// // Copyright 2021 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. // // RobustFragmentShaderOutputTest: Tests for the custom ANGLE extension. #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" #include "util/random_utils.h" #include using namespace angle; namespace { bool ExtEnabled() { return IsGLExtensionEnabled("GL_ANGLE_robust_fragment_shader_output"); } } // namespace class RobustFragmentShaderOutputTest : public ANGLETest { public: RobustFragmentShaderOutputTest() {} }; // Basic behaviour from the extension. TEST_P(RobustFragmentShaderOutputTest, Basic) { ANGLE_SKIP_TEST_IF(!ExtEnabled()); const char kFS[] = R"(#version 300 es precision mediump float; out vec4 outvar; void main() { outvar = vec4(0.0, 1.0, 0.0, 1.0); })"; ANGLE_GL_PROGRAM(testProgram, essl3_shaders::vs::Simple(), kFS); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); constexpr GLsizei kSize = 2; std::vector bluePixels(kSize * kSize, GLColor::blue); GLTexture texA; glBindTexture(GL_TEXTURE_2D, texA); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, bluePixels.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0); GLTexture texB; glBindTexture(GL_TEXTURE_2D, texB); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, bluePixels.data()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texB, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Verify initial attachment colors (blue). glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); constexpr std::array kDrawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; glDrawBuffers(2, kDrawBuffers.data()); glViewport(0, 0, kSize, kSize); glUseProgram(testProgram); ASSERT_GL_NO_ERROR(); // Draw, verify first attachment is updated (green) and second is unchanged (blue). drawQuad(testProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true); ASSERT_GL_NO_ERROR(); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue); } ANGLE_INSTANTIATE_TEST_ES3(RobustFragmentShaderOutputTest);