// // 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" using namespace angle; class DiscardFramebufferEXTTest : public ANGLETest { protected: DiscardFramebufferEXTTest() { setWindowWidth(256); setWindowHeight(256); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); setConfigStencilBits(8); } }; TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); // TODO: fix crash issue. http://anglebug.com/4141 ANGLE_SKIP_TEST_IF(IsD3D11()); // These should succeed on the default framebuffer const GLenum discards1[] = {GL_COLOR_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1); EXPECT_GL_NO_ERROR(); const GLenum discards2[] = {GL_DEPTH_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2); EXPECT_GL_NO_ERROR(); const GLenum discards3[] = {GL_STENCIL_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3); EXPECT_GL_NO_ERROR(); const GLenum discards4[] = {GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4); EXPECT_GL_NO_ERROR(); // These should fail on the default framebuffer const GLenum discards5[] = {GL_COLOR_ATTACHMENT0}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5); EXPECT_GL_ERROR(GL_INVALID_ENUM); const GLenum discards6[] = {GL_DEPTH_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6); EXPECT_GL_ERROR(GL_INVALID_ENUM); const GLenum discards7[] = {GL_STENCIL_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7); EXPECT_GL_ERROR(GL_INVALID_ENUM); } TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer")); GLuint tex2D; GLuint framebuffer; // Create a basic off-screen framebuffer // Don't create a depth/stencil texture, to ensure that also works correctly glGenTextures(1, &tex2D); glGenFramebuffers(1, &framebuffer); glBindTexture(GL_TEXTURE_2D, tex2D); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // These should fail on the non-default framebuffer const GLenum discards1[] = {GL_COLOR_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1); EXPECT_GL_ERROR(GL_INVALID_ENUM); const GLenum discards2[] = {GL_DEPTH_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2); EXPECT_GL_ERROR(GL_INVALID_ENUM); const GLenum discards3[] = {GL_STENCIL_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3); EXPECT_GL_ERROR(GL_INVALID_ENUM); const GLenum discards4[] = {GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4); EXPECT_GL_ERROR(GL_INVALID_ENUM); // These should succeed on the non-default framebuffer const GLenum discards5[] = {GL_COLOR_ATTACHMENT0}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5); EXPECT_GL_NO_ERROR(); const GLenum discards6[] = {GL_DEPTH_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6); EXPECT_GL_NO_ERROR(); const GLenum discards7[] = {GL_STENCIL_ATTACHMENT}; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7); EXPECT_GL_NO_ERROR(); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(DiscardFramebufferEXTTest);