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