// // 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 "test_utils/gl_raii.h" using namespace angle; class DrawBuffersTest : public ANGLETest { protected: DrawBuffersTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void testTearDown() override { glDeleteFramebuffers(1, &mFBO); glDeleteFramebuffers(1, &mReadFramebuffer); glDeleteTextures(4, mTextures); } // We must call a different DrawBuffers method depending on extension support. Use this // method instead of calling on directly. void setDrawBuffers(GLsizei n, const GLenum *drawBufs) { if (IsGLExtensionEnabled("GL_EXT_draw_buffers")) { glDrawBuffersEXT(n, drawBufs); } else { ASSERT_GE(getClientMajorVersion(), 3); glDrawBuffers(n, drawBufs); } } // Use this method to filter if we can support these tests. bool setupTest() { if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") || !EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit"))) { return false; } // This test seems to fail on an nVidia machine when the window is hidden setWindowVisible(getOSWindow(), true); glGenFramebuffers(1, &mFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO); glGenTextures(4, mTextures); for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); glGenFramebuffers(1, &mReadFramebuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer); return true; } void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut) { std::stringstream strstr; strstr << "#version 300 es\n" "precision highp float;\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { strstr << "layout(location = " << index << ") " "out vec4 value" << index << ";\n"; } } strstr << "void main()\n" "{\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { unsigned int r = (index + 1) & 1; unsigned int g = (index + 1) & 2; unsigned int b = (index + 1) & 4; strstr << " value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b << ".0, 1.0);\n"; } } strstr << "}\n"; *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str()); if (*programOut == 0) { FAIL() << "shader compilation failed."; } } void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut) { std::stringstream strstr; strstr << "#extension GL_EXT_draw_buffers : enable\n" "precision highp float;\n" "void main()\n" "{\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { unsigned int r = (index + 1) & 1; unsigned int g = (index + 1) & 2; unsigned int b = (index + 1) & 4; strstr << " gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, " << b << ".0, 1.0);\n"; } } strstr << "}\n"; *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str()); if (*programOut == 0) { FAIL() << "shader compilation failed."; } } void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut) { if (getClientMajorVersion() == 3) { setupMRTProgramESSL3(bufferEnabled, programOut); } else { ASSERT_EQ(getClientMajorVersion(), 2); setupMRTProgramESSL1(bufferEnabled, programOut); } } const char *positionAttrib() { if (getClientMajorVersion() == 3) { return essl3_shaders::PositionAttrib(); } else { return essl1_shaders::PositionAttrib(); } } static GLColor getColorForIndex(unsigned int index) { GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0; GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0; GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0; return GLColor(r, g, b, 255u); } void verifyAttachment2DColor(unsigned int index, GLuint textureName, GLenum target, GLint level, GLColor color) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color) << "index " << index; } void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level) { verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack); } void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level) { verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index)); } void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index)); } GLuint mFBO = 0; GLuint mReadFramebuffer = 0; GLuint mTextures[4] = {}; GLint mMaxDrawBuffers = 0; }; class DrawBuffersWebGL2Test : public DrawBuffersTest { public: DrawBuffersWebGL2Test() { setWebGLCompatibilityEnabled(true); setRobustResourceInit(true); } }; // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11 TEST_P(DrawBuffersTest, VerifyD3DLimits) { EGLPlatformParameters platform = GetParam().eglParameters; ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); if (platform.majorVersion == 9 && platform.minorVersion == 3) { // D3D11 Feature Level 9_3 supports 4 draw buffers ASSERT_EQ(mMaxDrawBuffers, 4); } else { // D3D11 Feature Level 10_0+ supports 8 draw buffers ASSERT_EQ(mMaxDrawBuffers, 8); } } TEST_P(DrawBuffersTest, Gaps) { ANGLE_SKIP_TEST_IF(!setupTest()); // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535) ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. // http://anglebug.com/3423 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616 ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan()); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0); bool flags[8] = {false, true}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; setDrawBuffers(2, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0); glDeleteProgram(program); } TEST_P(DrawBuffersTest, FirstAndLast) { ANGLE_SKIP_TEST_IF(!setupTest()); // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533) ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. // http://anglebug.com/3423 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0); bool flags[8] = {true, false, false, true}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } TEST_P(DrawBuffersTest, FirstHalfNULL) { ANGLE_SKIP_TEST_IF(!setupTest()); // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533) ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. // http://anglebug.com/3423 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616 ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan()); bool flags[8] = {false}; GLenum bufs[8] = {GL_NONE}; GLuint halfMaxDrawBuffers = static_cast(mMaxDrawBuffers) / 2; for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); flags[texIndex + halfMaxDrawBuffers] = true; bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex; } GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(mMaxDrawBuffers, bufs); drawQuad(program, positionAttrib(), 0.5); for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++) { verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0); } EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that non-zero draw buffers can be queried on the default framebuffer TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery) { ANGLE_SKIP_TEST_IF(!setupTest()); glBindFramebuffer(GL_FRAMEBUFFER, 0); GLint drawbuffer = 0; glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer); EXPECT_GL_NO_ERROR(); EXPECT_EQ(GL_NONE, drawbuffer); } // Same as above but adds a state change from a program with different masks after a clear. TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear) { // TODO(http://anglebug.com/2872): Broken on the GL back-end. ANGLE_SKIP_TEST_IF(IsOpenGL()); // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533) ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL()); // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED. // http://anglebug.com/3423 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); bool flags[8] = {false}; GLenum someBufs[4] = {GL_NONE}; GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; constexpr GLuint kMaxBuffers = 4; constexpr GLuint kHalfMaxBuffers = 2; // Enable all draw buffers. for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); someBufs[texIndex] = texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE; // Mask out the first two buffers. flags[texIndex] = texIndex >= kHalfMaxBuffers; } GLuint program; setupMRTProgram(flags, &program); // Now set up a second simple program that draws to FragColor. Should be broadcast. ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); // Draw with simple program. drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); ASSERT_GL_NO_ERROR(); // Clear draw buffers. setDrawBuffers(kMaxBuffers, someBufs); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Verify first is drawn red, second is untouched, and last two are cleared green. verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack); verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green); // Draw with MRT program. setDrawBuffers(kMaxBuffers, someBufs); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); // Only the last two attachments should be updated. verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack); verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0); verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0); // Active draw buffers with no fragment output is not allowed. setDrawBuffers(kMaxBuffers, allBufs); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); // Exception: when RASTERIZER_DISCARD is enabled. glEnable(GL_RASTERIZER_DISCARD); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); glDisable(GL_RASTERIZER_DISCARD); // Exception: when all 4 channels of color mask are set to false. glColorMask(false, false, false, false); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); glColorMask(false, true, false, false); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); glColorMask(true, true, true, true); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); // Clear again. All attachments should be cleared. glClear(GL_COLOR_BUFFER_BIT); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green); glDeleteProgram(program); } TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash) { ANGLE_SKIP_TEST_IF(!setupTest()); // Bind two render targets but use a shader which writes only to the first one. glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0); bool flags[8] = {true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_NONE, GL_NONE, }; setDrawBuffers(4, bufs); // This call should not crash when we dynamically generate the HLSL code. drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } TEST_P(DrawBuffersTest, BroadcastGLFragColor) { // Broadcast is not supported on GLES 3.0. ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3); ANGLE_SKIP_TEST_IF(!setupTest()); // Bind two render targets. gl_FragColor should be broadcast to both. glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; constexpr char kFS[] = "#extension GL_EXT_draw_buffers : enable\n" "precision highp float;\n" "uniform float u_zero;\n" "void main()\n" "{\n" " gl_FragColor = vec4(1, 0, 0, 1);\n" " if (u_zero < 1.0)\n" " {\n" " return;\n" " }\n" "}\n"; GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS); if (program == 0) { FAIL() << "shader compilation failed."; } setDrawBuffers(2, bufs); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } class DrawBuffersTestES3 : public DrawBuffersTest {}; // Test that binding multiple layers of a 3D texture works correctly TEST_P(DrawBuffersTestES3, 3DTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture.get()); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture.get(), 0, 0); verifyAttachmentLayer(1, texture.get(), 0, 1); verifyAttachmentLayer(2, texture.get(), 0, 2); verifyAttachmentLayer(3, texture.get(), 0, 3); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that binding multiple layers of a 2D array texture works correctly TEST_P(DrawBuffersTestES3, 2DArrayTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get()); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture.get(), 0, 0); verifyAttachmentLayer(1, texture.get(), 0, 1); verifyAttachmentLayer(2, texture.get(), 0, 2); verifyAttachmentLayer(3, texture.get(), 0, 3); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. ANGLE_INSTANTIATE_TEST(DrawBuffersTest, ANGLE_ALL_TEST_PLATFORMS_ES2, ANGLE_ALL_TEST_PLATFORMS_ES3, WithNoTransformFeedback(ES2_VULKAN())); ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test); ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);