * numRowsCols;
const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
GLColor expectedColor(color);
int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1;
GLColor actualColor = pixelData[testN];
EXPECT_NEAR(expectedColor.R, actualColor.R, 1);
EXPECT_NEAR(expectedColor.G, actualColor.G, 1);
EXPECT_NEAR(expectedColor.B, actualColor.B, 1);
EXPECT_NEAR(expectedColor.A, actualColor.A, 1);
}
}
ASSERT_GL_NO_ERROR();
}
// Test that clearing RGB8 attachments work when verified through sampling.
TEST_P(ClearTestES3, ClearRGB8)
{
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear the texture through framebuffer.
const GLubyte kClearColor[] = {63, 127, 191, 55};
glClearColor(kClearColor[0] / 255.0f, kClearColor[1] / 255.0f, kClearColor[2] / 255.0f,
kClearColor[3] / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Sample from it and verify clear is done.
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLocation);
GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, lodLocation);
glUniform1i(textureLocation, 0);
glUniform1f(lodLocation, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_NEAR(0, 0, kClearColor[0], kClearColor[1], kClearColor[2], 255, 1);
ASSERT_GL_NO_ERROR();
}
// Test that clearing RGB8 attachments from a 2D texture array does not cause
// VUID-VkImageMemoryBarrier-oldLayout-01197
TEST_P(ClearTestES3, TextureArrayRGB8)
{
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGB8, 1, 1, 2);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, tex, 0, 1);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, &bufs[0]);
glClearColor(1.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
glReadBuffer(GL_COLOR_ATTACHMENT1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
EXPECT_GL_NO_ERROR();
}
void MaskedScissoredClearTestBase::maskedScissoredColorDepthStencilClear(
const MaskedScissoredClearVariationsTestParams &params)
{
// Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug.
// TODO(jmadill): Re-enable when possible. http://anglebug.com/2548
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid());
const int w = getWindowWidth();
const int h = getWindowHeight();
const int wthird = w / 3;
const int hthird = h / 3;
constexpr float kPreClearDepth = 0.9f;
constexpr float kClearDepth = 0.5f;
constexpr uint8_t kPreClearStencil = 0xFF;
constexpr uint8_t kClearStencil = 0x16;
constexpr uint8_t kStencilMask = 0x59;
constexpr uint8_t kMaskedClearStencil =
(kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask);
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
&maskColor, &maskDepth, &maskStencil, &scissor);
// clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL() && clearDepth && !maskDepth);
// Clear to a random color, 0.9 depth and 0x00 stencil
Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f);
GLColor color1RGB(color1);
glClearColor(color1[0], color1[1], color1[2], color1[3]);
glClearDepthf(kPreClearDepth);
glClearStencil(kPreClearStencil);
if (!clearColor)
{
// If not asked to clear color, clear it anyway, but individually. The clear value is
// still used to verify that the depth/stencil clear happened correctly. This allows
// testing for depth/stencil-only clear implementations.
glClear(GL_COLOR_BUFFER_BIT);
}
glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
ASSERT_GL_NO_ERROR();
// Verify color was cleared correctly.
EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1);
if (scissor)
{
glEnable(GL_SCISSOR_TEST);
glScissor(wthird / 2, hthird / 2, wthird, hthird);
}
// Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil.
Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f);
GLColor color2RGB(color2);
glClearColor(color2[0], color2[1], color2[2], color2[3]);
glClearDepthf(kClearDepth);
glClearStencil(kClearStencil);
if (maskColor)
{
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
}
if (maskDepth)
{
glDepthMask(GL_FALSE);
}
if (maskStencil)
{
glStencilMask(kStencilMask);
}
glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
(clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(0xFF);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
ASSERT_GL_NO_ERROR();
GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]);
// If not clearing color, the original color should be left both in the center and corners. If
// using a scissor, the corners should be left to the original color, while the center is
// possibly changed. If using a mask, the center (and corners if not scissored), changes to
// the masked results.
GLColor expectedCenterColorRGB =
!clearColor ? color1RGB : maskColor ? color2MaskedRGB : color2RGB;
GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB;
// Verify second clear color mask worked as expected.
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
// If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage,
// so no particular behavior can be expected.
if (clearDepth || !mHasDepth)
{
// We use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Blue());
glEnable(GL_DEPTH_TEST);
glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL);
// - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer.
// - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer.
// - If depth is not cleared, the if above ensures there is no depth buffer at all,
// which means depth test will always pass.
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect blue to be written to the center.
expectedCenterColorRGB = GLColor::blue;
// If there is no depth, depth test always passes so the whole image must be blue. Same if
// depth write is masked.
expectedCornerColorRGB =
mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue;
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
}
// If there is stencil, but it's not asked to be cleared, there is similarly no expectation.
if (clearStencil || !mHasStencil)
{
// And another small shader to verify stencil.
ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
glEnable(GL_STENCIL_TEST);
// - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil
// buffer.
// - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil
// buffer.
// - If stencil is not cleared, the if above ensures there is no stencil buffer at all,
// which means stencil test will always pass.
glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF);
drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
glDisable(GL_STENCIL_TEST);
ASSERT_GL_NO_ERROR();
// Either way, we expect green to be written to the center.
expectedCenterColorRGB = GLColor::green;
// If there is no stencil, stencil test always passes so the whole image must be green.
expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green;
EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
}
}
// Tests combinations of color, depth, stencil clears with or without masks or scissor.
TEST_P(MaskedScissoredClearTest, Test)
{
maskedScissoredColorDepthStencilClear(GetParam());
}
// Tests combinations of color, depth, stencil clears with or without masks or scissor.
//
// This uses depth/stencil attachments that are single-channel, but are emulated with a format
// that has both channels.
TEST_P(VulkanClearTest, Test)
{
bool clearColor, clearDepth, clearStencil;
bool maskColor, maskDepth, maskStencil;
bool scissor;
ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth,
&clearStencil, &maskColor, &maskDepth,
&maskStencil, &scissor);
// We only care about clearing depth xor stencil.
if (clearDepth == clearStencil)
{
return;
}
if (clearDepth)
{
// Creating a depth-only renderbuffer is an ES3 feature.
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
bindColorDepthFBO();
}
else
{
bindColorStencilFBO();
}
maskedScissoredColorDepthStencilClear(GetParam());
}
// Tests that clearing a non existing attachment works.
TEST_P(ClearTest, ClearColorThenClearNonExistingDepthStencil)
{
constexpr GLsizei kSize = 16;
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Clear depth/stencil.
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Read back color.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Tests that clearing a non existing attachment works.
TEST_P(ClearTestES3, ClearDepthStencilThenClearNonExistingColor)
{
constexpr GLsizei kSize = 16;
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear depth/stencil.
glClearDepthf(1.0f);
glClearStencil(0xAA);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Clear color.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
// Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an
// assert.
TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert)
{
std::vector<GLuint> testUint(4);
glClearBufferuiv(GL_COLOR, 1, testUint.data());
std::vector<GLint> testInt(4);
glClearBufferiv(GL_COLOR, 1, testInt.data());
std::vector<GLfloat> testFloat(4);
glClearBufferfv(GL_COLOR, 1, testFloat.data());
EXPECT_GL_NO_ERROR();
}
// Clears many small concentric rectangles using scissor regions.
TEST_P(ClearTest, InceptionScissorClears)
{
angle::RNG rng;
constexpr GLuint kSize = 16;
// Create a square user FBO so we have more control over the dimensions.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glViewport(0, 0, kSize, kSize);
// Draw small concentric squares using scissor.
std::vector<GLColor> expectedColors;
for (GLuint index = 0; index < (kSize - 1) / 2; index++)
{
// Do the first clear without the scissor.
if (index > 0)
{
glEnable(GL_SCISSOR_TEST);
glScissor(index, index, kSize - (index * 2), kSize - (index * 2));
}
GLColor color = RandomColor(&rng);
expectedColors.push_back(color);
Vector4 floatColor = color.toNormalizedVector();
glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
ASSERT_GL_NO_ERROR();
std::vector<GLColor> actualColors(expectedColors.size());
glReadPixels(0, kSize / 2, actualColors.size(), 1, GL_RGBA, GL_UNSIGNED_BYTE,
actualColors.data());
EXPECT_EQ(expectedColors, actualColors);
}
// Test that clearBuffer with disabled non-zero drawbuffer or disabled read source doesn't cause an
// assert.
TEST_P(ClearTestES3, ClearDisabledNonZeroAttachmentNoAssert)
{
// http://anglebug.com/4612
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
GLRenderbuffer rb;
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rb);
glDrawBuffers(0, nullptr);
glReadBuffer(GL_NONE);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
float clearColorf[4] = {0.5, 0.5, 0.5, 0.5};
glClearBufferfv(GL_COLOR, 1, clearColorf);
GLuint clearColorui[4] = {255, 255, 255, 255};
glClearBufferuiv(GL_COLOR, 1, clearColorui);
GLint clearColori[4] = {-127, -127, -127, -127};
glClearBufferiv(GL_COLOR, 1, clearColori);
EXPECT_GL_NO_ERROR();
}
// Test that having a framebuffer with maximum number of attachments and clearing color, depth and
// stencil works.
TEST_P(ClearTestES3, ClearMaxAttachments)
{
// http://anglebug.com/4612
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
// http://anglebug.com/5397
ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
constexpr GLsizei kSize = 16;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_GE(maxDrawBuffers, 4);
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
std::vector<GLRenderbuffer> color(maxDrawBuffers);
std::vector<GLenum> drawBuffers(maxDrawBuffers);
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex;
}
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that every color attachment is cleared correctly.
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Verify that depth and stencil attachments are cleared correctly.
GLFramebuffer fbVerify;
glBindFramebuffer(GL_FRAMEBUFFER, fbVerify);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x55, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
// Draw green.
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f);
// Verify that green was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
}
// Test that having a framebuffer with maximum number of attachments and clearing color, depth and
// stencil after a draw call works.
TEST_P(ClearTestES3, ClearMaxAttachmentsAfterDraw)
{
// http://anglebug.com/4612
ANGLE_SKIP_TEST_IF(IsOSX() && IsDesktopOpenGL());
constexpr GLsizei kSize = 16;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
ASSERT_GE(maxDrawBuffers, 4);
// Setup framebuffer.
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
std::vector<GLRenderbuffer> color(maxDrawBuffers);
std::vector<GLenum> drawBuffers(maxDrawBuffers);
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glBindRenderbuffer(GL_RENDERBUFFER, color[colorIndex]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorIndex,
GL_RENDERBUFFER, color[colorIndex]);
drawBuffers[colorIndex] = GL_COLOR_ATTACHMENT0 + colorIndex;
}
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glDrawBuffers(maxDrawBuffers, drawBuffers.data());
// Issue a draw call to render blue, depth=0 and stencil 0x3C to the attachments.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x3C, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
// Generate shader for this framebuffer.
std::stringstream strstr;
strstr << "#version 300 es\n"
"precision highp float;\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "layout(location = " << colorIndex << ") out vec4 value" << colorIndex << ";\n";
}
strstr << "void main()\n"
"{\n";
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
strstr << "value" << colorIndex << " = vec4(0.0f, 0.0f, 1.0f, 1.0f);\n";
}
strstr << "}\n";
ANGLE_GL_PROGRAM(drawMRT, essl3_shaders::vs::Simple(), strstr.str().c_str());
drawQuad(drawMRT, essl3_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
// Verify that every color attachment is cleared correctly.
for (GLint colorIndex = 0; colorIndex < maxDrawBuffers; ++colorIndex)
{
glReadBuffer(GL_COLOR_ATTACHMENT0 + colorIndex);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Verify that depth and stencil attachments are cleared correctly.
GLFramebuffer fbVerify;
glBindFramebuffer(GL_FRAMEBUFFER, fbVerify);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
// If depth is not cleared to 1, rendering would fail.
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x55, rendering would fail.
glStencilFunc(GL_EQUAL, 0x55, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Draw green.
ANGLE_GL_PROGRAM(drawGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(drawGreen, essl1_shaders::PositionAttrib(), 0.95f);
// Verify that green was drawn.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green);
}
// Test that mixed masked clear works after clear.
TEST_P(ClearTestES3, ClearThenMixedMaskedClear)
{
constexpr GLsizei kSize = 16;
// Setup framebuffer.
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer depthStencil;
glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
depthStencil);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color and depth/stencil
glClearColor(0.1f, 1.0f, 0.0f, 0.7f);
glClearDepthf(0.0f);
glClearStencil(0x55);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Clear again, but with color and stencil masked
glClearColor(1.0f, 0.2f, 0.6f, 1.0f);
glClearDepthf(1.0f);
glClearStencil(0x3C);
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
glStencilMask(0xF0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Issue a draw call to verify color, depth and stencil.
// If depth is not cleared to 1, rendering would fail.
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// If stencil is not cleared to 0x35, rendering would fail.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 0x35, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Blend half-transparent blue into the color buffer.
glUniform4f(colorUniformLocation, 0.0f, 0.0f, 1.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.95f);
ASSERT_GL_NO_ERROR();
// Verify that the color buffer is now gray
const GLColor kExpected(127, 127, 127, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
}
// Test that draw without state change after masked clear works
TEST_P(ClearTestES3, DrawClearThenDrawWithoutStateChange)
{
swapBuffers();
constexpr GLsizei kSize = 16;
// Setup framebuffer.
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear color initially.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Mask color.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
// Initialize position attribute.
GLint posLoc = glGetAttribLocation(drawColor, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, posLoc);
setupQuadVertexBuffer(0.5f, 1.0f);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(posLoc);
// Draw red.
glViewport(0, 0, kSize, kSize);
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 0.5f);
glDrawArrays(GL_TRIANGLES, 0, 6);
// Clear to green without any state change.
glClear(GL_COLOR_BUFFER_BIT);
// Draw red again without any state change.
glDrawArrays(GL_TRIANGLES, 0, 6);
// Verify that the color buffer is now red
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
}
// Test that clear stencil value is correctly masked to 8 bits.
TEST_P(ClearTest, ClearStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
glClearStencil(0x142);
glClear(GL_STENCIL_BUFFER_BIT);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferiv correctly masks the clear stencil value.
TEST_P(ClearTestES3, ClearBufferivStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
const GLint kStencilClearValue = 0x142;
glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferfi correctly masks the clear stencil value.
TEST_P(ClearTestES3, ClearBufferfiStencilMask)
{
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_EQ(stencilBits, 8);
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(drawColor);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Clear stencil value must be masked to 0x42
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x142);
// Check that the stencil test works as expected
glEnable(GL_STENCIL_TEST);
// Negative case
glStencilFunc(GL_NOTEQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// Positive case
glStencilFunc(GL_EQUAL, 0x42, 0xFF);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that glClearBufferfi works when stencil attachment is not present.
TEST_P(ClearTestES3, ClearBufferfiNoStencilAttachment)
{
constexpr GLsizei kSize = 16;
GLRenderbuffer color;
glBindRenderbuffer(GL_RENDERBUFFER, color);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kSize, kSize);
GLRenderbuffer depth;
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kSize, kSize);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
EXPECT_GL_NO_ERROR();
// Clear depth/stencil with glClearBufferfi. Note that the stencil attachment doesn't exist.
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 0x55);
EXPECT_GL_NO_ERROR();
// Verify depth is cleared correctly.
verifyDepth(0.5f, kSize);
}
// Test that scissored clear followed by non-scissored draw works. Ensures that when scissor size
// is expanded, the clear operation remains limited to the scissor region. Written to catch
// potential future bugs if loadOp=CLEAR is used in the Vulkan backend for a small render pass and
// then the render area is mistakenly enlarged.
TEST_P(ClearTest, ScissoredClearThenNonScissoredDraw)
{
constexpr GLsizei kSize = 16;
const std::vector<GLColor> kInitialData(kSize * kSize, GLColor::red);
// Setup framebuffer. Initialize color with red.
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kInitialData.data());
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Issue a scissored clear to green.
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glScissor(kSize / 2, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT);
// Expand the scissor and blend blue into the framebuffer.
glScissor(0, 0, kSize, kSize);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
ANGLE_GL_PROGRAM(drawBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the left half is magenta, and the right half is cyan.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, 0, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2 - 1, kSize - 1, GLColor::magenta);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, 0, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize - 1, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::cyan);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::cyan);
}
// Test that clear followed by a scissored masked clear works.
TEST_P(ClearTest, ClearThenScissoredMaskedClear)
{
constexpr GLsizei kSize = 16;
// Setup framebuffer
GLTexture color;
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
EXPECT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Clear to red.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Mask red and clear to green with a scissor
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glScissor(0, 0, kSize / 2, kSize);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Verify that the left half is yellow, and the right half is red.
EXPECT_PIXEL_RECT_EQ(0, 0, kSize / 2, kSize, GLColor::yellow);
EXPECT_PIXEL_RECT_EQ(kSize / 2, 0, kSize / 2, kSize, GLColor::red);
}
// This is a test that must be verified visually.
//
// Tests that clear of the default framebuffer applies to the window.
TEST_P(ClearTest, DISABLED_ClearReachesWindow)
{
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Draw blue.
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
swapBuffers();
// Use glClear to clear to red. Regression test for the Vulkan backend where this clear
// remained "deferred" and didn't make it to the window on swap.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
swapBuffers();
// Wait for visual verification.
angle::Sleep(2000);
}
// Test that clearing slices of a 3D texture and reading them back works.
TEST_P(ClearTestES3, ClearAndReadPixels3DTexture)
{
constexpr uint32_t kWidth = 128;
constexpr uint32_t kHeight = 128;
constexpr uint32_t kDepth = 7;
GLTexture texture;
glBindTexture(GL_TEXTURE_3D, texture);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, kWidth, kHeight, kDepth);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
std::array<GLColor, kDepth> clearColors = {
GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow,
GLColor::cyan, GLColor::magenta, GLColor::white,
};
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
glClearBufferfv(GL_COLOR, 0, clearColors[z].toNormalizedVector().data());
}
for (uint32_t z = 0; z < kDepth; ++z)
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, z);
EXPECT_PIXEL_COLOR_EQ(0, 0, clearColors[z]);
}
}
// Test that clearing stencil with zero first byte in mask doesn't crash.
TEST_P(ClearTestES3, ClearStencilZeroFirstByteMask)
{
glStencilMask(0xe7d6a900);
glClear(GL_STENCIL_BUFFER_BIT);
}
#ifdef Bool
// X11 craziness.
# undef Bool
#endif
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ClearTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestES3);
ANGLE_INSTANTIATE_TEST_ES3(ClearTestES3);
ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest,
MaskedScissoredClearVariationsTestPrint,
testing::Range(0, 3),
testing::Range(0, 3),
testing::Range(0, 3),
testing::Bool(),
ES2_D3D9(),
ES2_D3D11(),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES2_VULKAN(),
ES3_VULKAN(),
ES2_METAL(),
ES3_METAL());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(VulkanClearTest);
ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest,
MaskedScissoredClearVariationsTestPrint,
testing::Range(0, 3),
testing::Range(0, 3),
testing::Range(0, 3),
testing::Bool(),
ES2_VULKAN(),
ES3_VULKAN());
// Not all ANGLE backends support RGB backbuffers
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB);
ANGLE_INSTANTIATE_TEST(ClearTestRGB,
ES2_D3D11(),
ES3_D3D11(),
ES2_VULKAN(),
ES3_VULKAN(),
ES2_METAL(),
ES3_METAL());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ClearTestRGB_ES3);
ANGLE_INSTANTIATE_TEST(ClearTestRGB_ES3, ES3_D3D11(), ES3_VULKAN(), ES3_METAL());
} // anonymous namespace