// // 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 BlitFramebufferANGLETest : public ANGLETest { protected: BlitFramebufferANGLETest() { setWindowWidth(64); setWindowHeight(32); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); setConfigStencilBits(8); mCheckerProgram = 0; mBlueProgram = 0; mRedProgram = 0; mOriginalFBO = 0; mUserFBO = 0; mUserColorBuffer = 0; mUserDepthStencilBuffer = 0; mSmallFBO = 0; mSmallColorBuffer = 0; mSmallDepthStencilBuffer = 0; mColorOnlyFBO = 0; mColorOnlyColorBuffer = 0; mDiffFormatFBO = 0; mDiffFormatColorBuffer = 0; mDiffSizeFBO = 0; mDiffSizeColorBuffer = 0; mMRTFBO = 0; mMRTColorBuffer0 = 0; mMRTColorBuffer1 = 0; mRGBAColorbuffer = 0; mRGBAFBO = 0; mRGBAMultisampledRenderbuffer = 0; mRGBAMultisampledFBO = 0; mBGRAColorbuffer = 0; mBGRAFBO = 0; mBGRAMultisampledRenderbuffer = 0; mBGRAMultisampledFBO = 0; } void testSetUp() override { mCheckerProgram = CompileProgram(essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Checkered()); mBlueProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue()); mRedProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); if (mCheckerProgram == 0 || mBlueProgram == 0 || mRedProgram == 0) { FAIL() << "shader compilation failed."; } EXPECT_GL_NO_ERROR(); GLint originalFBO; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO); if (originalFBO >= 0) { mOriginalFBO = (GLuint)originalFBO; } GLenum format = GL_RGBA; glGenFramebuffers(1, &mUserFBO); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glGenTextures(1, &mUserColorBuffer); glGenRenderbuffers(1, &mUserDepthStencilBuffer); glBindTexture(GL_TEXTURE_2D, mUserColorBuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mUserColorBuffer, 0); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, GL_UNSIGNED_BYTE, nullptr); glBindRenderbuffer(GL_RENDERBUFFER, mUserDepthStencilBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth(), getWindowHeight()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mUserDepthStencilBuffer); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); glGenFramebuffers(1, &mSmallFBO); glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO); glGenTextures(1, &mSmallColorBuffer); glGenRenderbuffers(1, &mSmallDepthStencilBuffer); glBindTexture(GL_TEXTURE_2D, mSmallColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() / 2, getWindowHeight() / 2, 0, format, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSmallColorBuffer, 0); glBindRenderbuffer(GL_RENDERBUFFER, mSmallDepthStencilBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, getWindowWidth() / 2, getWindowHeight() / 2); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSmallDepthStencilBuffer); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); glGenFramebuffers(1, &mColorOnlyFBO); glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); glGenTextures(1, &mColorOnlyColorBuffer); glBindTexture(GL_TEXTURE_2D, mColorOnlyColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorOnlyColorBuffer, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); glGenFramebuffers(1, &mDiffFormatFBO); glBindFramebuffer(GL_FRAMEBUFFER, mDiffFormatFBO); glGenTextures(1, &mDiffFormatColorBuffer); glBindTexture(GL_TEXTURE_2D, mDiffFormatColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffFormatColorBuffer, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); glGenFramebuffers(1, &mDiffSizeFBO); glBindFramebuffer(GL_FRAMEBUFFER, mDiffSizeFBO); glGenTextures(1, &mDiffSizeColorBuffer); glBindTexture(GL_TEXTURE_2D, mDiffSizeColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth() * 2, getWindowHeight() * 2, 0, format, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDiffSizeColorBuffer, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); if (IsGLExtensionEnabled("GL_EXT_draw_buffers")) { glGenFramebuffers(1, &mMRTFBO); glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); glGenTextures(1, &mMRTColorBuffer0); glGenTextures(1, &mMRTColorBuffer1); glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer0); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mMRTColorBuffer0, 0); glBindTexture(GL_TEXTURE_2D, mMRTColorBuffer1); glTexImage2D(GL_TEXTURE_2D, 0, format, getWindowWidth(), getWindowHeight(), 0, format, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, mMRTColorBuffer1, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); ASSERT_GL_NO_ERROR(); } if (IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample") && IsGLExtensionEnabled("GL_OES_rgb8_rgba8")) { // RGBA single-sampled framebuffer glGenTextures(1, &mRGBAColorbuffer); glBindTexture(GL_TEXTURE_2D, mRGBAColorbuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glGenFramebuffers(1, &mRGBAFBO); glBindFramebuffer(GL_FRAMEBUFFER, mRGBAFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mRGBAColorbuffer, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // RGBA multisampled framebuffer glGenRenderbuffers(1, &mRGBAMultisampledRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, mRGBAMultisampledRenderbuffer); glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glGenFramebuffers(1, &mRGBAMultisampledFBO); glBindFramebuffer(GL_FRAMEBUFFER, mRGBAMultisampledFBO); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRGBAMultisampledRenderbuffer); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); if (IsGLExtensionEnabled("GL_EXT_texture_format_BGRA8888")) { // BGRA single-sampled framebuffer glGenTextures(1, &mBGRAColorbuffer); glBindTexture(GL_TEXTURE_2D, mBGRAColorbuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, getWindowWidth(), getWindowHeight(), 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, nullptr); glGenFramebuffers(1, &mBGRAFBO); glBindFramebuffer(GL_FRAMEBUFFER, mBGRAFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mBGRAColorbuffer, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // BGRA multisampled framebuffer glGenRenderbuffers(1, &mBGRAMultisampledRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer); glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_BGRA8_EXT, getWindowWidth(), getWindowHeight()); glGenFramebuffers(1, &mBGRAMultisampledFBO); glBindFramebuffer(GL_FRAMEBUFFER, mBGRAMultisampledFBO); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mBGRAMultisampledRenderbuffer); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); } } glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); } void testTearDown() override { glDeleteProgram(mCheckerProgram); glDeleteProgram(mBlueProgram); glDeleteProgram(mRedProgram); glDeleteFramebuffers(1, &mUserFBO); glDeleteTextures(1, &mUserColorBuffer); glDeleteRenderbuffers(1, &mUserDepthStencilBuffer); glDeleteFramebuffers(1, &mSmallFBO); glDeleteTextures(1, &mSmallColorBuffer); glDeleteRenderbuffers(1, &mSmallDepthStencilBuffer); glDeleteFramebuffers(1, &mColorOnlyFBO); glDeleteTextures(1, &mSmallDepthStencilBuffer); glDeleteFramebuffers(1, &mDiffFormatFBO); glDeleteTextures(1, &mDiffFormatColorBuffer); glDeleteFramebuffers(1, &mDiffSizeFBO); glDeleteTextures(1, &mDiffSizeColorBuffer); if (IsGLExtensionEnabled("GL_EXT_draw_buffers")) { glDeleteFramebuffers(1, &mMRTFBO); glDeleteTextures(1, &mMRTColorBuffer0); glDeleteTextures(1, &mMRTColorBuffer1); } if (mRGBAColorbuffer != 0) { glDeleteTextures(1, &mRGBAColorbuffer); } if (mRGBAFBO != 0) { glDeleteFramebuffers(1, &mRGBAFBO); } if (mRGBAMultisampledRenderbuffer != 0) { glDeleteRenderbuffers(1, &mRGBAMultisampledRenderbuffer); } if (mRGBAMultisampledFBO != 0) { glDeleteFramebuffers(1, &mRGBAMultisampledFBO); } if (mBGRAColorbuffer != 0) { glDeleteTextures(1, &mBGRAColorbuffer); } if (mBGRAFBO != 0) { glDeleteFramebuffers(1, &mBGRAFBO); } if (mBGRAMultisampledRenderbuffer != 0) { glDeleteRenderbuffers(1, &mBGRAMultisampledRenderbuffer); } if (mBGRAMultisampledFBO != 0) { glDeleteFramebuffers(1, &mBGRAMultisampledFBO); } } void multisampleTestHelper(GLuint readFramebuffer, GLuint drawFramebuffer) { glClearColor(0.0, 1.0, 0.0, 1.0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, readFramebuffer); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFramebuffer); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFramebuffer); EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); EXPECT_PIXEL_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); EXPECT_PIXEL_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, 0, 255, 0, 255); } bool checkExtension(const std::string &extension) { if (!IsGLExtensionEnabled(extension)) { std::cout << "Test skipped because " << extension << " not supported." << std::endl; return false; } return true; } GLuint mCheckerProgram; GLuint mBlueProgram; GLuint mRedProgram; GLuint mOriginalFBO; GLuint mUserFBO; GLuint mUserColorBuffer; GLuint mUserDepthStencilBuffer; GLuint mSmallFBO; GLuint mSmallColorBuffer; GLuint mSmallDepthStencilBuffer; GLuint mColorOnlyFBO; GLuint mColorOnlyColorBuffer; GLuint mDiffFormatFBO; GLuint mDiffFormatColorBuffer; GLuint mDiffSizeFBO; GLuint mDiffSizeColorBuffer; GLuint mMRTFBO; GLuint mMRTColorBuffer0; GLuint mMRTColorBuffer1; GLuint mRGBAColorbuffer; GLuint mRGBAFBO; GLuint mRGBAMultisampledRenderbuffer; GLuint mRGBAMultisampledFBO; GLuint mBGRAColorbuffer; GLuint mBGRAFBO; GLuint mBGRAMultisampledRenderbuffer; GLuint mBGRAMultisampledFBO; }; // Draw to user-created framebuffer, blit whole-buffer color to original framebuffer. TEST_P(BlitFramebufferANGLETest, BlitColorToDefault) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // Blit color to/from default framebuffer with Flip-X/Flip-Y. TEST_P(BlitFramebufferANGLETest, BlitColorWithFlip) { // OpenGL ES 3.0 / GL_NV_framebuffer_blit required for flip. ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !IsGLExtensionEnabled("GL_NV_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); // Blit to default with x-flip. glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, 0, getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); // Blit to default with y-flip. glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, getWindowHeight(), getWindowWidth(), 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); // Blit from default with x-flip. glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, 0, getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::red); // Blit from default with y-flip. glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, getWindowHeight(), getWindowWidth(), 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // Draw to system framebuffer, blit whole-buffer color to user-created framebuffer. TEST_P(BlitFramebufferANGLETest, ReverseColorBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); // TODO(jmadill): Fix this. http://anglebug.com/2743 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // blit from user-created FBO to system framebuffer, with the scissor test enabled. TEST_P(BlitFramebufferANGLETest, ScissoredBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight()); glEnable(GL_SCISSOR_TEST); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // blit from system FBO to user-created framebuffer, with the scissor test enabled. TEST_P(BlitFramebufferANGLETest, ReverseScissoredBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight()); glEnable(GL_SCISSOR_TEST); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // blit from user-created FBO to system framebuffer, using region larger than buffer. TEST_P(BlitFramebufferANGLETest, OversizedBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0, getWindowWidth() * 2, getWindowHeight() * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // blit from system FBO to user-created framebuffer, using region larger than buffer. TEST_P(BlitFramebufferANGLETest, ReverseOversizedBlit) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebufferANGLE(0, 0, getWindowWidth() * 2, getWindowHeight() * 2, 0, 0, getWindowWidth() * 2, getWindowHeight() * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); } // blit from user-created FBO to system framebuffer, with depth buffer. TEST_P(BlitFramebufferANGLETest, BlitWithDepthUserToDefault) { // TODO(http://anglebug.com/6154): glBlitFramebufferANGLE() generates GL_INVALID_OPERATION for // the ES2_OpenGL backend. ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_DEPTH_TEST); EXPECT_GL_NO_ERROR(); // Clear the first half of the screen glEnable(GL_SCISSOR_TEST); glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2); glClearDepthf(0.1f); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Scissor the second half of the screen glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2); glClearDepthf(0.9f); glClearColor(0.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); // if blit is happening correctly, this quad will draw only on the bottom half since it will // be behind on the first half and in front on the second half. drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(), 0.5f); glDisable(GL_DEPTH_TEST); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); } // blit from system FBO to user-created framebuffer, with depth buffer. TEST_P(BlitFramebufferANGLETest, BlitWithDepthDefaultToUser) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glEnable(GL_DEPTH_TEST); EXPECT_GL_NO_ERROR(); // Clear the first half of the screen glEnable(GL_SCISSOR_TEST); glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2); glClearDepthf(0.1f); glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Scissor the second half of the screen glScissor(0, getWindowHeight() / 2, getWindowWidth(), getWindowHeight() / 2); glClearDepthf(0.9f); glClearColor(0.0, 1.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mUserFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mOriginalFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); // if blit is happening correctly, this quad will draw only on the bottom half since it will be // behind on the first half and in front on the second half. drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(), 0.5f); glDisable(GL_DEPTH_TEST); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::blue); } // blit from one region of the system fbo to another-- this should fail. TEST_P(BlitFramebufferANGLETest, BlitSameBufferOriginal) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f); EXPECT_GL_NO_ERROR(); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // blit from one region of the system fbo to another. TEST_P(BlitFramebufferANGLETest, BlitSameBufferUser) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f); EXPECT_GL_NO_ERROR(); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight(), getWindowWidth() / 2, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } TEST_P(BlitFramebufferANGLETest, BlitPartialColor) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::white); } TEST_P(BlitFramebufferANGLETest, BlitDifferentSizes) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mSmallFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mSmallFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_GL_NO_ERROR(); } TEST_P(BlitFramebufferANGLETest, BlitWithMissingAttachments) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.3f); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // generate INVALID_OPERATION if the read FBO has no depth attachment glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // generate INVALID_OPERATION if the read FBO has no stencil attachment glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); // generate INVALID_OPERATION if we read from a missing color attachment glReadBuffer(GL_COLOR_ATTACHMENT1); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } TEST_P(BlitFramebufferANGLETest, BlitStencil) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); // http://anglebug.com/2205 ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9()); // http://anglebug.com/4919 ANGLE_SKIP_TEST_IF(IsIntel() && IsMetal()); // http://anglebug.com/5396 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D9()); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClearColor(0.0, 1.0, 0.0, 1.0); glClearStencil(0x0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Scissor half the screen so we fill the stencil only halfway glScissor(0, 0, getWindowWidth(), getWindowHeight() / 2); glEnable(GL_SCISSOR_TEST); // fill the stencil buffer with 0x1 glStencilFunc(GL_ALWAYS, 0x1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); drawQuad(mRedProgram, essl1_shaders::PositionAttrib(), 0.3f); glDisable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); // These clears are not useful in theory because we're copying over them, but its // helpful in debugging if we see white in any result. glClearColor(1.0, 1.0, 1.0, 1.0); glClearStencil(0x0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // depth blit request should be silently ignored, because the read FBO has no depth attachment glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mOriginalFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); glStencilFunc(GL_EQUAL, 0x1, 0xFF); // only pass if stencil buffer at pixel reads 0x1 drawQuad(mBlueProgram, essl1_shaders::PositionAttrib(), 0.8f); // blue quad will draw if stencil buffer was copied glDisable(GL_STENCIL_TEST); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); } // make sure that attempting to blit a partial depth buffer issues an error TEST_P(BlitFramebufferANGLETest, BlitPartialDepthStencil) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_DEPTH_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Test blit with MRT framebuffers TEST_P(BlitFramebufferANGLETest, BlitMRT) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); if (!IsGLExtensionEnabled("GL_EXT_draw_buffers")) { return; } GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT}; glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); glDrawBuffersEXT(2, drawBuffers); glBindFramebuffer(GL_FRAMEBUFFER, mColorOnlyFBO); glClear(GL_COLOR_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.8f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mColorOnlyFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mMRTFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mMRTFBO); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0, 0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * getWindowWidth() / 4, 3 * getWindowHeight() / 4, GLColor::yellow); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mMRTColorBuffer0, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, mMRTColorBuffer1, 0); } // Test multisampled framebuffer blits if supported TEST_P(BlitFramebufferANGLETest, MultisampledRGBAToRGBA) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); if (!checkExtension("GL_ANGLE_framebuffer_multisample")) return; if (!checkExtension("GL_OES_rgb8_rgba8")) return; multisampleTestHelper(mRGBAMultisampledFBO, mRGBAFBO); } TEST_P(BlitFramebufferANGLETest, MultisampledRGBAToBGRA) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); // VVL report error http://anglebug.com/4694 ANGLE_SKIP_TEST_IF(IsVulkan()); if (!checkExtension("GL_ANGLE_framebuffer_multisample")) return; if (!checkExtension("GL_OES_rgb8_rgba8")) return; if (!checkExtension("GL_EXT_texture_format_BGRA8888")) return; multisampleTestHelper(mRGBAMultisampledFBO, mBGRAFBO); } TEST_P(BlitFramebufferANGLETest, MultisampledBGRAToRGBA) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); // VVL report error http://anglebug.com/4694 ANGLE_SKIP_TEST_IF(IsVulkan()); if (!checkExtension("GL_ANGLE_framebuffer_multisample")) return; if (!checkExtension("GL_OES_rgb8_rgba8")) return; if (!checkExtension("GL_EXT_texture_format_BGRA8888")) return; multisampleTestHelper(mBGRAMultisampledFBO, mRGBAFBO); } TEST_P(BlitFramebufferANGLETest, MultisampledBGRAToBGRA) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); if (!checkExtension("GL_ANGLE_framebuffer_multisample")) return; if (!checkExtension("GL_OES_rgb8_rgba8")) return; if (!checkExtension("GL_EXT_texture_format_BGRA8888")) return; multisampleTestHelper(mBGRAMultisampledFBO, mBGRAFBO); } // Make sure that attempts to stretch in a blit call issue an error TEST_P(BlitFramebufferANGLETest, ErrorStretching) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Make sure that attempts to flip in a blit call issue an error TEST_P(BlitFramebufferANGLETest, ErrorFlipping) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth() / 2, getWindowHeight() / 2, getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } TEST_P(BlitFramebufferANGLETest, Errors) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit")); glBindFramebuffer(GL_FRAMEBUFFER, mUserFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); drawQuad(mCheckerProgram, essl1_shaders::PositionAttrib(), 0.5f); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mOriginalFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, mUserFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_LINEAR); EXPECT_GL_ERROR(GL_INVALID_ENUM); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT | 234, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, mDiffFormatFBO); glBlitFramebufferANGLE(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // TODO(geofflang): Fix the dependence on glBlitFramebufferANGLE without checks and assuming the // default framebuffer is BGRA to enable the GL and GLES backends. (http://anglebug.com/1289) class BlitFramebufferTest : public ANGLETest { protected: BlitFramebufferTest() { setWindowWidth(256); setWindowHeight(256); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); setConfigStencilBits(8); } void initColorFBO(GLFramebuffer *fbo, GLRenderbuffer *rbo, GLenum rboFormat, GLsizei width, GLsizei height) { glBindRenderbuffer(GL_RENDERBUFFER, *rbo); glRenderbufferStorage(GL_RENDERBUFFER, rboFormat, width, height); glBindFramebuffer(GL_FRAMEBUFFER, *fbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *rbo); } void initColorFBOWithCheckerPattern(GLFramebuffer *fbo, GLRenderbuffer *rbo, GLenum rboFormat, GLsizei width, GLsizei height) { initColorFBO(fbo, rbo, rboFormat, width, height); ANGLE_GL_PROGRAM(checkerProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Checkered()); glViewport(0, 0, width, height); glBindFramebuffer(GL_FRAMEBUFFER, *fbo); drawQuad(checkerProgram.get(), essl1_shaders::PositionAttrib(), 0.5f); } }; // Tests resolving a multisample depth buffer. TEST_P(BlitFramebufferTest, MultisampleDepth) { // Test failure introduced by Apple's changes (anglebug.com/5505) ANGLE_SKIP_TEST_IF(IsMetal()); // TODO(oetuaho@nvidia.com): http://crbug.com/837717 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX()); GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 256, 256); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuf.get()); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); glClearDepthf(0.5f); glClear(GL_DEPTH_BUFFER_BIT); GLRenderbuffer destRenderbuf; glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 256, 256); GLFramebuffer resolved; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get()); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, destRenderbuf.get()); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get()); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); GLTexture colorbuf; glBindTexture(GL_TEXTURE_2D, colorbuf.get()); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuf.get(), 0); ASSERT_GL_NO_ERROR(); // Clear to green glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Make sure resulting depth is near 0.5f. ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); glEnable(GL_DEPTH_TEST); glDepthMask(false); glDepthFunc(GL_LESS); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), -0.01f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::red); EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::red); EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::red); ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthMask(false); glDepthFunc(GL_GREATER); drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.01f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::blue); ASSERT_GL_NO_ERROR(); } // Blit multisample stencil buffer to default framebuffer without prerotaion. TEST_P(BlitFramebufferTest, BlitMultisampleStencilToDefault) { // http://anglebug.com/3496 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX()); // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && IsIntel() && IsOSX()); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLRenderbuffer colorbuf; glBindRenderbuffer(GL_RENDERBUFFER, colorbuf.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 128, 128); GLRenderbuffer depthstencilbuf; glBindRenderbuffer(GL_RENDERBUFFER, depthstencilbuf.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, 128, 128); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuf); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthstencilbuf); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencilbuf); glCheckFramebufferStatus(GL_FRAMEBUFFER); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFlush(); // Replace stencil to 1. ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); glEnable(GL_STENCIL_TEST); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1, 255); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.8f); // Blit multisample stencil buffer to default frambuffer. GLenum attachments1[] = {GL_COLOR_ATTACHMENT0}; glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, 128, 128, 0, 0, 128, 128, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); // Disable stencil and draw full_screen green color. ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green()); glDisable(GL_STENCIL_TEST); drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f); // Draw blue color if the stencil is equal to 1. // If the blit finished successfully, the stencil test should all pass. ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_EQUAL, 1, 255); drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.2f); // Check the result, especially the boundaries. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(127, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(50, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(127, 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(0, 127, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(64, 64, GLColor::blue); ASSERT_GL_NO_ERROR(); } // Tests clearing a multisampled depth buffer. TEST_P(BlitFramebufferTest, MultisampleDepthClear) { // clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614 ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL()); // http://anglebug.com/4092 ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); GLRenderbuffer depthMS; glBindRenderbuffer(GL_RENDERBUFFER, depthMS.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT24, 256, 256); GLRenderbuffer colorMS; glBindRenderbuffer(GL_RENDERBUFFER, colorMS.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_RGBA8, 256, 256); GLRenderbuffer colorResolved; glBindRenderbuffer(GL_RENDERBUFFER, colorResolved.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 256, 256); GLFramebuffer framebufferMS; glBindFramebuffer(GL_FRAMEBUFFER, framebufferMS.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorMS.get()); // Clear depth buffer to 0.5 and color to green. glClearDepthf(0.5f); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glFlush(); // Draw red into the multisampled color buffer. ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_EQUAL); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.0f); // Resolve the color buffer to make sure the above draw worked correctly, which in turn implies // that the multisampled depth clear worked. GLFramebuffer framebufferResolved; glBindFramebuffer(GL_FRAMEBUFFER, framebufferResolved.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorResolved.get()); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferMS.get()); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, framebufferResolved.get()); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(255, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, 255, GLColor::red); EXPECT_PIXEL_COLOR_EQ(255, 255, GLColor::red); EXPECT_PIXEL_COLOR_EQ(127, 127, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test resolving a multisampled stencil buffer. TEST_P(BlitFramebufferTest, MultisampleStencil) { // Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows()); // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && IsIntel() && IsOSX()); GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_STENCIL_INDEX8, 256, 256); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf.get()); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // fill the stencil buffer with 0x1 glStencilFunc(GL_ALWAYS, 0x1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); GLTexture destColorbuf; glBindTexture(GL_TEXTURE_2D, destColorbuf.get()); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); GLRenderbuffer destRenderbuf; glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 256, 256); GLFramebuffer resolved; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get()); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destColorbuf.get(), 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, destRenderbuf.get()); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer.get()); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); ASSERT_GL_NO_ERROR(); // Clear to green glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Draw red if the stencil is 0x1, which should be true after the resolve. glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test resolving a multisampled stencil buffer with scissor. TEST_P(BlitFramebufferTest, ScissoredMultisampleStencil) { // Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows()); // Fails verifying that the middle pixel is red. http://anglebug.com/3496 ANGLE_SKIP_TEST_IF((IsIntel() || IsAMD()) && IsOSX()); constexpr GLuint kSize = 256; // Create the resolve framebuffer. GLTexture destColorbuf; glBindTexture(GL_TEXTURE_2D, destColorbuf.get()); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); GLRenderbuffer destRenderbuf; glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize); GLFramebuffer resolved; glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destColorbuf.get(), 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, destRenderbuf.get()); // Clear the resolved buffer with gray and 0x10 stencil. GLColor gray(127, 127, 127, 255); glClearStencil(0x10); glClearColor(0.499f, 0.499f, 0.499f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray); // Create the multisampled framebuffer. GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_STENCIL_INDEX8, kSize, kSize); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green()); ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf.get()); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // Fill the stencil buffer with 0x1. glClearStencil(0x1); glClear(GL_STENCIL_BUFFER_BIT); // Fill a smaller region of the buffer with 0x2. glEnable(GL_SCISSOR_TEST); glEnable(GL_STENCIL_TEST); glScissor(kSize / 4, kSize / 4, kSize / 2, kSize / 2); glStencilFunc(GL_ALWAYS, 0x2, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Blit into the resolved framebuffer (with scissor still enabled). glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.get()); glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, resolved.get()); ASSERT_GL_NO_ERROR(); // Draw blue if the stencil is 0x1, which should never be true. glDisable(GL_SCISSOR_TEST); glStencilMask(0); glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray); // Draw red if the stencil is 0x2, which should be true in the middle after the blit/resolve. glStencilFunc(GL_EQUAL, 0x2, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red); // Draw green if the stencil is 0x10, which should be left untouched in the outer regions. glStencilFunc(GL_EQUAL, 0x10, 0xFF); drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test blitting from a texture with non-zero base. The blit is non-stretching and between // identical formats so that the path that uses vkCmdBlitImage is taken. TEST_P(BlitFramebufferTest, NonZeroBaseSource) { // http://anglebug.com/5001 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX()); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); // Create a framebuffer for source data. It usea a non-zero base. GLTexture srcColor; glBindTexture(GL_TEXTURE_2D, srcColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); GLFramebuffer srcFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // fill the color buffer with red. drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Create a framebuffer for blit destination. GLTexture dstColor; glBindTexture(GL_TEXTURE_2D, dstColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer dstFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstColor, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Blit. Note: no stretching is done so that vkCmdBlitImage can be used. glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); ASSERT_GL_NO_ERROR(); // Make sure the blit is done. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test blitting to a texture with non-zero base. The blit is non-stretching and between // identical formats so that the path that uses vkCmdBlitImage is taken. TEST_P(BlitFramebufferTest, NonZeroBaseDestination) { ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); // Create a framebuffer for source data. It usea a non-zero base. GLTexture srcColor; glBindTexture(GL_TEXTURE_2D, srcColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); GLFramebuffer srcFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // fill the color buffer with red. drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Create a framebuffer for blit destination. GLTexture dstColor; glBindTexture(GL_TEXTURE_2D, dstColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); GLFramebuffer dstFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstColor, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Blit. Note: no stretching is done so that vkCmdBlitImage can be used. glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); ASSERT_GL_NO_ERROR(); // Make sure the blit is done. EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test blitting from a stencil buffer with non-zero base. TEST_P(BlitFramebufferTest, NonZeroBaseSourceStencil) { // http://anglebug.com/5001 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX()); // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && IsIntel() && IsOSX()); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); // Create a framebuffer with an attachment that has non-zero base GLTexture stencilTexture; glBindTexture(GL_TEXTURE_2D, stencilTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); GLFramebuffer srcFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexture, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // fill the stencil buffer with 0x1 glStencilFunc(GL_ALWAYS, 0x1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Create a framebuffer with an attachment that has non-zero base GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 256, 256); GLFramebuffer dstFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Blit stencil. glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); ASSERT_GL_NO_ERROR(); // Clear to green glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Draw red if the stencil is 0x1, which should be true after the blit. glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test blitting to a stencil buffer with non-zero base. TEST_P(BlitFramebufferTest, NonZeroBaseDestinationStencil) { // http://anglebug.com/5001 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX()); // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && (IsAMD() || IsIntel())); // http://anglebug.com/5003 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows()); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); // Create a framebuffer for source data. GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 256, 256); GLFramebuffer srcFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // fill the stencil buffer with 0x1 glStencilFunc(GL_ALWAYS, 0x1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Create a framebuffer with an attachment that has non-zero base GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); GLTexture stencilTexture; glBindTexture(GL_TEXTURE_2D, stencilTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); GLFramebuffer dstFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexture, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Blit stencil. glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 256, 256, 0, 0, 256, 256, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); ASSERT_GL_NO_ERROR(); // Clear to green glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Draw red if the stencil is 0x1, which should be true after the blit. glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test blitting to a stencil buffer with non-zero base. Exercises the compute path in the Vulkan // backend if stencil export is not supported. The blit is not 1-to-1 for this path to be taken. TEST_P(BlitFramebufferTest, NonZeroBaseDestinationStencilStretch) { // http://anglebug.com/5000 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows()); // http://anglebug.com/5001 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsOSX()); // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && (IsAMD() || IsIntel())); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); // Create a framebuffer for source data. GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 256, 256); GLFramebuffer srcFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // fill the stencil buffer with 0x1 glStencilFunc(GL_ALWAYS, 0x1, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Create a framebuffer with an attachment that has non-zero base GLTexture colorTexture; glBindTexture(GL_TEXTURE_2D, colorTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); GLTexture stencilTexture; glBindTexture(GL_TEXTURE_2D, stencilTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 256, 256, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); GLFramebuffer dstFramebuffer; glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexture, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Blit stencil. Note: stretch is intentional so vkCmdBlitImage cannot be used in the Vulkan // backend. glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 256, 256, -256, -256, 512, 512, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); ASSERT_GL_NO_ERROR(); // Clear to green glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); // Draw red if the stencil is 0x1, which should be true after the blit. glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Blit an SRGB framebuffer and scale it. TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale) { constexpr const GLsizei kWidth = 256; constexpr const GLsizei kHeight = 256; GLRenderbuffer sourceRBO, targetRBO; GLFramebuffer sourceFBO, targetFBO; initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth * 2, kHeight * 2); initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glViewport(0, 0, kWidth, kHeight); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Scale down without flipping. glBlitFramebuffer(0, 0, kWidth * 2, kHeight * 2, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::yellow); glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Scale down and flip in the X direction. glBlitFramebuffer(0, 0, kWidth * 2, kHeight * 2, kWidth, 0, 0, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::green); } // Blit stencil, with scissor and scale it. TEST_P(BlitFramebufferTest, BlitStencilScissoredScaled) { // http://anglebug.com/5106 ANGLE_SKIP_TEST_IF(IsMetal() && IsIntel() && IsOSX()); constexpr GLint kSize = 256; // Create the destination framebuffer. GLTexture destColorbuf; glBindTexture(GL_TEXTURE_2D, destColorbuf.get()); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize); GLRenderbuffer destRenderbuf; glBindRenderbuffer(GL_RENDERBUFFER, destRenderbuf.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize); GLFramebuffer destFBO; glBindFramebuffer(GL_FRAMEBUFFER, destFBO.get()); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destColorbuf.get(), 0); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, destRenderbuf.get()); // Clear the destination buffer with gray and 0x10 stencil. GLColor gray(127, 127, 127, 255); glClearStencil(0x10); glClearColor(0.499f, 0.499f, 0.499f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray); // Create the source framebuffer. GLRenderbuffer renderbuf; glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kSize, kSize); ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); ANGLE_GL_PROGRAM(drawGreen, essl3_shaders::vs::Simple(), essl3_shaders::fs::Green()); ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); GLFramebuffer sourceFBO; glBindFramebuffer(GL_FRAMEBUFFER, sourceFBO.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuf.get()); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // Fill the stencil buffer with 0x1. glClearStencil(0x1); glClear(GL_STENCIL_BUFFER_BIT); // Fill a smaller region of the buffer with 0x2. glEnable(GL_SCISSOR_TEST); glEnable(GL_STENCIL_TEST); glScissor(kSize / 4, kSize / 4, kSize / 2, kSize / 2); glStencilFunc(GL_ALWAYS, 0x2, 0xFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); // Blit and scale down into the destination framebuffer (with scissor still enabled). // // Source looks like this: // // +----|----|----|----+ // | | // | 0x1 | // - +---------+ - // | | | | // | | | | // - | 0x2 | - // | | | | // | | | | // - +---------+ - // | | // | | // +----|----|----|----+ // // We want the destination to look like this: // // +----|----|----|----+ // | | // | 0x10 | // - +---------+ - // | | 0x1 | | // | | +------+ | // - | | | - // | | | 0x2 | | // | | | | | // - +--+------+ - // | | // | | // +----|----|----|----+ // // The corresponding blit would be: (0, 0, 3/4, 3/4) -> (1/4, 1/4, 3/4, 3/4). For testing, we // would like to avoid having the destination area and scissor to match. Using destination // area as (0, 0, 1, 1), and keeping the same scaling, the source area should be // (-3/8, -3/8, 9/8, 9/8). // glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destFBO.get()); constexpr GLint kBlitSrc[2] = {-3 * kSize / 8, 9 * kSize / 8}; glBlitFramebuffer(kBlitSrc[0], kBlitSrc[0], kBlitSrc[1], kBlitSrc[1], 0, 0, kSize, kSize, GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, destFBO.get()); ASSERT_GL_NO_ERROR(); // Draw blue if the stencil is 0x1, which should be true only in the top and left of the inner // square. glDisable(GL_SCISSOR_TEST); glStencilMask(0); glStencilFunc(GL_EQUAL, 0x1, 0xFF); drawQuad(drawBlue.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, gray); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, gray); // Draw red if the stencil is 0x2, which should be true in the bottom/right of the middle // square after the blit. glStencilFunc(GL_EQUAL, 0x2, 0xFF); drawQuad(drawRed.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, gray); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, gray); EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, GLColor::red); // Draw green if the stencil is 0x10, which should be left untouched in the outer regions. glStencilFunc(GL_EQUAL, 0x10, 0xFF); drawQuad(drawGreen.get(), essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 4, 3 * kSize / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, kSize / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * kSize / 4 - 1, 3 * kSize / 4 - 1, GLColor::red); ASSERT_GL_NO_ERROR(); } // Blit a subregion of an SRGB framebuffer to an RGB framebuffer. TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB) { constexpr const GLsizei kWidth = 256; constexpr const GLsizei kHeight = 256; GLRenderbuffer sourceRBO, targetRBO; GLFramebuffer sourceFBO, targetFBO; initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth * 2, kHeight * 2); initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glViewport(0, 0, kWidth, kHeight); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Blit a part of the source FBO without flipping. glBlitFramebuffer(kWidth, kHeight, kWidth * 2, kHeight * 2, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::yellow); glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Blit a part of the source FBO and flip in the X direction. glBlitFramebuffer(kWidth * 2, 0, kWidth, kHeight, kWidth, 0, 0, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::blue); } // Blit an SRGB framebuffer with an oversized source area (parts outside the source area should be // clipped out). TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea) { constexpr const GLsizei kWidth = 256; constexpr const GLsizei kHeight = 256; GLRenderbuffer sourceRBO, targetRBO; GLFramebuffer sourceFBO, targetFBO; initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth, kHeight); initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight); EXPECT_GL_NO_ERROR(); glViewport(0, 0, kWidth, kHeight); glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Blit so that the source area gets placed at the center of the target FBO. // The width of the source area is 1/4 of the width of the target FBO. glBlitFramebuffer(-3 * kWidth / 2, -3 * kHeight / 2, 5 * kWidth / 2, 5 * kHeight / 2, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); // Source FBO colors can be found in the middle of the target FBO. EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 16, 7 * kHeight / 16, GLColor::red); EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 16, 9 * kHeight / 16, GLColor::green); EXPECT_PIXEL_COLOR_EQ(9 * kWidth / 16, 7 * kHeight / 16, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(9 * kWidth / 16, 9 * kHeight / 16, GLColor::yellow); // Clear color should remain around the edges of the target FBO (WebGL 2.0 spec explicitly // requires this and ANGLE is expected to follow that). EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::blue); } // Blit an SRGB framebuffer with an oversized dest area (even though the result is clipped, it // should be scaled as if the whole dest area was used). TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedDestArea) { constexpr const GLsizei kWidth = 256; constexpr const GLsizei kHeight = 256; GLRenderbuffer sourceRBO, targetRBO; GLFramebuffer sourceFBO, targetFBO; initColorFBOWithCheckerPattern(&sourceFBO, &sourceRBO, GL_SRGB8_ALPHA8, kWidth, kHeight); initColorFBO(&targetFBO, &targetRBO, GL_RGBA8, kWidth, kHeight); EXPECT_GL_NO_ERROR(); glViewport(0, 0, kWidth, kHeight); glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Dest is oversized but centered the same as source glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glBlitFramebuffer(0, 0, kWidth, kHeight, -kWidth / 2, -kHeight / 2, 3 * kWidth / 2, 3 * kHeight / 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); // Expected result: // // +-------+-------+ // | | | // | R | B | // | | | // +-------+-------+ // | | | // | G | Y | // | | | // +-------+-------+ // EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, kHeight / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(1, kWidth - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 4, 3 * kHeight / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 2 - 1, kHeight / 2 + 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, kHeight / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4, 3 * kHeight / 4, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth / 2 + 1, kHeight / 2 + 1, GLColor::yellow); // Dest is oversized in the negative direction glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glBlitFramebuffer(0, 0, kWidth, kHeight, -kWidth / 2, -kHeight / 2, kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); // Expected result: // // Width / 4 // | // V // +---+-----------+ // | R | B | // +---+-----------+ <- Height / 4 // | | | // | | | // | G | Y | // | | | // | | | // +---+-----------+ // EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, kHeight / 4 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 - 1, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 - 1, kHeight / 4 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 8, kHeight / 8, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, kHeight / 4 + 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kHeight - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 - 1, kHeight / 4 + 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 - 1, kHeight - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 8, kHeight / 2, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 + 1, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 + 1, kHeight / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 2, kHeight / 8, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 + 1, kHeight / 4 + 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth / 4 + 1, kHeight - 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight / 4 + 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth / 2, kHeight / 2, GLColor::yellow); // Dest is oversized in the positive direction glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetFBO); glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, 3 * kWidth / 2, 3 * kHeight / 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, targetFBO); // Expected result: // // 3 * Width / 4 // | // V // +-----------+---+ // | | | // | | | // | R | B | // | | | // | | | // +-----------+---+ <- 3 * Height / 4 // | G | Y | // +-----------+---+ // EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, 3 * kHeight / 4 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 - 1, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 - 1, 3 * kHeight / 4 - 1, GLColor::red); EXPECT_PIXEL_COLOR_EQ(kWidth / 2, kHeight / 2, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, 3 * kHeight / 4 + 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(0, kHeight - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 - 1, 3 * kHeight / 4 + 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 - 1, kHeight - 1, GLColor::green); EXPECT_PIXEL_COLOR_EQ(kWidth / 2, 7 * kHeight / 8, GLColor::green); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 + 1, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 + 1, 3 * kHeight / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 0, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 3 * kHeight / 4 - 1, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 8, kHeight / 2, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 + 1, 3 * kHeight / 4 + 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(3 * kWidth / 4 + 1, kHeight - 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, 3 * kHeight / 4 + 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(kWidth - 1, kHeight - 1, GLColor::yellow); EXPECT_PIXEL_COLOR_EQ(7 * kWidth / 8, 7 * kHeight / 8, GLColor::yellow); } // Test blitFramebuffer size overflow checks. WebGL 2.0 spec section 5.41. We do validation for // overflows also in non-WebGL mode to avoid triggering driver bugs. TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow) { GLTexture textures[2]; glBindTexture(GL_TEXTURE_2D, textures[0]); glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4); GLFramebuffer framebuffers[2]; glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]); ASSERT_GL_NO_ERROR(); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); ASSERT_GL_NO_ERROR(); // srcX glBlitFramebuffer(-1, 0, std::numeric_limits::max(), 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); glBlitFramebuffer(std::numeric_limits::max(), 0, -1, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // srcY glBlitFramebuffer(0, -1, 4, std::numeric_limits::max(), 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); glBlitFramebuffer(0, std::numeric_limits::max(), 4, -1, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // dstX glBlitFramebuffer(0, 0, 4, 4, -1, 0, std::numeric_limits::max(), 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); glBlitFramebuffer(0, 0, 4, 4, std::numeric_limits::max(), 0, -1, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // dstY glBlitFramebuffer(0, 0, 4, 4, 0, -1, 4, std::numeric_limits::max(), GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); glBlitFramebuffer(0, 0, 4, 4, 0, std::numeric_limits::max(), 4, -1, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); } // Test blitFramebuffer size overflow checks. WebGL 2.0 spec section 5.41. Similar to above test, // but this test more accurately duplicates the behavior of the WebGL test // conformance2/rendering/blitframebuffer-size-overflow.html, which covers a few more edge cases. TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow2) { GLTexture textures[2]; glBindTexture(GL_TEXTURE_2D, textures[0]); glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4); GLFramebuffer framebuffers[2]; glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]); ASSERT_GL_NO_ERROR(); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); ASSERT_GL_NO_ERROR(); GLint width = 8; GLint height = 8; GLTexture tex0; glBindTexture(GL_TEXTURE_2D, tex0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); GLFramebuffer fb0; glBindFramebuffer(GL_READ_FRAMEBUFFER, fb0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0); GLTexture tex1; glBindTexture(GL_TEXTURE_2D, tex1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); GLFramebuffer fb1; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb1); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0); GLint max = std::numeric_limits::max(); // Using max 32-bit integer as blitFramebuffer parameter should succeed. glBlitFramebuffer(0, 0, max, max, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBlitFramebuffer(0, 0, width, height, 0, 0, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBlitFramebuffer(0, 0, max, max, 0, 0, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); // Using blitFramebuffer parameters where calculated width/height matches max 32-bit integer // should succeed glBlitFramebuffer(-1, -1, max - 1, max - 1, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBlitFramebuffer(0, 0, width, height, -1, -1, max - 1, max - 1, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBlitFramebuffer(-1, -1, max - 1, max - 1, -1, -1, max - 1, max - 1, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); // Using source width/height greater than max 32-bit integer should fail. glBlitFramebuffer(-1, -1, max, max, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // Using source width/height greater than max 32-bit integer should fail. glBlitFramebuffer(max, max, -1, -1, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // Using destination width/height greater than max 32-bit integer should fail. glBlitFramebuffer(0, 0, width, height, -1, -1, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // Using destination width/height greater than max 32-bit integer should fail. glBlitFramebuffer(0, 0, width, height, max, max, -1, -1, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // Using both source and destination width/height greater than max 32-bit integer should fail. glBlitFramebuffer(-1, -1, max, max, -1, -1, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); // Using minimum and maximum integers for all boundaries should fail. glBlitFramebuffer(-max - 1, -max - 1, max, max, -max - 1, -max - 1, max, max, GL_COLOR_BUFFER_BIT, GL_NEAREST); EXPECT_GL_ERROR(GL_INVALID_VALUE); } // Test an edge case in D3D11 stencil blitting on the CPU that does not properly clip the // destination regions TEST_P(BlitFramebufferTest, BlitFramebufferStencilClipNoIntersection) { GLFramebuffer framebuffers[2]; glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]); GLRenderbuffer renderbuffers[2]; glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4); glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[0]); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[1]); glBlitFramebuffer(0, 0, 4, 4, 1 << 24, 1 << 24, 1 << 25, 1 << 25, GL_STENCIL_BUFFER_BIT, GL_NEAREST); EXPECT_GL_NO_ERROR(); } // Covers an edge case with blitting borderline values. TEST_P(BlitFramebufferTest, OOBWrite) { constexpr size_t length = 0x100000; GLFramebuffer rfb; GLFramebuffer dfb; GLRenderbuffer rb1; GLRenderbuffer rb2; glBindFramebuffer(GL_READ_FRAMEBUFFER, rfb); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dfb); glBindRenderbuffer(GL_RENDERBUFFER, rb1); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 0x1000, 2); glBindRenderbuffer(GL_RENDERBUFFER, rb2); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 2, 2); glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2); glBlitFramebuffer(1, 0, 0, 1, 1, 0, (2147483648 / 2) - (length / 4) + 1, 1, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); ASSERT_GL_NO_ERROR(); } // Test blitting a depthStencil buffer with multiple depth values to a larger size. TEST_P(BlitFramebufferTest, BlitDepthStencilPixelByPixel) { ANGLE_GL_PROGRAM(drawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red()); glViewport(0, 0, 128, 1); glEnable(GL_DEPTH_TEST); GLFramebuffer srcFramebuffer; GLRenderbuffer srcRenderbuffer; glBindFramebuffer(GL_FRAMEBUFFER, srcFramebuffer); glBindRenderbuffer(GL_RENDERBUFFER, srcRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 128, 1); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, srcRenderbuffer); glClearDepthf(1.0f); glClear(GL_DEPTH_BUFFER_BIT); drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.0f, 0.5f); glViewport(0, 0, 256, 2); GLFramebuffer dstFramebuffer; GLRenderbuffer dstRenderbuffer; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFramebuffer); glBindRenderbuffer(GL_RENDERBUFFER, dstRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 256, 2); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dstRenderbuffer); GLTexture dstColor; glBindTexture(GL_TEXTURE_2D, dstColor); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 2); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstColor, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFramebuffer); glBlitFramebuffer(0, 0, 128, 1, 0, 0, 256, 2, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, dstFramebuffer); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDepthMask(false); glDepthFunc(GL_LESS); drawQuad(drawRed, essl1_shaders::PositionAttrib(), -0.01f, 0.5f); EXPECT_PIXEL_RECT_EQ(64, 0, 128, 1, GLColor::red); ANGLE_GL_PROGRAM(drawBlue, essl3_shaders::vs::Simple(), essl3_shaders::fs::Blue()); glEnable(GL_DEPTH_TEST); glDepthMask(false); glDepthFunc(GL_GREATER); drawQuad(drawBlue, essl1_shaders::PositionAttrib(), 0.01f, 0.5f); EXPECT_PIXEL_RECT_EQ(64, 0, 128, 1, GLColor::blue); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BlitFramebufferANGLETest); ANGLE_INSTANTIATE_TEST(BlitFramebufferANGLETest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_PRESENT_PATH_FAST(), ES2_OPENGL(), ES3_OPENGL(), ES2_VULKAN(), ES3_VULKAN(), WithEmulatedPrerotation(ES3_VULKAN(), 90), WithEmulatedPrerotation(ES3_VULKAN(), 180), WithEmulatedPrerotation(ES3_VULKAN(), 270), ES2_METAL(), WithNoShaderStencilOutput(ES2_METAL())); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(BlitFramebufferTest); ANGLE_INSTANTIATE_TEST_ES3_AND(BlitFramebufferTest, WithNoShaderStencilOutput(ES3_METAL()));