1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8
9 #include "test_utils/ANGLETest.h"
10
11 #include "common/mathutil.h"
12 #include "test_utils/gl_raii.h"
13
14 namespace
15 {
16
ConstantColorAndAlphaBlendFunctions(GLenum first,GLenum second)17 bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
18 {
19 return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
20 (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
21 }
22
CheckBlendFunctions(GLenum src,GLenum dst)23 void CheckBlendFunctions(GLenum src, GLenum dst)
24 {
25 if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
26 ConstantColorAndAlphaBlendFunctions(dst, src))
27 {
28 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
29 }
30 else
31 {
32 ASSERT_GL_NO_ERROR();
33 }
34 }
35
36 // Extensions that affect the ability to use floating point textures
37 constexpr const char *FloatingPointTextureExtensions[] = {
38 "",
39 "GL_EXT_texture_storage",
40 "GL_OES_texture_half_float",
41 "GL_OES_texture_half_float_linear",
42 "GL_EXT_color_buffer_half_float",
43 "GL_OES_texture_float",
44 "GL_OES_texture_float_linear",
45 "GL_EXT_color_buffer_float",
46 "GL_EXT_float_blend",
47 "GL_CHROMIUM_color_buffer_float_rgba",
48 "GL_CHROMIUM_color_buffer_float_rgb",
49 };
50
51 } // namespace
52
53 namespace angle
54 {
55
56 class WebGLCompatibilityTest : public ANGLETest<>
57 {
58 protected:
WebGLCompatibilityTest()59 WebGLCompatibilityTest()
60 {
61 setWindowWidth(128);
62 setWindowHeight(128);
63 setConfigRedBits(8);
64 setConfigGreenBits(8);
65 setConfigBlueBits(8);
66 setConfigAlphaBits(8);
67 setWebGLCompatibilityEnabled(true);
68 }
69
70 template <typename T>
TestFloatTextureFormat(GLenum internalFormat,GLenum format,GLenum type,bool texturingEnabled,bool linearSamplingEnabled,bool renderingEnabled,const T textureData[4],const float floatData[4])71 void TestFloatTextureFormat(GLenum internalFormat,
72 GLenum format,
73 GLenum type,
74 bool texturingEnabled,
75 bool linearSamplingEnabled,
76 bool renderingEnabled,
77 const T textureData[4],
78 const float floatData[4])
79 {
80 ASSERT_GL_NO_ERROR();
81
82 constexpr char kVS[] =
83 R"(attribute vec4 position;
84 varying vec2 texcoord;
85 void main()
86 {
87 gl_Position = vec4(position.xy, 0.0, 1.0);
88 texcoord = (position.xy * 0.5) + 0.5;
89 })";
90
91 constexpr char kFS[] =
92 R"(precision mediump float;
93 uniform sampler2D tex;
94 uniform vec4 subtractor;
95 varying vec2 texcoord;
96 void main()
97 {
98 vec4 color = texture2D(tex, texcoord);
99 if (abs(color.r - subtractor.r) +
100 abs(color.g - subtractor.g) +
101 abs(color.b - subtractor.b) +
102 abs(color.a - subtractor.a) < 8.0)
103 {
104 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
105 }
106 else
107 {
108 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
109 }
110 })";
111
112 ANGLE_GL_PROGRAM(samplingProgram, kVS, kFS);
113 glUseProgram(samplingProgram);
114
115 // Need RGBA8 renderbuffers for enough precision on the readback
116 if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
117 {
118 glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
119 }
120 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") &&
121 getClientMajorVersion() < 3);
122 ASSERT_GL_NO_ERROR();
123
124 GLRenderbuffer rbo;
125 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
126 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
127
128 GLFramebuffer fbo;
129 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
130 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
131
132 GLTexture texture;
133 glBindTexture(GL_TEXTURE_2D, texture);
134
135 if (internalFormat == format)
136 {
137 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
138 }
139 else
140 {
141 if (getClientMajorVersion() >= 3)
142 {
143 glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
144 }
145 else
146 {
147 ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
148 glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
149 }
150 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
151 }
152
153 if (!texturingEnabled)
154 {
155 // Depending on the entry point and client version, different errors may be generated
156 ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
157
158 // Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
159 // second error
160 glGetError();
161
162 return;
163 }
164 ASSERT_GL_NO_ERROR();
165
166 glUniform1i(glGetUniformLocation(samplingProgram, "tex"), 0);
167 glUniform4fv(glGetUniformLocation(samplingProgram, "subtractor"), 1, floatData);
168
169 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
171 drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
172 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
173
174 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
175 drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
176
177 if (linearSamplingEnabled)
178 {
179 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
180 }
181 else
182 {
183 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
184 }
185
186 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
187 glBindTexture(GL_TEXTURE_2D, 0);
188 if (!renderingEnabled)
189 {
190 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
191 glCheckFramebufferStatus(GL_FRAMEBUFFER));
192 return;
193 }
194
195 GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
196 if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED)
197 {
198 std::cout << "Framebuffer returned GL_FRAMEBUFFER_UNSUPPORTED, this is legal."
199 << std::endl;
200 return;
201 }
202 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus);
203
204 ANGLE_GL_PROGRAM(renderingProgram, essl1_shaders::vs::Simple(),
205 essl1_shaders::fs::UniformColor());
206 glUseProgram(renderingProgram);
207
208 glUniform4fv(glGetUniformLocation(renderingProgram, essl1_shaders::ColorUniform()), 1,
209 floatData);
210
211 drawQuad(renderingProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
212
213 EXPECT_PIXEL_COLOR32F_NEAR(
214 0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
215 }
216
TestExtFloatBlend(GLenum internalFormat,GLenum type,bool shouldBlend)217 void TestExtFloatBlend(GLenum internalFormat, GLenum type, bool shouldBlend)
218 {
219 constexpr char kVS[] =
220 R"(void main()
221 {
222 gl_PointSize = 1.0;
223 gl_Position = vec4(0, 0, 0, 1);
224 })";
225
226 constexpr char kFS[] =
227 R"(void main()
228 {
229 gl_FragColor = vec4(0.5, 0, 0, 0);
230 })";
231
232 ANGLE_GL_PROGRAM(program, kVS, kFS);
233 glUseProgram(program);
234
235 GLTexture texture;
236 glBindTexture(GL_TEXTURE_2D, texture);
237 glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, GL_RGBA, type, nullptr);
238 EXPECT_GL_NO_ERROR();
239
240 GLFramebuffer fbo;
241 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
242 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
243 ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
244
245 glClearColor(1, 0, 1, 1);
246 glClear(GL_COLOR_BUFFER_BIT);
247 EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(1, 0, 1, 1), 0.001f);
248
249 glDisable(GL_BLEND);
250 glDrawArrays(GL_POINTS, 0, 1);
251 EXPECT_GL_NO_ERROR();
252
253 glEnable(GL_BLEND);
254 glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
255 glBlendColor(10, 1, 1, 1);
256 glViewport(0, 0, 1, 1);
257 glDrawArrays(GL_POINTS, 0, 1);
258 if (!shouldBlend)
259 {
260 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
261 return;
262 }
263 EXPECT_GL_NO_ERROR();
264
265 // Ensure that the stored value reflect the actual platform behavior.
266 float storedColor[4];
267 glGetFloatv(GL_BLEND_COLOR, storedColor);
268 if (storedColor[0] == 10)
269 {
270 EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(5, 0, 0, 0), 0.001f);
271 }
272 else
273 {
274 EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(0.5, 0, 0, 0), 0.001f);
275 }
276
277 // Check sure that non-float attachments clamp BLEND_COLOR.
278 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
279 glDrawArrays(GL_POINTS, 0, 1);
280
281 EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0x80, 0, 0, 0), 1);
282 }
283
284 void TestDifferentStencilMaskAndRef(GLenum errIfMismatch);
285
286 // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
287 void drawBuffersEXTFeedbackLoop(GLuint program,
288 const std::array<GLenum, 2> &drawBuffers,
289 GLenum expectedError);
290
291 // Called from RenderingFeedbackLoopWithDrawBuffers.
292 void drawBuffersFeedbackLoop(GLuint program,
293 const std::array<GLenum, 2> &drawBuffers,
294 GLenum expectedError);
295
296 // Called from Enable[Compressed]TextureFormatExtensions
297 void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
298 void validateCompressedTexImageExtensionFormat(GLenum format,
299 GLsizei width,
300 GLsizei height,
301 GLsizei blockSize,
302 const std::string &extName,
303 bool subImageAllowed);
304
305 GLint expectedByteLength(GLenum format, GLsizei width, GLsizei height);
306 void testCompressedTexLevelDimension(GLenum format,
307 GLint level,
308 GLsizei width,
309 GLsizei height,
310 GLsizei expectedByteLength,
311 GLenum expectedError,
312 const char *explanation);
313 void testCompressedTexImage(GLenum format);
314 };
315
316 class WebGL2CompatibilityTest : public WebGLCompatibilityTest
317 {};
318
319 // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
320 // the GL extension should always be present
TEST_P(WebGLCompatibilityTest,ExtensionStringExposed)321 TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
322 {
323 EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
324 }
325
326 // Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest,EntryPoints)327 TEST_P(WebGLCompatibilityTest, EntryPoints)
328 {
329 if (IsGLExtensionEnabled("GL_ANGLE_request_extension"))
330 {
331 EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
332 }
333 }
334
335 // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
336 // even in ES2 contexts.
TEST_P(WebGLCompatibilityTest,DepthStencilBindingPoint)337 TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
338 {
339 GLRenderbuffer renderbuffer;
340 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
341 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
342
343 GLFramebuffer framebuffer;
344 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
345 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
346 renderbuffer);
347
348 EXPECT_GL_NO_ERROR();
349 }
350
351 // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest,EnableExtensionValidation)352 TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
353 {
354 glRequestExtensionANGLE("invalid_extension_string");
355 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
356 }
357
358 // Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest,EnableExtensionUintIndices)359 TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
360 {
361 if (getClientMajorVersion() != 2)
362 {
363 // This test only works on ES2 where uint indices are not available by default
364 return;
365 }
366
367 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
368
369 GLBuffer indexBuffer;
370 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
371
372 GLuint data[] = {0, 1, 2, 1, 3, 2};
373 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
374
375 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
376 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
377 glUseProgram(program);
378
379 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
380 EXPECT_GL_ERROR(GL_INVALID_ENUM);
381
382 if (IsGLExtensionRequestable("GL_OES_element_index_uint"))
383 {
384 glRequestExtensionANGLE("GL_OES_element_index_uint");
385 EXPECT_GL_NO_ERROR();
386 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
387
388 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
389 EXPECT_GL_NO_ERROR();
390 }
391 }
392
393 // Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest,EnableExtensionStandardDerivitives)394 TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
395 {
396 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
397
398 constexpr char kFS[] =
399 R"(#extension GL_OES_standard_derivatives : require
400 void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); })";
401 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
402
403 if (IsGLExtensionRequestable("GL_OES_standard_derivatives"))
404 {
405 glRequestExtensionANGLE("GL_OES_standard_derivatives");
406 EXPECT_GL_NO_ERROR();
407 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
408
409 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
410 ASSERT_NE(0u, shader);
411 glDeleteShader(shader);
412 }
413 }
414
415 // Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureLOD)416 TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
417 {
418 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
419
420 constexpr char kFS[] =
421 R"(#extension GL_EXT_shader_texture_lod : require
422 uniform sampler2D u_texture;
423 void main() {
424 gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0,
425 0.0));
426 })";
427 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
428
429 if (IsGLExtensionRequestable("GL_EXT_shader_texture_lod"))
430 {
431 glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
432 EXPECT_GL_NO_ERROR();
433 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
434
435 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
436 ASSERT_NE(0u, shader);
437 glDeleteShader(shader);
438 }
439 }
440
441 // Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest,EnableExtensionFragDepth)442 TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
443 {
444 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
445
446 constexpr char kFS[] =
447 R"(#extension GL_EXT_frag_depth : require
448 void main() {
449 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
450 gl_FragDepthEXT = 1.0;
451 })";
452 ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
453
454 if (IsGLExtensionRequestable("GL_EXT_frag_depth"))
455 {
456 glRequestExtensionANGLE("GL_EXT_frag_depth");
457 EXPECT_GL_NO_ERROR();
458 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
459
460 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
461 ASSERT_NE(0u, shader);
462 glDeleteShader(shader);
463 }
464 }
465
466 // Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureFilterAnisotropic)467 TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
468 {
469 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
470
471 GLfloat maxAnisotropy = 0.0f;
472 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
473 EXPECT_GL_ERROR(GL_INVALID_ENUM);
474
475 GLTexture texture;
476 glBindTexture(GL_TEXTURE_2D, texture);
477 ASSERT_GL_NO_ERROR();
478
479 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
480 EXPECT_GL_ERROR(GL_INVALID_ENUM);
481
482 GLfloat currentAnisotropy = 0.0f;
483 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ¤tAnisotropy);
484 EXPECT_GL_ERROR(GL_INVALID_ENUM);
485
486 if (IsGLExtensionRequestable("GL_EXT_texture_filter_anisotropic"))
487 {
488 glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
489 EXPECT_GL_NO_ERROR();
490 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
491
492 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
493 ASSERT_GL_NO_ERROR();
494 EXPECT_GE(maxAnisotropy, 2.0f);
495
496 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ¤tAnisotropy);
497 ASSERT_GL_NO_ERROR();
498 EXPECT_EQ(1.0f, currentAnisotropy);
499
500 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
501 ASSERT_GL_NO_ERROR();
502 }
503 }
504
505 // Test enabling the EGL image extensions
TEST_P(WebGLCompatibilityTest,EnableExtensionEGLImage)506 TEST_P(WebGLCompatibilityTest, EnableExtensionEGLImage)
507 {
508 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image"));
509 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
510 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
511 EXPECT_FALSE(IsGLExtensionEnabled("NV_EGL_stream_consumer_external"));
512
513 constexpr char kFSES2[] =
514 R"(#extension GL_OES_EGL_image_external : require
515 precision highp float;
516 uniform samplerExternalOES sampler;
517 void main()
518 {
519 gl_FragColor = texture2D(sampler, vec2(0, 0));
520 })";
521 EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
522
523 constexpr char kFSES3[] =
524 R"(#version 300 es
525 #extension GL_OES_EGL_image_external_essl3 : require
526 precision highp float;
527 uniform samplerExternalOES sampler;
528 out vec4 my_FragColor;
529 void main()
530 {
531 my_FragColor = texture(sampler, vec2(0, 0));
532 })";
533 if (getClientMajorVersion() >= 3)
534 {
535 EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
536 }
537
538 glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
539 EXPECT_GL_ERROR(GL_INVALID_ENUM);
540
541 GLint result;
542 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
543 EXPECT_GL_ERROR(GL_INVALID_ENUM);
544
545 if (IsGLExtensionRequestable("GL_OES_EGL_image_external"))
546 {
547 glRequestExtensionANGLE("GL_OES_EGL_image_external");
548 EXPECT_GL_NO_ERROR();
549 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
550
551 EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
552
553 glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
554 EXPECT_GL_NO_ERROR();
555
556 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
557 EXPECT_GL_NO_ERROR();
558
559 if (getClientMajorVersion() >= 3 &&
560 IsGLExtensionRequestable("GL_OES_EGL_image_external_essl3"))
561 {
562 glRequestExtensionANGLE("GL_OES_EGL_image_external_essl3");
563 EXPECT_GL_NO_ERROR();
564 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
565
566 EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
567 }
568 else
569 {
570 EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
571 }
572 }
573 }
574
575 // Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest,ExtensionCompilerSpec)576 TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
577 {
578 EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
579
580 // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
581 constexpr char kVS[] =
582 R"(struct Foo {
583 int _webgl_bar;
584 };
585 void main()
586 {
587 Foo foo = Foo(1);
588 })";
589
590 // Default fragement shader.
591 constexpr char kFS[] =
592 R"(void main()
593 {
594 gl_FragColor = vec4(1.0,0.0,0.0,1.0);
595 })";
596
597 GLuint program = CompileProgram(kVS, kFS);
598 EXPECT_EQ(0u, program);
599 glDeleteProgram(program);
600 }
601
602 // Test enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest,EnablePixelBufferObjectExtensions)603 TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
604 {
605 EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
606 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
607 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
608
609 // These extensions become core in in ES3/WebGL2.
610 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
611
612 // http://anglebug.com/40644771
613 ANGLE_SKIP_TEST_IF(IsMac() && IsIntelUHD630Mobile() && IsDesktopOpenGL());
614
615 GLBuffer buffer;
616 glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
617 EXPECT_GL_ERROR(GL_INVALID_ENUM);
618
619 if (IsGLExtensionRequestable("GL_NV_pixel_buffer_object"))
620 {
621 glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
622 EXPECT_GL_NO_ERROR();
623
624 // Create a framebuffer to read from
625 GLRenderbuffer renderbuffer;
626 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
627 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
628
629 GLFramebuffer fbo;
630 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
631 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
632 renderbuffer);
633 EXPECT_GL_NO_ERROR();
634
635 glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
636 EXPECT_GL_NO_ERROR();
637
638 glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
639 glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
640 EXPECT_GL_NO_ERROR();
641 }
642 }
643
644 // Test enabling the GL_EXT_texture_storage extension
TEST_P(WebGLCompatibilityTest,EnableTextureStorage)645 TEST_P(WebGLCompatibilityTest, EnableTextureStorage)
646 {
647 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
648
649 GLTexture texture;
650 glBindTexture(GL_TEXTURE_2D, texture);
651
652 GLint result;
653 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
654 if (getClientMajorVersion() >= 3)
655 {
656 EXPECT_GL_NO_ERROR();
657 }
658 else
659 {
660 EXPECT_GL_ERROR(GL_INVALID_ENUM);
661 }
662
663 if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
664 {
665 glRequestExtensionANGLE("GL_EXT_texture_storage");
666 EXPECT_GL_NO_ERROR();
667 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
668
669 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
670 EXPECT_GL_NO_ERROR();
671
672 const GLenum alwaysAcceptableFormats[] = {
673 GL_ALPHA8_EXT,
674 GL_LUMINANCE8_EXT,
675 GL_LUMINANCE8_ALPHA8_EXT,
676 };
677 for (const auto &acceptableFormat : alwaysAcceptableFormats)
678 {
679 GLTexture localTexture;
680 glBindTexture(GL_TEXTURE_2D, localTexture);
681 glTexStorage2DEXT(GL_TEXTURE_2D, 1, acceptableFormat, 1, 1);
682 EXPECT_GL_NO_ERROR();
683 }
684 }
685 }
686
687 // Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest,EnableMapBufferExtensions)688 TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
689 {
690 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
691 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
692
693 // These extensions become core in in ES3/WebGL2.
694 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
695
696 GLBuffer buffer;
697 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
698 glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
699
700 glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
701 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
702
703 glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
704 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
705
706 GLint access = 0;
707 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
708 EXPECT_GL_ERROR(GL_INVALID_ENUM);
709
710 if (IsGLExtensionRequestable("GL_OES_mapbuffer"))
711 {
712 glRequestExtensionANGLE("GL_OES_mapbuffer");
713 EXPECT_GL_NO_ERROR();
714
715 glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
716 glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
717 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
718 EXPECT_GL_NO_ERROR();
719 }
720
721 if (IsGLExtensionRequestable("GL_EXT_map_buffer_range"))
722 {
723 glRequestExtensionANGLE("GL_EXT_map_buffer_range");
724 EXPECT_GL_NO_ERROR();
725
726 glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
727 glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
728 glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
729 EXPECT_GL_NO_ERROR();
730 }
731 }
732
733 // Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest,EnableRenderMipmapExtension)734 TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
735 {
736 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_fbo_render_mipmap"));
737
738 // This extensions become core in in ES3/WebGL2.
739 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
740
741 GLTexture texture;
742 glBindTexture(GL_TEXTURE_2D, texture);
743 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
744 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
745
746 GLFramebuffer fbo;
747 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
748 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
749 EXPECT_GL_NO_ERROR();
750
751 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
752 EXPECT_GL_ERROR(GL_INVALID_VALUE);
753
754 if (IsGLExtensionRequestable("GL_OES_fbo_render_mipmap"))
755 {
756 glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
757 EXPECT_GL_NO_ERROR();
758
759 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
760 EXPECT_GL_NO_ERROR();
761 }
762 }
763
764 // Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest,EnableBlendMinMaxExtension)765 TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
766 {
767 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_blend_minmax"));
768
769 // This extensions become core in in ES3/WebGL2.
770 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
771
772 glBlendEquation(GL_MIN);
773 EXPECT_GL_ERROR(GL_INVALID_ENUM);
774
775 glBlendEquation(GL_MAX);
776 EXPECT_GL_ERROR(GL_INVALID_ENUM);
777
778 if (IsGLExtensionRequestable("GL_EXT_blend_minmax"))
779 {
780 glRequestExtensionANGLE("GL_EXT_blend_minmax");
781 EXPECT_GL_NO_ERROR();
782
783 glBlendEquation(GL_MIN);
784 glBlendEquation(GL_MAX);
785 EXPECT_GL_NO_ERROR();
786 }
787 }
788
789 // Test enabling the query extensions
TEST_P(WebGLCompatibilityTest,EnableQueryExtensions)790 TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
791 {
792 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
793 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
794 EXPECT_FALSE(IsGLExtensionEnabled("GL_CHROMIUM_sync_query"));
795
796 // This extensions become core in in ES3/WebGL2.
797 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
798
799 GLQueryEXT badQuery;
800
801 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
802 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
803
804 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
805 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
806
807 glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
808 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
809
810 glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
811 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
812
813 glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
814 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
815
816 if (IsGLExtensionRequestable("GL_EXT_occlusion_query_boolean"))
817 {
818 glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
819 EXPECT_GL_NO_ERROR();
820
821 GLQueryEXT query;
822 glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
823 glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
824 EXPECT_GL_NO_ERROR();
825 }
826
827 if (IsGLExtensionRequestable("GL_EXT_disjoint_timer_query"))
828 {
829 glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
830 EXPECT_GL_NO_ERROR();
831
832 GLQueryEXT query1;
833 glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
834 glEndQueryEXT(GL_TIME_ELAPSED_EXT);
835 EXPECT_GL_NO_ERROR();
836
837 GLQueryEXT query2;
838 glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
839 EXPECT_GL_NO_ERROR();
840 }
841
842 if (IsGLExtensionRequestable("GL_CHROMIUM_sync_query"))
843 {
844 glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
845 EXPECT_GL_NO_ERROR();
846
847 GLQueryEXT query;
848 glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
849 glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
850 EXPECT_GL_NO_ERROR();
851 }
852 }
853
854 // Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferMultisampleExtension)855 TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
856 {
857 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample"));
858
859 // This extensions become core in in ES3/WebGL2.
860 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
861
862 GLint maxSamples = 0;
863 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
864 EXPECT_GL_ERROR(GL_INVALID_ENUM);
865
866 GLRenderbuffer renderbuffer;
867 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
868 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
869 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
870
871 if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_multisample"))
872 {
873 glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
874 EXPECT_GL_NO_ERROR();
875
876 glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
877 EXPECT_GL_NO_ERROR();
878
879 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
880 EXPECT_GL_NO_ERROR();
881 }
882 }
883
884 // Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionANGLE)885 TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionANGLE)
886 {
887 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
888
889 // This extensions become core in in ES3/WebGL2.
890 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
891
892 GLint divisor = 0;
893 glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
894 EXPECT_GL_ERROR(GL_INVALID_ENUM);
895
896 glVertexAttribDivisorANGLE(0, 1);
897 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
898
899 if (IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"))
900 {
901 glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
902 EXPECT_GL_NO_ERROR();
903
904 glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
905 glVertexAttribDivisorANGLE(0, 1);
906 EXPECT_GL_NO_ERROR();
907 }
908 }
909
910 // Test enabling the GL_EXT_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionEXT)911 TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionEXT)
912 {
913 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
914
915 // This extensions become core in in ES3/WebGL2.
916 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
917
918 GLint divisor = 0;
919 glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
920 EXPECT_GL_ERROR(GL_INVALID_ENUM);
921
922 glVertexAttribDivisorEXT(0, 1);
923 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
924
925 if (IsGLExtensionRequestable("GL_EXT_instanced_arrays"))
926 {
927 glRequestExtensionANGLE("GL_EXT_instanced_arrays");
928 EXPECT_GL_NO_ERROR();
929
930 glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
931 glVertexAttribDivisorEXT(0, 1);
932 EXPECT_GL_NO_ERROR();
933 }
934 }
935
936 // Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest,EnablePackReverseRowOrderExtension)937 TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
938 {
939 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_pack_reverse_row_order"));
940
941 GLint result = 0;
942 glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
943 EXPECT_GL_ERROR(GL_INVALID_ENUM);
944
945 glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
946 EXPECT_GL_ERROR(GL_INVALID_ENUM);
947
948 if (IsGLExtensionRequestable("GL_ANGLE_pack_reverse_row_order"))
949 {
950 glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
951 EXPECT_GL_NO_ERROR();
952
953 glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
954 glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
955 EXPECT_GL_NO_ERROR();
956 }
957 }
958
959 // Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackUnpackSubImageExtension)960 TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
961 {
962 EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
963
964 // This extensions become core in in ES3/WebGL2.
965 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
966
967 constexpr GLenum parameters[] = {
968 GL_UNPACK_ROW_LENGTH_EXT,
969 GL_UNPACK_SKIP_ROWS_EXT,
970 GL_UNPACK_SKIP_PIXELS_EXT,
971 };
972
973 for (GLenum param : parameters)
974 {
975 GLint resultI = 0;
976 glGetIntegerv(param, &resultI);
977 EXPECT_GL_ERROR(GL_INVALID_ENUM);
978
979 GLfloat resultF = 0.0f;
980 glGetFloatv(param, &resultF);
981 EXPECT_GL_ERROR(GL_INVALID_ENUM);
982
983 glPixelStorei(param, 0);
984 EXPECT_GL_ERROR(GL_INVALID_ENUM);
985 }
986
987 if (IsGLExtensionRequestable("GL_EXT_unpack_subimage"))
988 {
989 glRequestExtensionANGLE("GL_EXT_unpack_subimage");
990 EXPECT_GL_NO_ERROR();
991
992 for (GLenum param : parameters)
993 {
994 GLint resultI = 0;
995 glGetIntegerv(param, &resultI);
996
997 GLfloat resultF = 0.0f;
998 glGetFloatv(param, &resultF);
999
1000 glPixelStorei(param, 0);
1001
1002 EXPECT_GL_NO_ERROR();
1003 }
1004 }
1005 }
1006
TEST_P(WebGLCompatibilityTest,EnableTextureRectangle)1007 TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
1008 {
1009 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1010
1011 GLTexture texture;
1012 glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1013 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1014
1015 GLint minFilter = 0;
1016 glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
1017 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1018
1019 if (IsGLExtensionRequestable("GL_ANGLE_texture_rectangle"))
1020 {
1021 glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
1022 EXPECT_GL_NO_ERROR();
1023
1024 EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1025
1026 glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1027 EXPECT_GL_NO_ERROR();
1028
1029 glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1030 nullptr);
1031 EXPECT_GL_NO_ERROR();
1032
1033 glDisableExtensionANGLE("GL_ANGLE_texture_rectangle");
1034 EXPECT_GL_NO_ERROR();
1035
1036 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1037
1038 glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1039 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1040 }
1041 }
1042
1043 // Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackPackSubImageExtension)1044 TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
1045 {
1046 EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pack_subimage"));
1047
1048 // This extensions become core in in ES3/WebGL2.
1049 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1050
1051 constexpr GLenum parameters[] = {
1052 GL_PACK_ROW_LENGTH,
1053 GL_PACK_SKIP_ROWS,
1054 GL_PACK_SKIP_PIXELS,
1055 };
1056
1057 for (GLenum param : parameters)
1058 {
1059 GLint resultI = 0;
1060 glGetIntegerv(param, &resultI);
1061 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1062
1063 GLfloat resultF = 0.0f;
1064 glGetFloatv(param, &resultF);
1065 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1066
1067 glPixelStorei(param, 0);
1068 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1069 }
1070
1071 if (IsGLExtensionRequestable("GL_NV_pack_subimage"))
1072 {
1073 glRequestExtensionANGLE("GL_NV_pack_subimage");
1074 EXPECT_GL_NO_ERROR();
1075
1076 for (GLenum param : parameters)
1077 {
1078 GLint resultI = 0;
1079 glGetIntegerv(param, &resultI);
1080
1081 GLfloat resultF = 0.0f;
1082 glGetFloatv(param, &resultF);
1083
1084 glPixelStorei(param, 0);
1085
1086 EXPECT_GL_NO_ERROR();
1087 }
1088 }
1089 }
1090
TEST_P(WebGLCompatibilityTest,EnableRGB8RGBA8Extension)1091 TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
1092 {
1093 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1094
1095 // This extensions become core in in ES3/WebGL2.
1096 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1097
1098 GLRenderbuffer renderbuffer;
1099 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1100 EXPECT_GL_NO_ERROR();
1101
1102 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1103 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1104
1105 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1106 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1107
1108 if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
1109 {
1110 glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
1111 EXPECT_GL_NO_ERROR();
1112
1113 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1114
1115 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1116 EXPECT_GL_NO_ERROR();
1117
1118 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1119 EXPECT_GL_NO_ERROR();
1120 }
1121 }
1122
1123 // Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferBlitExtension)1124 TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
1125 {
1126 EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
1127
1128 // This extensions become core in in ES3/WebGL2.
1129 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1130
1131 GLFramebuffer fbo;
1132
1133 glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1134 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1135
1136 GLint result;
1137 glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1138 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1139
1140 glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1141 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1142
1143 if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_blit"))
1144 {
1145 glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
1146 EXPECT_GL_NO_ERROR();
1147
1148 glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1149 glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1150 EXPECT_GL_NO_ERROR();
1151 }
1152 }
1153
1154 // Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest,EnableProgramBinaryExtension)1155 TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
1156 {
1157 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_get_program_binary"));
1158
1159 // This extensions become core in in ES3/WebGL2.
1160 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1161
1162 GLint result = 0;
1163 GLint numBinaryFormats = 0;
1164 glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1165 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1166
1167 glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1168 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1169
1170 constexpr char kVS[] =
1171 R"(void main()
1172 {
1173 gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
1174 })";
1175 constexpr char kFS[] =
1176 R"(precision highp float;
1177 void main()
1178 {
1179 gl_FragColor = vec4(1.0);
1180 })";
1181 ANGLE_GL_PROGRAM(program, kVS, kFS);
1182
1183 glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
1184 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1185
1186 uint8_t tempArray[512];
1187 GLenum tempFormat = 0;
1188 GLsizei tempLength = 0;
1189 glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
1190 &tempFormat, tempArray);
1191 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1192
1193 if (IsGLExtensionRequestable("GL_OES_get_program_binary"))
1194 {
1195 glRequestExtensionANGLE("GL_OES_get_program_binary");
1196 EXPECT_GL_NO_ERROR();
1197
1198 glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1199 // No use to test further if no binary formats are supported
1200 ANGLE_SKIP_TEST_IF(numBinaryFormats < 1);
1201
1202 glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1203 EXPECT_GL_NO_ERROR();
1204
1205 GLint binaryLength = 0;
1206 glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
1207 EXPECT_GL_NO_ERROR();
1208
1209 GLenum binaryFormat;
1210 GLsizei writeLength = 0;
1211 std::vector<uint8_t> binary(binaryLength);
1212 glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
1213 EXPECT_GL_NO_ERROR();
1214
1215 glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
1216 EXPECT_GL_NO_ERROR();
1217 }
1218 }
1219
1220 // Test enabling the GL_OES_vertex_array_object extension
TEST_P(WebGLCompatibilityTest,EnableVertexArrayExtension)1221 TEST_P(WebGLCompatibilityTest, EnableVertexArrayExtension)
1222 {
1223 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1224
1225 // This extensions become core in in ES3/WebGL2.
1226 ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1227
1228 GLint result = 0;
1229 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1230 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1231
1232 // Expect that GL_OES_vertex_array_object is always available. It is implemented in the GL
1233 // frontend.
1234 EXPECT_TRUE(IsGLExtensionRequestable("GL_OES_vertex_array_object"));
1235
1236 glRequestExtensionANGLE("GL_OES_vertex_array_object");
1237 EXPECT_GL_NO_ERROR();
1238
1239 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1240
1241 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1242 EXPECT_GL_NO_ERROR();
1243
1244 GLuint vao = 0;
1245 glGenVertexArraysOES(0, &vao);
1246 EXPECT_GL_NO_ERROR();
1247
1248 glBindVertexArrayOES(vao);
1249 EXPECT_GL_NO_ERROR();
1250
1251 glDeleteVertexArraysOES(1, &vao);
1252 EXPECT_GL_NO_ERROR();
1253 }
1254
1255 // Verify that the context generates the correct error when the framebuffer attachments are
1256 // different sizes
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentSizeMismatch)1257 TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
1258 {
1259 GLFramebuffer fbo;
1260 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1261
1262 GLTexture textures[2];
1263 glBindTexture(GL_TEXTURE_2D, textures[0]);
1264 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1265 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
1266
1267 ASSERT_GL_NO_ERROR();
1268 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1269
1270 GLRenderbuffer renderbuffer;
1271 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1272 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
1273 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
1274
1275 ASSERT_GL_NO_ERROR();
1276 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1277 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1278
1279 if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
1280 {
1281 glRequestExtensionANGLE("GL_EXT_draw_buffers");
1282 EXPECT_GL_NO_ERROR();
1283 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
1284
1285 glBindTexture(GL_TEXTURE_2D, textures[1]);
1286 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1287 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
1288 ASSERT_GL_NO_ERROR();
1289
1290 ASSERT_GL_NO_ERROR();
1291 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1292 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1293
1294 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1295
1296 ASSERT_GL_NO_ERROR();
1297 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1298
1299 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1300
1301 ASSERT_GL_NO_ERROR();
1302 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1303 glCheckFramebufferStatus(GL_FRAMEBUFFER));
1304 }
1305 }
1306
1307 // Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBuffer)1308 TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
1309 {
1310 constexpr char kVS[] =
1311 R"(attribute vec3 a_pos;
1312 void main()
1313 {
1314 gl_Position = vec4(a_pos, 1.0);
1315 })";
1316
1317 constexpr char kFS[] =
1318 R"(precision highp float;
1319 void main()
1320 {
1321 gl_FragColor = vec4(1.0);
1322 })";
1323
1324 ANGLE_GL_PROGRAM(program, kVS, kFS);
1325
1326 GLint posLocation = glGetAttribLocation(program, "a_pos");
1327 ASSERT_NE(-1, posLocation);
1328 glUseProgram(program);
1329
1330 const auto &vertices = GetQuadVertices();
1331 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1332 glEnableVertexAttribArray(posLocation);
1333
1334 ASSERT_GL_NO_ERROR();
1335 glDrawArrays(GL_TRIANGLES, 0, 6);
1336 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1337 }
1338
1339 // Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideElementBuffer)1340 TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
1341 {
1342 constexpr char kVS[] =
1343 R"(attribute vec3 a_pos;
1344 void main()
1345 {
1346 gl_Position = vec4(a_pos, 1.0);
1347 })";
1348
1349 constexpr char kFS[] =
1350 R"(precision highp float;
1351 void main()
1352 {
1353 gl_FragColor = vec4(1.0);
1354 })";
1355
1356 ANGLE_GL_PROGRAM(program, kVS, kFS);
1357
1358 GLint posLocation = glGetAttribLocation(program, "a_pos");
1359 ASSERT_NE(-1, posLocation);
1360 glUseProgram(program);
1361
1362 const auto &vertices = GetQuadVertices();
1363
1364 GLBuffer vertexBuffer;
1365 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1366 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
1367 GL_STATIC_DRAW);
1368
1369 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
1370 glEnableVertexAttribArray(posLocation);
1371
1372 ASSERT_GL_NO_ERROR();
1373
1374 // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
1375 // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
1376 // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
1377 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(intptr_t(1)));
1378 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1379 }
1380
1381 // Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBufferEvenNotUsedOnes)1382 TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
1383 {
1384 constexpr char kVS[] =
1385 R"(void main()
1386 {
1387 gl_Position = vec4(1.0);
1388 })";
1389
1390 constexpr char kFS[] =
1391 R"(precision highp float;
1392 void main()
1393 {
1394 gl_FragColor = vec4(1.0);
1395 })";
1396
1397 ANGLE_GL_PROGRAM(program, kVS, kFS);
1398
1399 glUseProgram(program);
1400
1401 const auto &vertices = GetQuadVertices();
1402 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1403 glEnableVertexAttribArray(0);
1404
1405 ASSERT_GL_NO_ERROR();
1406 glDrawArrays(GL_TRIANGLES, 0, 6);
1407 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1408 }
1409
1410 // Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest,NullPixelDataForSubImage)1411 TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
1412 {
1413 // glTexSubImage2D
1414 {
1415 GLTexture texture;
1416 glBindTexture(GL_TEXTURE_2D, texture);
1417
1418 // TexImage with null data - OK
1419 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1420 EXPECT_GL_NO_ERROR();
1421
1422 // TexSubImage with zero size and null data - OK
1423 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1424 EXPECT_GL_NO_ERROR();
1425
1426 // TexSubImage with non-zero size and null data - Invalid value
1427 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1428 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1429 }
1430
1431 // glTexSubImage3D
1432 if (getClientMajorVersion() >= 3)
1433 {
1434 GLTexture texture;
1435 glBindTexture(GL_TEXTURE_3D, texture);
1436
1437 // TexImage with null data - OK
1438 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1439 EXPECT_GL_NO_ERROR();
1440
1441 // TexSubImage with zero size and null data - OK
1442 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1443 EXPECT_GL_NO_ERROR();
1444
1445 // TexSubImage with non-zero size and null data - Invalid value
1446 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1447 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1448 }
1449 }
1450
1451 // Tests the WebGL requirement of having the same stencil mask, writemask and ref for front and back
1452 // (when stencil testing is enabled)
TestDifferentStencilMaskAndRef(GLenum errIfMismatch)1453 void WebGLCompatibilityTest::TestDifferentStencilMaskAndRef(GLenum errIfMismatch)
1454 {
1455 // Run the test in an FBO to make sure we have some stencil bits.
1456 GLRenderbuffer renderbuffer;
1457 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1458 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
1459
1460 GLFramebuffer framebuffer;
1461 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1462 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1463 renderbuffer);
1464
1465 ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
1466 "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
1467 glUseProgram(program);
1468 ASSERT_GL_NO_ERROR();
1469
1470 // Having ref and mask the same for front and back is valid.
1471 glStencilMask(255);
1472 glStencilFunc(GL_ALWAYS, 0, 255);
1473 glDrawArrays(GL_TRIANGLES, 0, 6);
1474 ASSERT_GL_NO_ERROR();
1475
1476 // Having a different front - back write mask generates an error.
1477 glStencilMaskSeparate(GL_FRONT, 1);
1478 glDrawArrays(GL_TRIANGLES, 0, 6);
1479 EXPECT_GL_ERROR(errIfMismatch);
1480
1481 // Setting both write masks separately to the same value is valid.
1482 glStencilMaskSeparate(GL_BACK, 1);
1483 glDrawArrays(GL_TRIANGLES, 0, 6);
1484 ASSERT_GL_NO_ERROR();
1485
1486 // Having a different stencil front - back mask generates an error
1487 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
1488 glDrawArrays(GL_TRIANGLES, 0, 6);
1489 EXPECT_GL_ERROR(errIfMismatch);
1490
1491 // Setting both masks separately to the same value is valid.
1492 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
1493 glDrawArrays(GL_TRIANGLES, 0, 6);
1494 ASSERT_GL_NO_ERROR();
1495
1496 // Having a different stencil front - back reference generates an error
1497 glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
1498 glDrawArrays(GL_TRIANGLES, 0, 6);
1499 EXPECT_GL_ERROR(errIfMismatch);
1500
1501 // Setting both references separately to the same value is valid.
1502 glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
1503 glDrawArrays(GL_TRIANGLES, 0, 6);
1504 ASSERT_GL_NO_ERROR();
1505
1506 // Using different stencil funcs, everything being equal is valid.
1507 glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
1508 glDrawArrays(GL_TRIANGLES, 0, 6);
1509 ASSERT_GL_NO_ERROR();
1510 }
1511
TEST_P(WebGLCompatibilityTest,StencilTestEnabledDisallowsDifferentStencilMaskAndRef)1512 TEST_P(WebGLCompatibilityTest, StencilTestEnabledDisallowsDifferentStencilMaskAndRef)
1513 {
1514 glEnable(GL_STENCIL_TEST);
1515 TestDifferentStencilMaskAndRef(GL_INVALID_OPERATION);
1516 }
1517
TEST_P(WebGLCompatibilityTest,StencilTestDisabledAllowsDifferentStencilMaskAndRef)1518 TEST_P(WebGLCompatibilityTest, StencilTestDisabledAllowsDifferentStencilMaskAndRef)
1519 {
1520 glDisable(GL_STENCIL_TEST);
1521 TestDifferentStencilMaskAndRef(GL_NO_ERROR);
1522 }
1523
1524 // Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest,ForbidsGLFixed)1525 TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
1526 {
1527 GLBuffer buffer;
1528 glBindBuffer(GL_ARRAY_BUFFER, buffer);
1529 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1530
1531 glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
1532 ASSERT_GL_NO_ERROR();
1533
1534 glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
1535 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1536 }
1537
1538 // Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest,MaxStride)1539 TEST_P(WebGLCompatibilityTest, MaxStride)
1540 {
1541 GLBuffer buffer;
1542 glBindBuffer(GL_ARRAY_BUFFER, buffer);
1543 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
1544
1545 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
1546 ASSERT_GL_NO_ERROR();
1547
1548 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
1549 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1550 }
1551
1552 // Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsNonInstanced)1553 TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
1554 {
1555 constexpr char kVS[] =
1556 R"(attribute float a_pos;
1557 void main()
1558 {
1559 gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1560 })";
1561
1562 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1563 GLint posLocation = glGetAttribLocation(program, "a_pos");
1564 ASSERT_NE(-1, posLocation);
1565 glUseProgram(program);
1566
1567 GLBuffer buffer;
1568 glBindBuffer(GL_ARRAY_BUFFER, buffer);
1569 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1570
1571 glEnableVertexAttribArray(posLocation);
1572
1573 // Test touching the last element is valid.
1574 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1575 reinterpret_cast<const void *>(12));
1576 glDrawArrays(GL_POINTS, 0, 4);
1577 ASSERT_GL_NO_ERROR();
1578
1579 // Test touching the last element + 1 is invalid.
1580 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1581 reinterpret_cast<const void *>(13));
1582 glDrawArrays(GL_POINTS, 0, 4);
1583 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1584
1585 // Test touching the last element is valid, using a stride.
1586 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1587 reinterpret_cast<const void *>(9));
1588 glDrawArrays(GL_POINTS, 0, 4);
1589 ASSERT_GL_NO_ERROR();
1590
1591 // Test touching the last element + 1 is invalid, using a stride.
1592 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1593 reinterpret_cast<const void *>(10));
1594 glDrawArrays(GL_POINTS, 0, 4);
1595 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1596
1597 // Test any offset is valid if no vertices are drawn.
1598 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1599 reinterpret_cast<const void *>(32));
1600 glDrawArrays(GL_POINTS, 0, 0);
1601 ASSERT_GL_NO_ERROR();
1602
1603 // Test a case of overflow that could give a max vertex that's negative
1604 constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
1605 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1606 glDrawArrays(GL_POINTS, kIntMax, kIntMax);
1607 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1608 }
1609
1610 // Test that index values outside of the 32-bit integer range do not read out of bounds
TEST_P(WebGLCompatibilityTest,LargeIndexRange)1611 TEST_P(WebGLCompatibilityTest, LargeIndexRange)
1612 {
1613 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_element_index_uint"));
1614
1615 constexpr char kVS[] =
1616 R"(attribute vec4 a_Position;
1617 void main()
1618 {
1619 gl_Position = a_Position;
1620 })";
1621
1622 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1623 glUseProgram(program);
1624
1625 glEnableVertexAttribArray(glGetAttribLocation(program, "a_Position"));
1626
1627 constexpr float kVertexData[] = {
1628 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1629 };
1630
1631 GLBuffer vertexBuffer;
1632 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1633 glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STREAM_DRAW);
1634
1635 constexpr GLuint kMaxIntAsGLuint = static_cast<GLuint>(std::numeric_limits<GLint>::max());
1636 constexpr GLuint kIndexData[] = {
1637 kMaxIntAsGLuint,
1638 kMaxIntAsGLuint + 1,
1639 kMaxIntAsGLuint + 2,
1640 kMaxIntAsGLuint + 3,
1641 };
1642
1643 GLBuffer indexBuffer;
1644 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBuffer);
1645 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData, GL_DYNAMIC_DRAW);
1646
1647 EXPECT_GL_NO_ERROR();
1648
1649 // First index is representable as 32-bit int but second is not
1650 glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, 0);
1651 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1652
1653 // Neither index is representable as 32-bit int
1654 glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, reinterpret_cast<void *>(sizeof(GLuint) * 2));
1655 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1656 }
1657
1658 // Test for drawing with a null index buffer
TEST_P(WebGLCompatibilityTest,NullIndexBuffer)1659 TEST_P(WebGLCompatibilityTest, NullIndexBuffer)
1660 {
1661 constexpr char kVS[] =
1662 R"(attribute float a_pos;
1663 void main()
1664 {
1665 gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1666 })";
1667
1668 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1669 glUseProgram(program);
1670
1671 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1672 glEnableVertexAttribArray(0);
1673
1674 glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, 0);
1675 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1676 }
1677
1678 // Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest,DrawArraysBufferOutOfBoundsInstanced)1679 TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
1680 {
1681 constexpr char kVS[] =
1682 R"(attribute float a_pos;
1683 attribute float a_w;
1684 void main()
1685 {
1686 gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1687 })";
1688
1689 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1690 GLint posLocation = glGetAttribLocation(program, "a_pos");
1691 GLint wLocation = glGetAttribLocation(program, "a_w");
1692 ASSERT_NE(-1, posLocation);
1693 ASSERT_NE(-1, wLocation);
1694 glUseProgram(program);
1695
1696 GLBuffer buffer;
1697 glBindBuffer(GL_ARRAY_BUFFER, buffer);
1698 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1699
1700 glEnableVertexAttribArray(posLocation);
1701 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1702 glVertexAttribDivisor(posLocation, 0);
1703
1704 glEnableVertexAttribArray(wLocation);
1705 glVertexAttribDivisor(wLocation, 1);
1706
1707 // Test touching the last element is valid.
1708 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1709 reinterpret_cast<const void *>(12));
1710 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1711 ASSERT_GL_NO_ERROR();
1712
1713 // Test touching the last element + 1 is invalid.
1714 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1715 reinterpret_cast<const void *>(13));
1716 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1717 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1718
1719 // Test touching the last element is valid, using a stride.
1720 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1721 reinterpret_cast<const void *>(9));
1722 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1723 ASSERT_GL_NO_ERROR();
1724
1725 // Test touching the last element + 1 is invalid, using a stride.
1726 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1727 reinterpret_cast<const void *>(10));
1728 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1729 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1730
1731 // Test any offset is valid if no vertices are drawn.
1732 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1733 reinterpret_cast<const void *>(32));
1734 glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
1735 ASSERT_GL_NO_ERROR();
1736
1737 // Test any offset is valid if no primitives are drawn.
1738 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1739 reinterpret_cast<const void *>(32));
1740 glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
1741 ASSERT_GL_NO_ERROR();
1742 }
1743
1744 // Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsInstancedANGLE)1745 TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
1746 {
1747 ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"));
1748 glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
1749 EXPECT_GL_NO_ERROR();
1750
1751 constexpr char kVS[] =
1752 R"(attribute float a_pos;
1753 attribute float a_w;
1754 void main()
1755 {
1756 gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1757 })";
1758
1759 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1760 GLint posLocation = glGetAttribLocation(program, "a_pos");
1761 GLint wLocation = glGetAttribLocation(program, "a_w");
1762 ASSERT_NE(-1, posLocation);
1763 ASSERT_NE(-1, wLocation);
1764 glUseProgram(program);
1765
1766 GLBuffer buffer;
1767 glBindBuffer(GL_ARRAY_BUFFER, buffer);
1768 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1769
1770 glEnableVertexAttribArray(posLocation);
1771 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1772 glVertexAttribDivisorANGLE(posLocation, 0);
1773
1774 glEnableVertexAttribArray(wLocation);
1775 glVertexAttribDivisorANGLE(wLocation, 1);
1776
1777 // Test touching the last element is valid.
1778 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1779 reinterpret_cast<const void *>(12));
1780 glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1781 ASSERT_GL_NO_ERROR() << "touching the last element.";
1782
1783 // Test touching the last element + 1 is invalid.
1784 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1785 reinterpret_cast<const void *>(13));
1786 glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1787 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1.";
1788
1789 // Test touching the last element is valid, using a stride.
1790 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1791 reinterpret_cast<const void *>(9));
1792 glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1793 ASSERT_GL_NO_ERROR() << "touching the last element using a stride.";
1794
1795 // Test touching the last element + 1 is invalid, using a stride.
1796 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2,
1797 reinterpret_cast<const void *>(10));
1798 glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1799 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1 using a stride.";
1800
1801 // Test any offset is valid if no vertices are drawn.
1802 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1803 reinterpret_cast<const void *>(32));
1804 glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
1805 ASSERT_GL_NO_ERROR() << "any offset with no vertices.";
1806
1807 // Test any offset is valid if no primitives are drawn.
1808 glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0,
1809 reinterpret_cast<const void *>(32));
1810 glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
1811 ASSERT_GL_NO_ERROR() << "any offset with primitives.";
1812 }
1813
1814 // Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInIndexBuffer)1815 TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
1816 {
1817 constexpr char kVS[] =
1818 R"(attribute float a_pos;
1819 void main()
1820 {
1821 gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1822 })";
1823
1824 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1825 GLint posLocation = glGetAttribLocation(program, "a_pos");
1826 ASSERT_NE(-1, posLocation);
1827 glUseProgram(program);
1828
1829 GLBuffer vertexBuffer;
1830 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1831 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1832
1833 glEnableVertexAttribArray(posLocation);
1834 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1835
1836 const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
1837
1838 GLBuffer indexBuffer;
1839 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1840 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
1841 ASSERT_GL_NO_ERROR();
1842
1843 // Test touching the last index is valid
1844 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(4));
1845 ASSERT_GL_NO_ERROR();
1846
1847 // Test touching the last + 1 element is invalid
1848 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(5));
1849 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1850
1851 // Test any offset if valid if count is zero
1852 glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(42));
1853 ASSERT_GL_NO_ERROR();
1854
1855 // Test touching the first index is valid
1856 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(4));
1857 ASSERT_GL_NO_ERROR();
1858
1859 // Test touching the first - 1 index is invalid
1860 // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
1861 // the historic behavior of WebGL implementations
1862 glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE,
1863 reinterpret_cast<const void *>(static_cast<ptrdiff_t>(0) - 1));
1864 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1865 }
1866
1867 // Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInVertexBuffer)1868 TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
1869 {
1870 constexpr char kVS[] =
1871 R"(attribute float a_pos;
1872 void main()
1873 {
1874 gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1875 })";
1876
1877 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1878 GLint posLocation = glGetAttribLocation(program, "a_pos");
1879 ASSERT_NE(-1, posLocation);
1880 glUseProgram(program);
1881
1882 GLBuffer vertexBuffer;
1883 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1884 glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
1885
1886 glEnableVertexAttribArray(posLocation);
1887 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1888
1889 const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
1890
1891 GLBuffer indexBuffer;
1892 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1893 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
1894 ASSERT_GL_NO_ERROR();
1895
1896 // Test touching the end of the vertex buffer is valid
1897 glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(7));
1898 ASSERT_GL_NO_ERROR();
1899
1900 // Test touching just after the end of the vertex buffer is invalid
1901 glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(8));
1902 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1903
1904 // Test touching the whole vertex buffer is valid
1905 glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, nullptr);
1906 ASSERT_GL_NO_ERROR();
1907
1908 // Test an index that would be negative
1909 glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(9));
1910 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1911 }
1912
1913 // Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest,DepthRange)1914 TEST_P(WebGLCompatibilityTest, DepthRange)
1915 {
1916 glDepthRangef(0, 1);
1917 ASSERT_GL_NO_ERROR();
1918
1919 glDepthRangef(.5, .5);
1920 ASSERT_GL_NO_ERROR();
1921
1922 glDepthRangef(1, 0);
1923 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1924 }
1925
1926 // Test all blend function combinations.
1927 // In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest,BlendWithConstantColor)1928 TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
1929 {
1930 constexpr GLenum srcFunc[] = {
1931 GL_ZERO,
1932 GL_ONE,
1933 GL_SRC_COLOR,
1934 GL_ONE_MINUS_SRC_COLOR,
1935 GL_DST_COLOR,
1936 GL_ONE_MINUS_DST_COLOR,
1937 GL_SRC_ALPHA,
1938 GL_ONE_MINUS_SRC_ALPHA,
1939 GL_DST_ALPHA,
1940 GL_ONE_MINUS_DST_ALPHA,
1941 GL_CONSTANT_COLOR,
1942 GL_ONE_MINUS_CONSTANT_COLOR,
1943 GL_CONSTANT_ALPHA,
1944 GL_ONE_MINUS_CONSTANT_ALPHA,
1945 GL_SRC_ALPHA_SATURATE,
1946 };
1947
1948 constexpr GLenum dstFunc[] = {
1949 GL_ZERO, GL_ONE,
1950 GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
1951 GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
1952 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
1953 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
1954 GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
1955 GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
1956 };
1957
1958 for (GLenum src : srcFunc)
1959 {
1960 for (GLenum dst : dstFunc)
1961 {
1962 glBlendFunc(src, dst);
1963 CheckBlendFunctions(src, dst);
1964 glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
1965 CheckBlendFunctions(src, dst);
1966 }
1967 }
1968
1969 // Ensure the same semantics for indexed blendFunc
1970 if (IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"))
1971 {
1972 glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1973 EXPECT_GL_NO_ERROR();
1974 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1975
1976 for (GLenum src : srcFunc)
1977 {
1978 for (GLenum dst : dstFunc)
1979 {
1980 glBlendFunciOES(0, src, dst);
1981 CheckBlendFunctions(src, dst);
1982 glBlendFuncSeparateiOES(0, src, dst, GL_ONE, GL_ONE);
1983 CheckBlendFunctions(src, dst);
1984 }
1985 }
1986 }
1987 }
1988
1989 // Test draw state validation and invalidation wrt indexed blendFunc.
TEST_P(WebGLCompatibilityTest,IndexedBlendWithConstantColorInvalidation)1990 TEST_P(WebGLCompatibilityTest, IndexedBlendWithConstantColorInvalidation)
1991 {
1992 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
1993 ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
1994
1995 glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1996 EXPECT_GL_NO_ERROR();
1997 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1998
1999 constexpr char kVS[] =
2000 R"(#version 300 es
2001 void main()
2002 {
2003 gl_PointSize = 1.0;
2004 gl_Position = vec4(0, 0, 0, 1);
2005 })";
2006
2007 constexpr char kFS[] =
2008 R"(#version 300 es
2009 precision lowp float;
2010 layout(location = 0) out vec4 o_color0;
2011 layout(location = 1) out vec4 o_color1;
2012 void main()
2013 {
2014 o_color0 = vec4(1, 0, 0, 1);
2015 o_color1 = vec4(0, 1, 0, 1);
2016 })";
2017
2018 ANGLE_GL_PROGRAM(program, kVS, kFS);
2019 glUseProgram(program);
2020
2021 glDisable(GL_BLEND);
2022 glEnableiOES(GL_BLEND, 0);
2023 glEnableiOES(GL_BLEND, 1);
2024
2025 GLTexture texture1;
2026 glBindTexture(GL_TEXTURE_2D, texture1);
2027 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2028 EXPECT_GL_NO_ERROR();
2029
2030 GLTexture texture2;
2031 glBindTexture(GL_TEXTURE_2D, texture2);
2032 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2033 EXPECT_GL_NO_ERROR();
2034
2035 GLFramebuffer fbo;
2036 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2037 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
2038 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2039 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2040
2041 GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
2042 glDrawBuffers(2, drawbuffers);
2043
2044 glDrawArrays(GL_POINTS, 0, 1);
2045 EXPECT_GL_NO_ERROR();
2046
2047 // Force-invalidate draw call
2048 glBlendFuncSeparateiOES(0, GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, GL_CONSTANT_ALPHA,
2049 GL_CONSTANT_ALPHA);
2050 EXPECT_GL_NO_ERROR();
2051
2052 glBlendFuncSeparateiOES(1, GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA, GL_CONSTANT_COLOR,
2053 GL_CONSTANT_COLOR);
2054 EXPECT_GL_NO_ERROR();
2055
2056 glDrawArrays(GL_POINTS, 0, 1);
2057 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2058 }
2059
2060 // Test getIndexedParameter wrt GL_OES_draw_buffers_indexed.
TEST_P(WebGLCompatibilityTest,DrawBuffersIndexedGetIndexedParameter)2061 TEST_P(WebGLCompatibilityTest, DrawBuffersIndexedGetIndexedParameter)
2062 {
2063 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
2064 ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
2065
2066 GLint value;
2067 GLint data[4];
2068
2069 glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2070 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2071 glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2072 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2073 glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2074 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2075 glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2076 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2077 glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2078 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2079 glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2080 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2081 glGetIntegeri_v(GL_COLOR_WRITEMASK, 0, data);
2082 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2083
2084 glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
2085 EXPECT_GL_NO_ERROR();
2086 EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
2087
2088 glDisable(GL_BLEND);
2089 glEnableiOES(GL_BLEND, 0);
2090 glBlendEquationSeparateiOES(0, GL_FUNC_ADD, GL_FUNC_SUBTRACT);
2091 glBlendFuncSeparateiOES(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ZERO);
2092 glColorMaskiOES(0, true, false, true, false);
2093 EXPECT_GL_NO_ERROR();
2094
2095 EXPECT_EQ(true, glIsEnablediOES(GL_BLEND, 0));
2096 EXPECT_GL_NO_ERROR();
2097 glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2098 EXPECT_GL_NO_ERROR();
2099 EXPECT_EQ(GL_FUNC_ADD, value);
2100 glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2101 EXPECT_GL_NO_ERROR();
2102 EXPECT_EQ(GL_FUNC_SUBTRACT, value);
2103 glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2104 EXPECT_GL_NO_ERROR();
2105 EXPECT_EQ(GL_SRC_ALPHA, value);
2106 glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2107 EXPECT_GL_NO_ERROR();
2108 EXPECT_EQ(GL_ZERO, value);
2109 glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2110 EXPECT_GL_NO_ERROR();
2111 EXPECT_EQ(GL_ONE_MINUS_SRC_ALPHA, value);
2112 glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2113 EXPECT_GL_NO_ERROR();
2114 EXPECT_EQ(GL_ZERO, value);
2115 glGetIntegeri_v(GL_COLOR_WRITEMASK, 0, data);
2116 EXPECT_GL_NO_ERROR();
2117 EXPECT_EQ(true, data[0]);
2118 EXPECT_EQ(false, data[1]);
2119 EXPECT_EQ(true, data[2]);
2120 EXPECT_EQ(false, data[3]);
2121 }
2122
2123 // Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest,InvalidAttributeAndUniformNames)2124 TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
2125 {
2126 const std::string validAttribName =
2127 "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
2128 const std::string validUniformName =
2129 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
2130 std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
2131 if (getClientMajorVersion() < 3)
2132 {
2133 invalidSet.push_back('\\');
2134 }
2135
2136 std::string vert = "attribute float ";
2137 vert += validAttribName;
2138 vert +=
2139 R"(;
2140 void main()
2141 {
2142 gl_Position = vec4(1.0);
2143 })";
2144
2145 std::string frag =
2146 R"(precision highp float;
2147 uniform vec4 )";
2148 frag += validUniformName;
2149 // Insert illegal characters into comments
2150 frag +=
2151 R"(;
2152 // $ \" @ /*
2153 void main()
2154 {/*
2155 ` @ $
2156 */gl_FragColor = vec4(1.0);
2157 })";
2158
2159 ANGLE_GL_PROGRAM(program, vert.c_str(), frag.c_str());
2160 EXPECT_GL_NO_ERROR();
2161
2162 for (char invalidChar : invalidSet)
2163 {
2164 std::string invalidName = validAttribName + invalidChar;
2165 glGetAttribLocation(program, invalidName.c_str());
2166 EXPECT_GL_ERROR(GL_INVALID_VALUE)
2167 << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2168
2169 glBindAttribLocation(program, 0, invalidName.c_str());
2170 EXPECT_GL_ERROR(GL_INVALID_VALUE)
2171 << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2172 }
2173
2174 for (char invalidChar : invalidSet)
2175 {
2176 std::string invalidName = validUniformName + invalidChar;
2177 glGetUniformLocation(program, invalidName.c_str());
2178 EXPECT_GL_ERROR(GL_INVALID_VALUE)
2179 << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2180 }
2181
2182 for (char invalidChar : invalidSet)
2183 {
2184 std::string invalidAttribName = validAttribName + invalidChar;
2185 std::string invalidVert = "attribute float ";
2186 invalidVert += invalidAttribName;
2187 invalidVert += R"(;,
2188 void main(),
2189 {,
2190 gl_Position = vec4(1.0);,
2191 })";
2192 GLuint program_number = CompileProgram(invalidVert.c_str(), essl1_shaders::fs::Red());
2193 EXPECT_EQ(0u, program_number);
2194 }
2195 }
2196
2197 // Test that line continuation is handled correctly when validating shader source
TEST_P(WebGLCompatibilityTest,ShaderSourceLineContinuation)2198 TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
2199 {
2200 // With recent changes to WebGL's shader source validation in
2201 // https://github.com/KhronosGroup/WebGL/pull/3206 and follow-ons,
2202 // the backslash character can be used in both WebGL 1.0 and 2.0
2203 // contexts.
2204
2205 const char *validVert =
2206 R"(#define foo this \
2207 is a test
2208 precision mediump float;
2209 void main()
2210 {
2211 gl_Position = vec4(1.0);
2212 })";
2213
2214 GLuint program = CompileProgram(validVert, essl1_shaders::fs::Red());
2215 EXPECT_NE(0u, program);
2216 glDeleteProgram(program);
2217 }
2218
2219 // Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest,ShaderSourceLineContinuation)2220 TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
2221 {
2222 const char *validVert =
2223 R"(#version 300 es
2224 precision mediump float;
2225
2226 void main ()
2227 {
2228 float f\
2229 oo = 1.0;
2230 gl_Position = vec4(foo);
2231 })";
2232
2233 const char *invalidVert =
2234 R"(#version 300 es
2235 precision mediump float;
2236
2237 void main ()
2238 {
2239 float f\$
2240 oo = 1.0;
2241 gl_Position = vec4(foo);
2242 })";
2243
2244 GLuint program = CompileProgram(validVert, essl3_shaders::fs::Red());
2245 EXPECT_NE(0u, program);
2246 glDeleteProgram(program);
2247
2248 program = CompileProgram(invalidVert, essl3_shaders::fs::Red());
2249 EXPECT_EQ(0u, program);
2250 }
2251
2252 // Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest,BindAttribLocationLimitation)2253 TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
2254 {
2255 constexpr int maxLocStringLength = 256;
2256 const std::string tooLongString(maxLocStringLength + 1, '_');
2257
2258 glBindAttribLocation(0, 0, "_webgl_var");
2259
2260 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2261
2262 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
2263
2264 EXPECT_GL_ERROR(GL_INVALID_VALUE);
2265 }
2266
2267 // Tests getAttribLocation for reserved prefixes
TEST_P(WebGLCompatibilityTest,GetAttribLocationNameLimitation)2268 TEST_P(WebGLCompatibilityTest, GetAttribLocationNameLimitation)
2269 {
2270 GLint attrLocation;
2271
2272 attrLocation = glGetAttribLocation(0, "gl_attr");
2273 EXPECT_GL_NO_ERROR();
2274 EXPECT_EQ(-1, attrLocation);
2275
2276 attrLocation = glGetAttribLocation(0, "webgl_attr");
2277 EXPECT_GL_NO_ERROR();
2278 EXPECT_EQ(-1, attrLocation);
2279
2280 attrLocation = glGetAttribLocation(0, "_webgl_attr");
2281 EXPECT_GL_NO_ERROR();
2282 EXPECT_EQ(-1, attrLocation);
2283 }
2284
2285 // Tests getAttribLocation for length limits
TEST_P(WebGLCompatibilityTest,GetAttribLocationLengthLimitation)2286 TEST_P(WebGLCompatibilityTest, GetAttribLocationLengthLimitation)
2287 {
2288 constexpr int maxLocStringLength = 256;
2289 const std::string tooLongString(maxLocStringLength + 1, '_');
2290
2291 glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
2292
2293 EXPECT_GL_ERROR(GL_INVALID_VALUE);
2294 }
2295
2296 // Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest,InstancedDrawZeroDivisor)2297 TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
2298 {
2299 constexpr char kVS[] =
2300 R"(attribute float a_pos;
2301 void main()
2302 {
2303 gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
2304 })";
2305
2306 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2307
2308 GLint posLocation = glGetAttribLocation(program, "a_pos");
2309 ASSERT_NE(-1, posLocation);
2310
2311 glUseProgram(program);
2312
2313 GLBuffer buffer;
2314 glBindBuffer(GL_ARRAY_BUFFER, buffer);
2315 glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
2316
2317 glEnableVertexAttribArray(posLocation);
2318 glVertexAttribDivisor(posLocation, 1);
2319
2320 glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
2321 glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
2322 ASSERT_GL_NO_ERROR();
2323 }
2324
2325 // Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest,NPOT)2326 TEST_P(WebGLCompatibilityTest, NPOT)
2327 {
2328 EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_texture_npot"));
2329
2330 // Create a texture and set an NPOT mip 0, should always be acceptable.
2331 GLTexture texture;
2332 glBindTexture(GL_TEXTURE_2D, texture);
2333 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2334 ASSERT_GL_NO_ERROR();
2335
2336 // Try setting an NPOT mip 1 and verify the error if WebGL 1
2337 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2338 if (getClientMajorVersion() < 3)
2339 {
2340 ASSERT_GL_ERROR(GL_INVALID_VALUE);
2341 }
2342 else
2343 {
2344 ASSERT_GL_NO_ERROR();
2345 }
2346
2347 if (IsGLExtensionRequestable("GL_OES_texture_npot"))
2348 {
2349 glRequestExtensionANGLE("GL_OES_texture_npot");
2350 ASSERT_GL_NO_ERROR();
2351
2352 // Try again to set NPOT mip 1
2353 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2354 ASSERT_GL_NO_ERROR();
2355 }
2356 }
2357
2358 template <typename T>
FillTexture2D(GLuint texture,GLsizei width,GLsizei height,const T & onePixelData,GLint level,GLint internalFormat,GLenum format,GLenum type)2359 void FillTexture2D(GLuint texture,
2360 GLsizei width,
2361 GLsizei height,
2362 const T &onePixelData,
2363 GLint level,
2364 GLint internalFormat,
2365 GLenum format,
2366 GLenum type)
2367 {
2368 std::vector<T> allPixelsData(width * height, onePixelData);
2369
2370 glBindTexture(GL_TEXTURE_2D, texture);
2371 glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
2372 allPixelsData.data());
2373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2377 }
2378
2379 // Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest,DefaultPosition)2380 TEST_P(WebGLCompatibilityTest, DefaultPosition)
2381 {
2382 // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
2383 // and green otherwise. The center of each quadrant will be red if and only if all
2384 // four corners are red.
2385 constexpr char kVS[] =
2386 R"(attribute vec3 pos;
2387 varying vec4 color;
2388 void main() {
2389 if (gl_Position == vec4(0,0,0,0)) {
2390 color = vec4(1,0,0,1);
2391 } else {
2392 color = vec4(0,1,0,1);
2393 }
2394 gl_Position = vec4(pos,1);
2395 })";
2396
2397 constexpr char kFS[] =
2398 R"(precision mediump float;
2399 varying vec4 color;
2400 void main() {
2401 gl_FragColor = color;
2402 })";
2403
2404 ANGLE_GL_PROGRAM(program, kVS, kFS);
2405 drawQuad(program, "pos", 0.0f, 1.0f, true);
2406 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2407 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2408 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2409 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2410 }
2411
2412 // Tests that a rendering feedback loop triggers a GL error under WebGL.
2413 // Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoop)2414 TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
2415 {
2416 constexpr char kVS[] =
2417 R"(attribute vec4 a_position;
2418 varying vec2 v_texCoord;
2419 void main() {
2420 gl_Position = a_position;
2421 v_texCoord = (a_position.xy * 0.5) + 0.5;
2422 })";
2423
2424 constexpr char kFS[] =
2425 R"(precision mediump float;
2426 varying vec2 v_texCoord;
2427 uniform sampler2D u_texture;
2428 void main() {
2429 // Shader swizzles color channels so we can tell if the draw succeeded.
2430 gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
2431 })";
2432
2433 GLTexture texture;
2434 FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2435
2436 ASSERT_GL_NO_ERROR();
2437
2438 GLFramebuffer framebuffer;
2439 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2440 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2441
2442 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2443
2444 ANGLE_GL_PROGRAM(program, kVS, kFS);
2445
2446 GLint uniformLoc = glGetUniformLocation(program, "u_texture");
2447 ASSERT_NE(-1, uniformLoc);
2448
2449 glUseProgram(program);
2450 glUniform1i(uniformLoc, 0);
2451 glDisable(GL_BLEND);
2452 glDisable(GL_DEPTH_TEST);
2453 ASSERT_GL_NO_ERROR();
2454
2455 // Drawing with a texture that is also bound to the current framebuffer should fail
2456 glBindTexture(GL_TEXTURE_2D, texture);
2457 drawQuad(program, "a_position", 0.5f, 1.0f, true);
2458 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2459
2460 // Ensure that the texture contents did not change after the previous render
2461 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2462 drawQuad(program, "a_position", 0.5f, 1.0f, true);
2463 ASSERT_GL_NO_ERROR();
2464 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
2465
2466 // Drawing when texture is bound to an inactive uniform should succeed
2467 GLTexture texture2;
2468 FillTexture2D(texture2, 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2469
2470 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2471 glActiveTexture(GL_TEXTURE1);
2472 glBindTexture(GL_TEXTURE_2D, texture);
2473 drawQuad(program, "a_position", 0.5f, 1.0f, true);
2474 ASSERT_GL_NO_ERROR();
2475 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2476 }
2477
2478 // Multi-context uses of textures should not cause rendering feedback loops.
TEST_P(WebGLCompatibilityTest,MultiContextNoRenderingFeedbackLoops)2479 TEST_P(WebGLCompatibilityTest, MultiContextNoRenderingFeedbackLoops)
2480 {
2481 constexpr char kUnusedTextureVS[] =
2482 R"(attribute vec4 a_position;
2483 varying vec2 v_texCoord;
2484 void main() {
2485 gl_Position = a_position;
2486 v_texCoord = (a_position.xy * 0.5) + 0.5;
2487 })";
2488
2489 constexpr char kUnusedTextureFS[] =
2490 R"(precision mediump float;
2491 varying vec2 v_texCoord;
2492 uniform sampler2D u_texture;
2493 void main() {
2494 gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
2495 })";
2496
2497 ANGLE_GL_PROGRAM(unusedProgram, kUnusedTextureVS, kUnusedTextureFS);
2498
2499 glUseProgram(unusedProgram);
2500 GLint uniformLoc = glGetUniformLocation(unusedProgram, "u_texture");
2501 ASSERT_NE(-1, uniformLoc);
2502 glUniform1i(uniformLoc, 0);
2503
2504 GLTexture texture;
2505 FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2506 glBindTexture(GL_TEXTURE_2D, texture);
2507 // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
2508
2509 EGLWindow *window = getEGLWindow();
2510 EGLDisplay display = window->getDisplay();
2511 EGLConfig config = window->getConfig();
2512 EGLSurface surface = window->getSurface();
2513 EGLint contextAttributes[] = {
2514 EGL_CONTEXT_MAJOR_VERSION_KHR,
2515 GetParam().majorVersion,
2516 EGL_CONTEXT_MINOR_VERSION_KHR,
2517 GetParam().minorVersion,
2518 EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE,
2519 EGL_TRUE,
2520 EGL_NONE,
2521 };
2522 auto context1 = eglGetCurrentContext();
2523 // Create context2, sharing resources with context1.
2524 auto context2 = eglCreateContext(display, config, context1, contextAttributes);
2525 ASSERT_NE(context2, EGL_NO_CONTEXT);
2526 eglMakeCurrent(display, surface, surface, context2);
2527
2528 constexpr char kVS[] =
2529 R"(attribute vec4 a_position;
2530 void main() {
2531 gl_Position = a_position;
2532 })";
2533
2534 constexpr char kFS[] =
2535 R"(precision mediump float;
2536 void main() {
2537 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
2538 })";
2539
2540 ANGLE_GL_PROGRAM(program, kVS, kFS);
2541 glUseProgram(program);
2542
2543 ASSERT_GL_NO_ERROR();
2544
2545 // Render to the texture in context2.
2546 GLFramebuffer framebuffer;
2547 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2548 // Texture is still a valid name in context2.
2549 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2550 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2551 // There is no rendering feedback loop at this point.
2552
2553 glDisable(GL_BLEND);
2554 glDisable(GL_DEPTH_TEST);
2555 ASSERT_GL_NO_ERROR();
2556
2557 drawQuad(program, "a_position", 0.5f, 1.0f, true);
2558 ASSERT_GL_NO_ERROR();
2559 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2560
2561 eglMakeCurrent(display, surface, surface, context1);
2562 eglDestroyContext(display, context2);
2563 }
2564
2565 // Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest,MaxDrawBuffersAttachmentPoints)2566 TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
2567 {
2568 // This test only applies to ES2.
2569 if (getClientMajorVersion() != 2)
2570 {
2571 return;
2572 }
2573
2574 GLFramebuffer fbo[2];
2575 glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
2576
2577 // Test that is valid when we bind with a single attachment point.
2578 GLTexture texture;
2579 glBindTexture(GL_TEXTURE_2D, texture);
2580 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2581 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2582 ASSERT_GL_NO_ERROR();
2583
2584 // Test that enabling the draw buffers extension will allow us to bind with a non-zero
2585 // attachment point.
2586 if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
2587 {
2588 glRequestExtensionANGLE("GL_EXT_draw_buffers");
2589 EXPECT_GL_NO_ERROR();
2590 EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
2591
2592 glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
2593
2594 GLTexture texture2;
2595 glBindTexture(GL_TEXTURE_2D, texture2);
2596 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2597 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2598 ASSERT_GL_NO_ERROR();
2599 }
2600 }
2601
2602 // Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest,DrawElementsOffsetRestriction)2603 TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
2604 {
2605 constexpr char kVS[] =
2606 R"(attribute vec3 a_pos;
2607 void main()
2608 {
2609 gl_Position = vec4(a_pos, 1.0);
2610 })";
2611
2612 ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2613
2614 GLint posLocation = glGetAttribLocation(program, "a_pos");
2615 ASSERT_NE(-1, posLocation);
2616 glUseProgram(program);
2617
2618 const auto &vertices = GetQuadVertices();
2619
2620 GLBuffer vertexBuffer;
2621 glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
2622 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
2623 GL_STATIC_DRAW);
2624
2625 glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
2626 glEnableVertexAttribArray(posLocation);
2627
2628 GLBuffer indexBuffer;
2629 const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
2630 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
2631 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
2632
2633 ASSERT_GL_NO_ERROR();
2634
2635 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
2636 ASSERT_GL_NO_ERROR();
2637
2638 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, nullptr);
2639 ASSERT_GL_NO_ERROR();
2640
2641 glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, reinterpret_cast<const void *>(1));
2642 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2643 }
2644
2645 // Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
2646 // size
TEST_P(WebGLCompatibilityTest,VertexAttribPointerOffsetRestriction)2647 TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
2648 {
2649 // Base case, vector of two floats
2650 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
2651 ASSERT_GL_NO_ERROR();
2652
2653 // Test setting a non-multiple offset
2654 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(1));
2655 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2656 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(2));
2657 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2658 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(3));
2659 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2660
2661 // Test setting a non-multiple stride
2662 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, nullptr);
2663 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2664 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, nullptr);
2665 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2666 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, nullptr);
2667 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2668 }
2669
drawBuffersEXTFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2670 void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
2671 const std::array<GLenum, 2> &drawBuffers,
2672 GLenum expectedError)
2673 {
2674 glDrawBuffersEXT(2, drawBuffers.data());
2675
2676 // Make sure framebuffer is complete before feedback loop detection
2677 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2678
2679 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2680
2681 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2682 // it should be NO_ERROR"
2683 EXPECT_GL_ERROR(expectedError);
2684 }
2685
2686 // This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
2687 // Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoopWithDrawBuffersEXT)2688 TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
2689 {
2690 constexpr char kVS[] =
2691 R"(attribute vec4 aPosition;
2692 varying vec2 texCoord;
2693 void main() {
2694 gl_Position = aPosition;
2695 texCoord = (aPosition.xy * 0.5) + 0.5;
2696 })";
2697
2698 constexpr char kFS[] =
2699 R"(#extension GL_EXT_draw_buffers : require
2700 precision mediump float;
2701 uniform sampler2D tex;
2702 varying vec2 texCoord;
2703 void main() {
2704 gl_FragData[0] = texture2D(tex, texCoord);
2705 gl_FragData[1] = texture2D(tex, texCoord);
2706 })";
2707
2708 GLsizei width = 8;
2709 GLsizei height = 8;
2710
2711 // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
2712 // extension and gl_FragData semantics are changed to enforce indexing by zero always.
2713 // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
2714 if (/*!IsGLExtensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
2715 {
2716 // No WEBGL_draw_buffers support -- this is legal.
2717 return;
2718 }
2719
2720 GLint maxDrawBuffers = 0;
2721 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2722
2723 // Test skipped because MAX_DRAW_BUFFERS is too small.
2724 ANGLE_SKIP_TEST_IF(maxDrawBuffers < 2);
2725
2726 ANGLE_GL_PROGRAM(program, kVS, kFS);
2727 glUseProgram(program);
2728 glViewport(0, 0, width, height);
2729
2730 GLTexture tex0;
2731 GLTexture tex1;
2732 GLFramebuffer fbo;
2733 FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2734 FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2735 ASSERT_GL_NO_ERROR();
2736
2737 glBindTexture(GL_TEXTURE_2D, tex1);
2738 GLint texLoc = glGetUniformLocation(program, "tex");
2739 ASSERT_NE(-1, texLoc);
2740 glUniform1i(texLoc, 0);
2741 ASSERT_GL_NO_ERROR();
2742
2743 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
2744 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2745 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
2746 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
2747
2748 drawBuffersEXTFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
2749 drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
2750 GL_INVALID_OPERATION);
2751 // A feedback loop is formed regardless of drawBuffers settings.
2752 drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
2753 }
2754
2755 // Test tests that texture copying feedback loops are properly rejected in WebGL.
2756 // Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest,TextureCopyingFeedbackLoops)2757 TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
2758 {
2759 // TODO(anglebug.com/40096747): Failing on ARM-based Apple DTKs.
2760 ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2761
2762 GLTexture texture;
2763 glBindTexture(GL_TEXTURE_2D, texture);
2764 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2765 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2766 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2767 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2768 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2769
2770 GLTexture texture2;
2771 glBindTexture(GL_TEXTURE_2D, texture2);
2772 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2773 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2774 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2775 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2776 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2777
2778 GLFramebuffer framebuffer;
2779 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2780 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2781
2782 // framebuffer should be FRAMEBUFFER_COMPLETE.
2783 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2784 ASSERT_GL_NO_ERROR();
2785
2786 // testing copyTexImage2D
2787
2788 // copyTexImage2D to same texture but different level
2789 glBindTexture(GL_TEXTURE_2D, texture);
2790 glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2791 EXPECT_GL_NO_ERROR();
2792
2793 // copyTexImage2D to same texture same level, invalid feedback loop
2794 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2795 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2796
2797 // copyTexImage2D to different texture
2798 glBindTexture(GL_TEXTURE_2D, texture2);
2799 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2800 EXPECT_GL_NO_ERROR();
2801
2802 // testing copyTexSubImage2D
2803
2804 // copyTexSubImage2D to same texture but different level
2805 glBindTexture(GL_TEXTURE_2D, texture);
2806 glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
2807 EXPECT_GL_NO_ERROR();
2808
2809 // copyTexSubImage2D to same texture same level, invalid feedback loop
2810 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2811 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2812
2813 // copyTexSubImage2D to different texture
2814 glBindTexture(GL_TEXTURE_2D, texture2);
2815 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2816 EXPECT_GL_NO_ERROR();
2817 }
2818
2819 // Test that copying from mip 1 of a texture to mip 0 works. When the framebuffer is attached to
2820 // mip 1 of a mip-complete texture, an image with both mips are created. When copying from the
2821 // framebuffer to mip 0, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip1ToMip0)2822 TEST_P(WebGL2CompatibilityTest, CopyMip1ToMip0)
2823 {
2824 // http://anglebug.com/42263391
2825 ANGLE_SKIP_TEST_IF(IsD3D11());
2826
2827 // http://anglebug.com/42263392
2828 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && (IsWindows() || IsMac()));
2829
2830 // TODO(anglebug.com/40096747): Failing on ARM64-based Apple DTKs.
2831 ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2832
2833 GLFramebuffer framebuffer;
2834 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2835
2836 GLTexture texture;
2837 glBindTexture(GL_TEXTURE_2D, texture);
2838
2839 const GLColor mip0[4] = {
2840 GLColor::red,
2841 GLColor::red,
2842 GLColor::red,
2843 GLColor::red,
2844 };
2845 const GLColor mip1[1] = {
2846 GLColor::green,
2847 };
2848
2849 // Create a complete mip chain in mips 0 to 2
2850 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2851 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2852
2853 // Framebuffer can bind to mip 1, as the texture is mip-complete.
2854 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2855 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2856
2857 // Copy to mip 0. This shouldn't crash.
2858 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
2859 EXPECT_GL_NO_ERROR();
2860
2861 // The framebuffer is now incomplete.
2862 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
2863 glCheckFramebufferStatus(GL_FRAMEBUFFER));
2864
2865 // http://anglebug.com/42263389
2866 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
2867
2868 // http://anglebug.com/42263390
2869 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsMac());
2870
2871 // Bind framebuffer to mip 0 and make sure the copy was done.
2872 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2873 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2874 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2875
2876 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2877 }
2878
2879 // Test that copying from mip 0 of a texture to mip 1 works. When the framebuffer is attached to
2880 // mip 0 of a mip-complete texture, an image with both mips are created. When copying from the
2881 // framebuffer to mip 1, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip0ToMip1)2882 TEST_P(WebGL2CompatibilityTest, CopyMip0ToMip1)
2883 {
2884 // http://anglebug.com/42263392
2885 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
2886
2887 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
2888
2889 GLFramebuffer framebuffer;
2890 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2891
2892 GLTexture texture;
2893 glBindTexture(GL_TEXTURE_2D, texture);
2894
2895 const GLColor mip0[4] = {
2896 GLColor::red,
2897 GLColor::red,
2898 GLColor::red,
2899 GLColor::red,
2900 };
2901 const GLColor mip1[1] = {
2902 GLColor::green,
2903 };
2904
2905 // Create a complete mip chain in mips 0 to 2
2906 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2907 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2908
2909 // Framebuffer can bind to mip 0, as the texture is mip-complete.
2910 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2911 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2912
2913 // Copy to mip 1. This shouldn't crash.
2914 glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2915 EXPECT_GL_NO_ERROR();
2916
2917 // The framebuffer is still complete.
2918 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2919 // Make sure mip 0 is untouched.
2920 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2921 EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2922
2923 // Bind framebuffer to mip 1 and make sure the copy was done.
2924 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2925 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2926 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2927
2928 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2929 EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2930 }
2931
drawBuffersFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2932 void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
2933 const std::array<GLenum, 2> &drawBuffers,
2934 GLenum expectedError)
2935 {
2936 glDrawBuffers(2, drawBuffers.data());
2937
2938 // Make sure framebuffer is complete before feedback loop detection
2939 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2940
2941 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2942
2943 // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2944 // it should be NO_ERROR"
2945 EXPECT_GL_ERROR(expectedError);
2946 }
2947
2948 // Tests invariance matching rules between built in varyings.
2949 // Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest,BuiltInInvariant)2950 TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
2951 {
2952 constexpr char kVS[] =
2953 R"(varying vec4 v_varying;
2954 void main()
2955 {
2956 gl_PointSize = 1.0;
2957 gl_Position = v_varying;
2958 })";
2959 constexpr char kFSInvariantGlFragCoord[] =
2960 R"(invariant gl_FragCoord;
2961 void main()
2962 {
2963 gl_FragColor = gl_FragCoord;
2964 })";
2965 constexpr char kFSInvariantGlPointCoord[] =
2966 R"(invariant gl_PointCoord;
2967 void main()
2968 {
2969 gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);
2970 })";
2971
2972 GLuint program = CompileProgram(kVS, kFSInvariantGlFragCoord);
2973 EXPECT_EQ(0u, program);
2974
2975 program = CompileProgram(kVS, kFSInvariantGlPointCoord);
2976 EXPECT_EQ(0u, program);
2977 }
2978
2979 // Tests global namespace conflicts between uniforms and attributes.
2980 // Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest,GlobalNamesConflict)2981 TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
2982 {
2983 constexpr char kVS[] =
2984 R"(attribute vec4 foo;
2985 void main()
2986 {
2987 gl_Position = foo;
2988 })";
2989 constexpr char kFS[] =
2990 R"(precision mediump float;
2991 uniform vec4 foo;
2992 void main()
2993 {
2994 gl_FragColor = foo;
2995 })";
2996
2997 GLuint program = CompileProgram(kVS, kFS);
2998 EXPECT_NE(0u, program);
2999 }
3000
3001 // Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest,CompressedTextureS3TC)3002 TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
3003 {
3004 if (IsGLExtensionRequestable("GL_EXT_texture_compression_dxt1"))
3005 {
3006 glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
3007 }
3008
3009 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
3010
3011 constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
3012
3013 GLTexture texture;
3014 glBindTexture(GL_TEXTURE_2D, texture);
3015
3016 // Regular case, verify that it works
3017 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3018 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3019 ASSERT_GL_NO_ERROR();
3020
3021 // Test various dimensions that are not valid
3022 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
3023 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3024 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3025
3026 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
3027 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3028 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3029
3030 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3031 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3032 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3033
3034 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3035 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3036 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3037
3038 // Test various image sizes that are not valid
3039 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3040 sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
3041 ASSERT_GL_ERROR(GL_INVALID_VALUE);
3042
3043 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3044 sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
3045 ASSERT_GL_ERROR(GL_INVALID_VALUE);
3046
3047 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
3048 CompressedImageDXT1);
3049 ASSERT_GL_ERROR(GL_INVALID_VALUE);
3050
3051 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
3052 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3053 ASSERT_GL_ERROR(GL_INVALID_VALUE);
3054
3055 // Fill a full mip chain and verify that it works
3056 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3057 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3058 glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3059 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3060 glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3061 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3062 ASSERT_GL_NO_ERROR();
3063
3064 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3065 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3066 ASSERT_GL_NO_ERROR();
3067
3068 // Test that non-block size sub-uploads are not valid for the 0 mip
3069 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3070 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3071 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3072
3073 // Test that non-block size sub-uploads are valid for if they fill the whole mip
3074 glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3075 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3076 glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3077 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3078 ASSERT_GL_NO_ERROR();
3079
3080 // Test that if the format miss-matches the texture, an error is generated
3081 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3082 sizeof(CompressedImageDXT1), CompressedImageDXT1);
3083 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3084 }
3085
3086 // Test WebGL-specific constraints on sizes of S3TC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageS3TC)3087 TEST_P(WebGLCompatibilityTest, CompressedTexImageS3TC)
3088 {
3089 const char *extensions[] = {
3090 "GL_EXT_texture_compression_dxt1",
3091 "GL_ANGLE_texture_compression_dxt3",
3092 "GL_ANGLE_texture_compression_dxt5",
3093 };
3094
3095 for (const char *extension : extensions)
3096 {
3097 if (IsGLExtensionRequestable(extension))
3098 {
3099 glRequestExtensionANGLE(extension);
3100 }
3101
3102 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled(extension));
3103 }
3104
3105 // Ported from WebGL conformance suite:
3106 // sdk/tests/conformance/extensions/s3tc-and-srgb.html
3107 constexpr GLenum formats[] = {
3108 GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3109 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3110 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
3111 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
3112 };
3113
3114 for (GLenum format : formats)
3115 {
3116 testCompressedTexImage(format);
3117 }
3118 }
3119
3120 // Test WebGL-specific constraints on sizes of RGTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageRGTC)3121 TEST_P(WebGLCompatibilityTest, CompressedTexImageRGTC)
3122 {
3123 if (IsGLExtensionRequestable("GL_EXT_texture_compression_rgtc"))
3124 {
3125 glRequestExtensionANGLE("GL_EXT_texture_compression_rgtc");
3126 }
3127
3128 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_rgtc"));
3129
3130 // Ported from WebGL conformance suite:
3131 // sdk/tests/conformance/extensions/ext-texture-compression-rgtc.html
3132 constexpr GLenum formats[] = {GL_COMPRESSED_RED_RGTC1_EXT, GL_COMPRESSED_SIGNED_RED_RGTC1_EXT,
3133 GL_COMPRESSED_RED_GREEN_RGTC2_EXT,
3134 GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT};
3135
3136 for (GLenum format : formats)
3137 {
3138 testCompressedTexImage(format);
3139 }
3140 }
3141
3142 // Test WebGL-specific constraints on sizes of BPTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageBPTC)3143 TEST_P(WebGLCompatibilityTest, CompressedTexImageBPTC)
3144 {
3145 if (IsGLExtensionRequestable("GL_EXT_texture_compression_bptc"))
3146 {
3147 glRequestExtensionANGLE("GL_EXT_texture_compression_bptc");
3148 }
3149
3150 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_bptc"));
3151
3152 // Ported from WebGL conformance suite:
3153 // sdk/tests/conformance/extensions/ext-texture-compression-bptc.html
3154 constexpr GLenum formats[] = {
3155 GL_COMPRESSED_RGBA_BPTC_UNORM_EXT, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT,
3156 GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT};
3157
3158 for (GLenum format : formats)
3159 {
3160 testCompressedTexImage(format);
3161 }
3162 }
3163
TEST_P(WebGLCompatibilityTest,L32FTextures)3164 TEST_P(WebGLCompatibilityTest, L32FTextures)
3165 {
3166 constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
3167 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
3168
3169 for (auto extension : FloatingPointTextureExtensions)
3170 {
3171 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3172 {
3173 glRequestExtensionANGLE(extension);
3174 ASSERT_GL_NO_ERROR();
3175 }
3176
3177 // Unsized L 32F
3178 {
3179 bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3180 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3181 bool render = false;
3182 TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
3183 textureData, readPixelData);
3184 }
3185
3186 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3187 {
3188 // Sized L 32F
3189 bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3190 IsGLExtensionEnabled("GL_EXT_texture_storage");
3191 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3192 bool render = false;
3193 TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
3194 render, textureData, readPixelData);
3195 }
3196 }
3197 }
3198
TEST_P(WebGLCompatibilityTest,A32FTextures)3199 TEST_P(WebGLCompatibilityTest, A32FTextures)
3200 {
3201 constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
3202 constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
3203
3204 for (auto extension : FloatingPointTextureExtensions)
3205 {
3206 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3207 {
3208 glRequestExtensionANGLE(extension);
3209 ASSERT_GL_NO_ERROR();
3210 }
3211
3212 // Unsized A 32F
3213 {
3214 bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3215 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3216 bool render = false;
3217 TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
3218 textureData, readPixelData);
3219 }
3220
3221 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3222 {
3223 // Sized A 32F
3224 bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3225 IsGLExtensionEnabled("GL_EXT_texture_storage");
3226 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3227 bool render = false;
3228 TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
3229 textureData, readPixelData);
3230 }
3231 }
3232 }
3233
TEST_P(WebGLCompatibilityTest,LA32FTextures)3234 TEST_P(WebGLCompatibilityTest, LA32FTextures)
3235 {
3236 constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
3237 constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
3238 textureData[1]};
3239
3240 for (auto extension : FloatingPointTextureExtensions)
3241 {
3242 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3243 {
3244 glRequestExtensionANGLE(extension);
3245 ASSERT_GL_NO_ERROR();
3246 }
3247
3248 // Unsized LA 32F
3249 {
3250 bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3251 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3252 bool render = false;
3253 TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3254 filter, render, textureData, readPixelData);
3255 }
3256
3257 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3258 {
3259 // Sized LA 32F
3260 bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3261 IsGLExtensionEnabled("GL_EXT_texture_storage");
3262 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3263 bool render = false;
3264 TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3265 filter, render, textureData, readPixelData);
3266 }
3267 }
3268 }
3269
TEST_P(WebGLCompatibilityTest,R32FTextures)3270 TEST_P(WebGLCompatibilityTest, R32FTextures)
3271 {
3272 constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
3273
3274 for (auto extension : FloatingPointTextureExtensions)
3275 {
3276 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3277 {
3278 glRequestExtensionANGLE(extension);
3279 ASSERT_GL_NO_ERROR();
3280 }
3281
3282 // Unsized R 32F
3283 {
3284 bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3285 IsGLExtensionEnabled("GL_EXT_texture_rg");
3286 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3287 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3288 TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3289 }
3290
3291 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3292 {
3293 // Sized R 32F
3294 bool texture =
3295 (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3296 IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3297 IsGLExtensionEnabled("GL_EXT_texture_storage"));
3298 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3299 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3300 TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3301 }
3302 }
3303 }
3304
TEST_P(WebGLCompatibilityTest,RG32FTextures)3305 TEST_P(WebGLCompatibilityTest, RG32FTextures)
3306 {
3307 constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
3308
3309 for (auto extension : FloatingPointTextureExtensions)
3310 {
3311 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3312 {
3313 glRequestExtensionANGLE(extension);
3314 ASSERT_GL_NO_ERROR();
3315 }
3316
3317 // Unsized RG 32F
3318 {
3319 bool texture = (IsGLExtensionEnabled("GL_OES_texture_float") &&
3320 IsGLExtensionEnabled("GL_EXT_texture_rg"));
3321 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3322 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3323 TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3324 }
3325
3326 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3327 {
3328 // Sized RG 32F
3329 bool texture =
3330 (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3331 IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3332 IsGLExtensionEnabled("GL_EXT_texture_storage"));
3333 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3334 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3335 TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3336 }
3337 }
3338 }
3339
TEST_P(WebGLCompatibilityTest,RGB32FTextures)3340 TEST_P(WebGLCompatibilityTest, RGB32FTextures)
3341 {
3342 constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
3343
3344 for (auto extension : FloatingPointTextureExtensions)
3345 {
3346 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3347 {
3348 glRequestExtensionANGLE(extension);
3349 ASSERT_GL_NO_ERROR();
3350 }
3351
3352 // Unsized RGB 32F
3353 {
3354 bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3355 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3356 bool render = false;
3357 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
3358 }
3359
3360 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3361 {
3362 // Sized RGB 32F
3363 bool texture =
3364 (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3365 IsGLExtensionEnabled("GL_EXT_texture_storage"));
3366 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3367 bool render = IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
3368 TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
3369 data);
3370 }
3371 }
3372 }
3373
TEST_P(WebGLCompatibilityTest,RGBA32FTextures)3374 TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
3375 {
3376 // http://anglebug.com/42263897
3377 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3378
3379 constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3380
3381 for (auto extension : FloatingPointTextureExtensions)
3382 {
3383 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3384 {
3385 glRequestExtensionANGLE(extension);
3386 ASSERT_GL_NO_ERROR();
3387 }
3388
3389 // Unsized RGBA 32F
3390 {
3391 bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3392 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3393 bool render = false;
3394 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
3395 }
3396
3397 if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3398 {
3399 // Sized RGBA 32F
3400 bool texture =
3401 (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3402 IsGLExtensionEnabled("GL_EXT_texture_storage"));
3403 bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3404 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3405 IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
3406 TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
3407 data);
3408 }
3409 }
3410 }
3411
3412 // Test that has float color attachment caching works when color attachments change, by calling draw
3413 // command when blending is enabled
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachment)3414 TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachment)
3415 {
3416 if (getClientMajorVersion() >= 3)
3417 {
3418 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3419 }
3420 else
3421 {
3422 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3423 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3424 }
3425
3426 constexpr char kVS[] =
3427 R"(void main()
3428 {
3429 gl_Position = vec4(0, 0, 0, 1);
3430 })";
3431
3432 constexpr char kFS[] =
3433 R"(void main()
3434 {
3435 gl_FragColor = vec4(0, 1, 0, 1);
3436 })";
3437
3438 ANGLE_GL_PROGRAM(program, kVS, kFS);
3439 glUseProgram(program);
3440
3441 glEnable(GL_BLEND);
3442
3443 GLTexture texture1;
3444 glBindTexture(GL_TEXTURE_2D, texture1);
3445 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3446 EXPECT_GL_NO_ERROR();
3447
3448 GLTexture texture2;
3449 glBindTexture(GL_TEXTURE_2D, texture2);
3450 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3451 EXPECT_GL_NO_ERROR();
3452
3453 GLFramebuffer fbo1;
3454 glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3455 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3456 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3457
3458 GLFramebuffer fbo2;
3459 glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3460 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3461 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3462 glDrawArrays(GL_POINTS, 0, 1);
3463 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3464
3465 glDisable(GL_BLEND);
3466 glDrawArrays(GL_POINTS, 0, 1);
3467 EXPECT_GL_NO_ERROR();
3468 glEnable(GL_BLEND);
3469
3470 glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3471 glDrawArrays(GL_POINTS, 0, 1);
3472
3473 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
3474 0); // test unbind
3475 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3476 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3477
3478 glDrawArrays(GL_POINTS, 0, 1);
3479 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3480
3481 glDisable(GL_BLEND);
3482 glDrawArrays(GL_POINTS, 0, 1);
3483 EXPECT_GL_NO_ERROR();
3484 glEnable(GL_BLEND);
3485
3486 glBindTexture(GL_TEXTURE_2D, texture2);
3487 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3488
3489 glDrawArrays(GL_POINTS, 0, 1);
3490 EXPECT_GL_NO_ERROR();
3491 }
3492
3493 // Test that has float color attachment caching works with multiple color attachments bound to a
3494 // Framebuffer
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachmentMRT)3495 TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachmentMRT)
3496 {
3497 bool isWebGL2 = getClientMajorVersion() >= 3;
3498 if (isWebGL2)
3499 {
3500 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3501
3502 constexpr char kVS[] =
3503 R"(#version 300 es
3504 void main()
3505 {
3506 gl_Position = vec4(0, 0, 0, 1);
3507 })";
3508
3509 constexpr char kFS[] =
3510 R"(#version 300 es
3511 precision lowp float;
3512 layout(location = 0) out vec4 o_color0;
3513 layout(location = 1) out vec4 o_color1;
3514 void main()
3515 {
3516 o_color0 = vec4(1, 0, 0, 1);
3517 o_color1 = vec4(0, 1, 0, 1);
3518 })";
3519
3520 ANGLE_GL_PROGRAM(program, kVS, kFS);
3521 glUseProgram(program);
3522 }
3523 else
3524 {
3525 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3526 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3527 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
3528
3529 constexpr char kVS[] =
3530 R"(void main()
3531 {
3532 gl_Position = vec4(0, 0, 0, 1);
3533 })";
3534
3535 constexpr char kFS[] =
3536 R"(#extension GL_EXT_draw_buffers : require
3537 precision lowp float;
3538 void main()
3539 {
3540 gl_FragData[0] = vec4(1, 0, 0, 1);
3541 gl_FragData[1] = vec4(0, 1, 0, 1);
3542 })";
3543
3544 ANGLE_GL_PROGRAM(program, kVS, kFS);
3545 glUseProgram(program);
3546 }
3547
3548 glEnable(GL_BLEND);
3549
3550 GLTexture texture1;
3551 glBindTexture(GL_TEXTURE_2D, texture1);
3552 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3553 EXPECT_GL_NO_ERROR();
3554
3555 GLTexture texture2;
3556 glBindTexture(GL_TEXTURE_2D, texture2);
3557 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3558 EXPECT_GL_NO_ERROR();
3559
3560 GLTexture textureF1;
3561 glBindTexture(GL_TEXTURE_2D, textureF1);
3562 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3563 EXPECT_GL_NO_ERROR();
3564
3565 GLTexture textureF2;
3566 glBindTexture(GL_TEXTURE_2D, textureF2);
3567 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3568 EXPECT_GL_NO_ERROR();
3569
3570 GLFramebuffer fbo;
3571 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3572 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3573 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3574 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3575
3576 GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
3577 if (isWebGL2)
3578 {
3579 glDrawBuffers(2, drawbuffers);
3580 }
3581 else
3582 {
3583 glDrawBuffersEXT(2, drawbuffers);
3584 }
3585
3586 glDrawArrays(GL_POINTS, 0, 1);
3587 EXPECT_GL_NO_ERROR();
3588
3589 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureF1, 0);
3590 glDrawArrays(GL_POINTS, 0, 1);
3591 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3592
3593 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textureF2, 0);
3594 glDrawArrays(GL_POINTS, 0, 1);
3595 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3596
3597 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3598 glDrawArrays(GL_POINTS, 0, 1);
3599 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3600
3601 if (isWebGL2)
3602 {
3603 // WebGL 1 will report a FRAMEBUFFER_UNSUPPORTED for one unsigned_byte and one float
3604 // attachment bound to one FBO at the same time
3605 glDrawBuffers(1, drawbuffers);
3606 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3607 glDrawArrays(GL_POINTS, 0, 1);
3608 EXPECT_GL_NO_ERROR();
3609 glDrawBuffers(2, drawbuffers);
3610 }
3611
3612 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3613 glDrawArrays(GL_POINTS, 0, 1);
3614 EXPECT_GL_NO_ERROR();
3615 }
3616
TestBlendColor(const bool shouldClamp)3617 static void TestBlendColor(const bool shouldClamp)
3618 {
3619 auto expected = GLColor32F(5, 0, 0, 0);
3620 glBlendColor(expected.R, expected.G, expected.B, expected.A);
3621 if (shouldClamp)
3622 {
3623 expected.R = 1;
3624 }
3625
3626 float arr[4] = {};
3627 glGetFloatv(GL_BLEND_COLOR, arr);
3628 const auto actual = GLColor32F(arr[0], arr[1], arr[2], arr[3]);
3629 EXPECT_COLOR_NEAR(expected, actual, 0.001);
3630 }
3631
3632 // Test if blending of float32 color attachment generates GL_INVALID_OPERATION when
3633 // GL_EXT_float_blend is not enabled
TEST_P(WebGLCompatibilityTest,FloatBlend)3634 TEST_P(WebGLCompatibilityTest, FloatBlend)
3635 {
3636 if (getClientMajorVersion() >= 3)
3637 {
3638 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3639 }
3640 else
3641 {
3642 TestBlendColor(true);
3643 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3644 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3645 }
3646
3647 // -
3648
3649 TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, false);
3650
3651 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_float_blend"));
3652 ASSERT_GL_NO_ERROR();
3653
3654 TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, true);
3655 }
3656
3657 // Test the blending of float16 color attachments
TEST_P(WebGLCompatibilityTest,HalfFloatBlend)3658 TEST_P(WebGLCompatibilityTest, HalfFloatBlend)
3659 {
3660 GLenum internalFormat = GL_RGBA16F;
3661 GLenum type = GL_FLOAT;
3662 if (getClientMajorVersion() >= 3)
3663 {
3664 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3665 }
3666 else
3667 {
3668 TestBlendColor(true);
3669 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_half_float"));
3670 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
3671 internalFormat = GL_RGBA;
3672 type = GL_HALF_FLOAT_OES;
3673 }
3674
3675 // -
3676
3677 TestExtFloatBlend(internalFormat, type, true);
3678 }
3679
TEST_P(WebGLCompatibilityTest,R16FTextures)3680 TEST_P(WebGLCompatibilityTest, R16FTextures)
3681 {
3682 // http://anglebug.com/42263897
3683 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3684
3685 constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
3686 const GLushort textureData[] = {
3687 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3688 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3689
3690 for (auto extension : FloatingPointTextureExtensions)
3691 {
3692 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3693 {
3694 glRequestExtensionANGLE(extension);
3695 ASSERT_GL_NO_ERROR();
3696 }
3697
3698 // Unsized R 16F (OES)
3699 if (getClientMajorVersion() < 3)
3700 {
3701 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3702 IsGLExtensionEnabled("GL_EXT_texture_rg");
3703 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3704 bool render = false;
3705 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3706 textureData, readPixelsData);
3707 }
3708
3709 // Unsized R 16F
3710 {
3711 bool texture = false;
3712 bool filter = false;
3713 bool render = false;
3714 TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3715 textureData, readPixelsData);
3716 }
3717
3718 if (getClientMajorVersion() >= 3)
3719 {
3720 // Sized R 16F
3721 bool texture = true;
3722 bool filter = true;
3723 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3724 IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3725 TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3726 textureData, readPixelsData);
3727 }
3728 else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3729 {
3730 // Sized R 16F (OES)
3731 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3732 IsGLExtensionEnabled("GL_EXT_texture_rg");
3733 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3734 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3735 TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3736 textureData, readPixelsData);
3737 }
3738 }
3739 }
3740
TEST_P(WebGLCompatibilityTest,RG16FTextures)3741 TEST_P(WebGLCompatibilityTest, RG16FTextures)
3742 {
3743 // http://anglebug.com/42263897
3744 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3745
3746 constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
3747 const GLushort textureData[] = {
3748 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3749 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3750
3751 for (auto extension : FloatingPointTextureExtensions)
3752 {
3753 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3754 {
3755 glRequestExtensionANGLE(extension);
3756 ASSERT_GL_NO_ERROR();
3757 }
3758
3759 // Unsized RG 16F (OES)
3760 if (getClientMajorVersion() < 3)
3761 {
3762 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3763 IsGLExtensionEnabled("GL_EXT_texture_rg");
3764 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3765 bool render = false;
3766 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3767 textureData, readPixelsData);
3768 }
3769
3770 // Unsized RG 16F
3771 {
3772 bool texture = false;
3773 bool filter = false;
3774 bool render = false;
3775 TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3776 textureData, readPixelsData);
3777 }
3778
3779 if (getClientMajorVersion() >= 3)
3780 {
3781 // Sized RG 16F
3782 bool texture = true;
3783 bool filter = true;
3784 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3785 IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3786 TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3787 textureData, readPixelsData);
3788 }
3789 else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3790 {
3791 // Sized RG 16F (OES)
3792 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3793 IsGLExtensionEnabled("GL_EXT_texture_rg");
3794 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3795 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3796 TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3797 textureData, readPixelsData);
3798 }
3799 }
3800 }
3801
TEST_P(WebGLCompatibilityTest,RGB16FTextures)3802 TEST_P(WebGLCompatibilityTest, RGB16FTextures)
3803 {
3804 // http://anglebug.com/42263897
3805 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3806
3807 ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3808
3809 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
3810 const GLushort textureData[] = {
3811 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3812 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3813
3814 for (auto extension : FloatingPointTextureExtensions)
3815 {
3816 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3817 {
3818 glRequestExtensionANGLE(extension);
3819 ASSERT_GL_NO_ERROR();
3820 }
3821
3822 // Unsized RGB 16F (OES)
3823 if (getClientMajorVersion() < 3)
3824 {
3825 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3826 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3827 // WebGL says that Unsized RGB 16F (OES) can be renderable with
3828 // GL_EXT_color_buffer_half_float.
3829 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3830 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3831 textureData, readPixelsData);
3832 }
3833
3834 // Unsized RGB 16F
3835 {
3836 bool texture = false;
3837 bool filter = false;
3838 bool render = false;
3839 TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3840 textureData, readPixelsData);
3841 }
3842
3843 if (getClientMajorVersion() >= 3)
3844 {
3845 // Sized RGB 16F
3846 bool texture = true;
3847 bool filter = true;
3848 // Renderability of RGB is forbidden by GL_EXT_color_buffer_half_float in WebGL 2.
3849 bool render = false;
3850 TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3851 textureData, readPixelsData);
3852 }
3853 else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3854 {
3855 // Sized RGB 16F (OES)
3856 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3857 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3858 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3859 TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3860 textureData, readPixelsData);
3861 }
3862 }
3863 }
3864
TEST_P(WebGLCompatibilityTest,RGBA16FTextures)3865 TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
3866 {
3867 // http://anglebug.com/42263897
3868 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3869
3870 ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3871
3872 constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3873 const GLushort textureData[] = {
3874 gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3875 gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3876
3877 for (auto extension : FloatingPointTextureExtensions)
3878 {
3879 if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3880 {
3881 glRequestExtensionANGLE(extension);
3882 ASSERT_GL_NO_ERROR();
3883 }
3884
3885 // Unsized RGBA 16F (OES)
3886 if (getClientMajorVersion() < 3)
3887 {
3888 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3889 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3890 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3891 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3892 textureData, readPixelsData);
3893 }
3894
3895 // Unsized RGBA 16F
3896 {
3897 bool texture = false;
3898 bool filter = false;
3899 bool render = false;
3900 TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3901 textureData, readPixelsData);
3902 }
3903
3904 if (getClientMajorVersion() >= 3)
3905 {
3906 // Sized RGBA 16F
3907 bool texture = true;
3908 bool filter = true;
3909 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3910 IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3911 TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3912 textureData, readPixelsData);
3913 }
3914 else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3915 {
3916 // Sized RGBA 16F (OES)
3917 bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3918 bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3919 bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3920 TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3921 textureData, readPixelsData);
3922 }
3923 }
3924 }
3925
3926 // Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
3927 // accepted by glTexImage2D
TEST_P(WebGLCompatibilityTest,SizedRGBA32FFormats)3928 TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
3929 {
3930 // Test skipped because it is only valid for WebGL1 contexts.
3931 ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
3932
3933 ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_texture_float"));
3934
3935 glRequestExtensionANGLE("GL_OES_texture_float");
3936 ASSERT_GL_NO_ERROR();
3937
3938 GLTexture texture;
3939 glBindTexture(GL_TEXTURE_2D, texture);
3940
3941 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3942 // dEQP implicitly defines error code ordering
3943 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3944
3945 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3946 // dEQP implicitly defines error code ordering
3947 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3948
3949 if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
3950 {
3951 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
3952 ASSERT_GL_NO_ERROR();
3953
3954 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3955 EXPECT_GL_NO_ERROR();
3956 }
3957
3958 if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
3959 {
3960 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
3961 ASSERT_GL_NO_ERROR();
3962
3963 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3964 EXPECT_GL_NO_ERROR();
3965 }
3966 }
3967
3968 // Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point.
TEST_P(WebGLCompatibilityTest,DepthStencilAttachment)3969 TEST_P(WebGLCompatibilityTest, DepthStencilAttachment)
3970 {
3971 ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
3972
3973 // Test that attaching a bound texture succeeds.
3974 GLTexture texture;
3975 glBindTexture(GL_TEXTURE_2D, texture);
3976
3977 GLFramebuffer fbo;
3978 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3979
3980 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0);
3981
3982 GLint attachmentType = 0;
3983 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3984 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
3985 EXPECT_GL_NO_ERROR();
3986 EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType);
3987
3988 // Test when if no attach object at the named attachment point and pname is not OBJECT_TYPE.
3989 GLFramebuffer fbo2;
3990 glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3991
3992 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3993 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &attachmentType);
3994 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3995 }
3996
3997 // Verify framebuffer attachments return expected types when in an inconsistant state.
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentConsistancy)3998 TEST_P(WebGLCompatibilityTest, FramebufferAttachmentConsistancy)
3999 {
4000 ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
4001
4002 GLFramebuffer fbo;
4003 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4004
4005 GLRenderbuffer rb1;
4006 glBindRenderbuffer(GL_RENDERBUFFER, rb1);
4007
4008 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1);
4009
4010 GLint attachmentType = 0;
4011 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
4012 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4013
4014 EXPECT_GL_NO_ERROR();
4015 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4016
4017 GLRenderbuffer rb2;
4018 glBindRenderbuffer(GL_RENDERBUFFER, rb2);
4019
4020 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4021
4022 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
4023 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4024
4025 EXPECT_GL_NO_ERROR();
4026 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4027
4028 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb2);
4029
4030 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4031 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4032
4033 EXPECT_GL_NO_ERROR();
4034 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4035
4036 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4037
4038 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4039 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4040
4041 EXPECT_GL_NO_ERROR();
4042 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4043 }
4044
4045 // This tests that rendering feedback loops works as expected with WebGL 2.
4046 // Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDrawBuffers)4047 TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
4048 {
4049 constexpr char kVS[] =
4050 R"(#version 300 es
4051 in vec4 aPosition;
4052 out vec2 texCoord;
4053 void main() {
4054 gl_Position = aPosition;
4055 texCoord = (aPosition.xy * 0.5) + 0.5;
4056 })";
4057
4058 constexpr char kFS[] =
4059 R"(#version 300 es
4060 precision mediump float;
4061 uniform sampler2D tex;
4062 in vec2 texCoord;
4063 out vec4 oColor;
4064 void main() {
4065 oColor = texture(tex, texCoord);
4066 })";
4067
4068 GLsizei width = 8;
4069 GLsizei height = 8;
4070
4071 GLint maxDrawBuffers = 0;
4072 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4073 // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
4074 ASSERT_GE(maxDrawBuffers, 2);
4075
4076 ANGLE_GL_PROGRAM(program, kVS, kFS);
4077 glUseProgram(program);
4078 glViewport(0, 0, width, height);
4079
4080 GLTexture tex0;
4081 GLTexture tex1;
4082 GLFramebuffer fbo;
4083 FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4084 FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4085 ASSERT_GL_NO_ERROR();
4086
4087 glBindTexture(GL_TEXTURE_2D, tex1);
4088 GLint texLoc = glGetUniformLocation(program, "tex");
4089 ASSERT_NE(-1, texLoc);
4090 glUniform1i(texLoc, 0);
4091
4092 // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
4093 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4094 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4095 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
4096 ASSERT_GL_NO_ERROR();
4097
4098 drawBuffersFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
4099 drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
4100 GL_INVALID_OPERATION);
4101 // A feedback loop is formed regardless of drawBuffers settings.
4102 drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
4103 }
4104
4105 // This tests that texture base level for immutable textures is clamped to the valid range, unlike
4106 // for non-immutable textures, for purposes of validation. Related to WebGL test
4107 // conformance2/textures/misc/immutable-tex-render-feedback.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)4108 TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)
4109 {
4110 constexpr char kVS[] =
4111 R"(#version 300 es
4112 in vec4 aPosition;
4113 out vec2 texCoord;
4114 void main() {
4115 gl_Position = aPosition;
4116 texCoord = (aPosition.xy * 0.5) + 0.5;
4117 })";
4118
4119 constexpr char kFS[] =
4120 R"(#version 300 es
4121 precision mediump float;
4122 uniform sampler2D tex;
4123 in vec2 texCoord;
4124 out vec4 oColor;
4125 void main() {
4126 oColor = texture(tex, texCoord);
4127 })";
4128
4129 GLTexture texture;
4130 glBindTexture(GL_TEXTURE_2D, texture);
4131 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
4132 std::vector<GLColor> texData(4 * 4, GLColor::green);
4133 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, texData.data());
4134 // Set a base level greater than the max level. It should be clamped to the actual max level.
4135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
4136 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
4137
4138 ASSERT_GL_NO_ERROR();
4139
4140 GLFramebuffer framebuffer;
4141 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4142 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4143
4144 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4145
4146 ANGLE_GL_PROGRAM(program, kVS, kFS);
4147
4148 GLint uniformLoc = glGetUniformLocation(program, "tex");
4149 ASSERT_NE(-1, uniformLoc);
4150
4151 glUseProgram(program);
4152 glUniform1i(uniformLoc, 0);
4153 glDisable(GL_BLEND);
4154 glDisable(GL_DEPTH_TEST);
4155 ASSERT_GL_NO_ERROR();
4156
4157 // Ensure that the texture can be used for rendering.
4158 glBindFramebuffer(GL_FRAMEBUFFER, 0);
4159 glBindTexture(GL_TEXTURE_2D, texture);
4160 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4161 ASSERT_GL_NO_ERROR();
4162 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
4163
4164 // Ensure that the texture can't be used to create a feedback loop.
4165 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4166 glBindTexture(GL_TEXTURE_2D, texture);
4167 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4168 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4169 }
4170
4171 // This test covers detection of rendering feedback loops between the FBO and a depth Texture.
4172 // Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDepthStencil)4173 TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
4174 {
4175 constexpr char kVS[] =
4176 R"(#version 300 es
4177 in vec4 aPosition;
4178 out vec2 texCoord;
4179 void main() {
4180 gl_Position = aPosition;
4181 texCoord = (aPosition.xy * 0.5) + 0.5;
4182 })";
4183
4184 constexpr char kFS[] =
4185 R"(#version 300 es
4186 precision mediump float;
4187 uniform sampler2D tex;
4188 in vec2 texCoord;
4189 out vec4 oColor;
4190 void main() {
4191 oColor = texture(tex, texCoord);
4192 })";
4193
4194 GLsizei width = 8;
4195 GLsizei height = 8;
4196
4197 ANGLE_GL_PROGRAM(program, kVS, kFS);
4198 glUseProgram(program);
4199
4200 glViewport(0, 0, width, height);
4201
4202 GLint texLoc = glGetUniformLocation(program, "tex");
4203 glUniform1i(texLoc, 0);
4204
4205 // Create textures and allocate storage
4206 GLTexture tex0;
4207 GLTexture tex1;
4208 GLTexture tex2;
4209 FillTexture2D(tex0, width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4210 FillTexture2D(tex1, width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
4211 GL_UNSIGNED_INT);
4212 FillTexture2D(tex2, width, height, 0x40, 0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
4213 GL_UNSIGNED_INT_24_8);
4214 ASSERT_GL_NO_ERROR();
4215
4216 GLFramebuffer fbo;
4217 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4218 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4219
4220 // Test rendering and sampling feedback loop for depth buffer
4221 glBindTexture(GL_TEXTURE_2D, tex1);
4222 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1, 0);
4223 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4224
4225 // The same image is used as depth buffer during rendering.
4226 glEnable(GL_DEPTH_TEST);
4227 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4228 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as depth buffer should fail";
4229
4230 // The same image is used as depth buffer. But depth mask is false.
4231 // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4232 glDepthMask(GL_FALSE);
4233 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4234 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth writes disabled should still fail";
4235
4236 // The same image is used as depth buffer. But depth test is not enabled during rendering.
4237 // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4238 glDepthMask(GL_TRUE);
4239 glDisable(GL_DEPTH_TEST);
4240 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4241 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth read disabled should still fail";
4242
4243 // Test rendering and sampling feedback loop for stencil buffer
4244 glBindTexture(GL_TEXTURE_2D, tex2);
4245 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
4246 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex2, 0);
4247 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4248 constexpr GLint stencilClearValue = 0x40;
4249 glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
4250
4251 // The same image is used as stencil buffer during rendering.
4252 glEnable(GL_STENCIL_TEST);
4253 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4254 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as stencil buffer should fail";
4255
4256 // The same image is used as stencil buffer. But stencil mask is zero.
4257 // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4258 glStencilMask(0x0);
4259 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4260 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil mask zero should still fail";
4261
4262 // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
4263 // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4264 glStencilMask(0xffff);
4265 glDisable(GL_STENCIL_TEST);
4266 drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4267 EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil test disabled should still fail";
4268 }
4269
4270 // The source and the target for CopyTexSubImage3D are the same 3D texture.
4271 // But the level of the 3D texture != the level of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLevels)4272 TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
4273 {
4274 GLTexture texture;
4275 GLFramebuffer framebuffer;
4276
4277 glBindTexture(GL_TEXTURE_3D, texture);
4278 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4279
4280 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4281 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4282 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
4283 ASSERT_GL_NO_ERROR();
4284
4285 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4286 EXPECT_GL_NO_ERROR();
4287 }
4288
4289 // The source and the target for CopyTexSubImage3D are the same 3D texture.
4290 // But the zoffset of the 3D texture != the layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLayers)4291 TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
4292 {
4293 GLTexture texture;
4294 GLFramebuffer framebuffer;
4295
4296 glBindTexture(GL_TEXTURE_3D, texture);
4297 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4298
4299 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4300 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 1);
4301 ASSERT_GL_NO_ERROR();
4302
4303 glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
4304 EXPECT_GL_NO_ERROR();
4305 }
4306
4307 // The source and the target for CopyTexSubImage3D are the same 3D texture.
4308 // And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,TextureCopyingFeedbackLoop3D)4309 TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
4310 {
4311 GLTexture texture;
4312 GLFramebuffer framebuffer;
4313
4314 glBindTexture(GL_TEXTURE_3D, texture);
4315 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4316
4317 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4318 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4319 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4320 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 1, 0);
4321 ASSERT_GL_NO_ERROR();
4322
4323 glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4324 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4325 }
4326
4327 // Verify that errors are generated when there isn't a defined conversion between the clear type and
4328 // the buffer type.
TEST_P(WebGL2CompatibilityTest,ClearBufferTypeCompatibity)4329 TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
4330 {
4331 // Test skipped for D3D11 because it generates D3D11 runtime warnings.
4332 ANGLE_SKIP_TEST_IF(IsD3D11());
4333
4334 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4335 constexpr int clearInt[] = {0, 0, 0, 0};
4336 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4337
4338 GLTexture texture;
4339 GLFramebuffer framebuffer;
4340
4341 glBindTexture(GL_TEXTURE_2D, texture);
4342 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4343
4344 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4345 ASSERT_GL_NO_ERROR();
4346
4347 // Unsigned integer buffer
4348 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
4349 ASSERT_GL_NO_ERROR();
4350
4351 glClearBufferfv(GL_COLOR, 0, clearFloat);
4352 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4353
4354 glClearBufferiv(GL_COLOR, 0, clearInt);
4355 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4356
4357 glClearBufferuiv(GL_COLOR, 0, clearUint);
4358 EXPECT_GL_NO_ERROR();
4359
4360 glClear(GL_COLOR_BUFFER_BIT);
4361 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4362
4363 // Integer buffer
4364 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
4365 ASSERT_GL_NO_ERROR();
4366
4367 glClearBufferfv(GL_COLOR, 0, clearFloat);
4368 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4369
4370 glClearBufferiv(GL_COLOR, 0, clearInt);
4371 EXPECT_GL_NO_ERROR();
4372
4373 glClearBufferuiv(GL_COLOR, 0, clearUint);
4374 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4375
4376 glClear(GL_COLOR_BUFFER_BIT);
4377 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4378
4379 // Float buffer
4380 if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4381 {
4382 glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4383 }
4384
4385 if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4386 {
4387 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
4388 ASSERT_GL_NO_ERROR();
4389
4390 glClearBufferfv(GL_COLOR, 0, clearFloat);
4391 EXPECT_GL_NO_ERROR();
4392
4393 glClearBufferiv(GL_COLOR, 0, clearInt);
4394 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4395
4396 glClearBufferuiv(GL_COLOR, 0, clearUint);
4397 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4398
4399 glClear(GL_COLOR_BUFFER_BIT);
4400 EXPECT_GL_NO_ERROR();
4401 }
4402
4403 // Normalized uint buffer
4404 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4405 ASSERT_GL_NO_ERROR();
4406
4407 glClearBufferfv(GL_COLOR, 0, clearFloat);
4408 EXPECT_GL_NO_ERROR();
4409
4410 glClearBufferiv(GL_COLOR, 0, clearInt);
4411 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4412
4413 glClearBufferuiv(GL_COLOR, 0, clearUint);
4414 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4415
4416 glClear(GL_COLOR_BUFFER_BIT);
4417 EXPECT_GL_NO_ERROR();
4418 }
4419
4420 // Test the interaction of WebGL compatibility clears with default framebuffers
TEST_P(WebGL2CompatibilityTest,ClearBufferDefaultFramebuffer)4421 TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
4422 {
4423 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4424 constexpr int clearInt[] = {0, 0, 0, 0};
4425 constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4426
4427 // glClear works as usual, this is also a regression test for a bug where we
4428 // iterated on maxDrawBuffers for default framebuffers, triggering an assert
4429 glClear(GL_COLOR_BUFFER_BIT);
4430 EXPECT_GL_NO_ERROR();
4431
4432 // Default framebuffers are normalized uints, so only glClearBufferfv works.
4433 glClearBufferfv(GL_COLOR, 0, clearFloat);
4434 EXPECT_GL_NO_ERROR();
4435
4436 glClearBufferiv(GL_COLOR, 0, clearInt);
4437 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4438
4439 glClearBufferuiv(GL_COLOR, 0, clearUint);
4440 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4441 }
4442
4443 // Test that clearing a non-existent drawbuffer of the default
4444 // framebuffer does not cause an assertion in WebGL validation
TEST_P(WebGL2CompatibilityTest,ClearBuffer1OnDefaultFramebufferNoAssert)4445 TEST_P(WebGL2CompatibilityTest, ClearBuffer1OnDefaultFramebufferNoAssert)
4446 {
4447 constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4448 constexpr int32_t clearInt[] = {0, 0, 0, 0};
4449 constexpr uint32_t clearUint[] = {0, 0, 0, 0};
4450
4451 glClearBufferfv(GL_COLOR, 1, clearFloat);
4452 EXPECT_GL_NO_ERROR();
4453
4454 glClearBufferiv(GL_COLOR, 1, clearInt);
4455 EXPECT_GL_NO_ERROR();
4456
4457 glClearBufferuiv(GL_COLOR, 1, clearUint);
4458 EXPECT_GL_NO_ERROR();
4459 }
4460
4461 // Verify that errors are generate when trying to blit from an image to itself
TEST_P(WebGL2CompatibilityTest,BlitFramebufferSameImage)4462 TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
4463 {
4464 GLTexture textures[2];
4465 glBindTexture(GL_TEXTURE_2D, textures[0]);
4466 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4467 glBindTexture(GL_TEXTURE_2D, textures[1]);
4468 glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4469
4470 GLRenderbuffer renderbuffers[2];
4471 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
4472 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4473 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
4474 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4475
4476 GLFramebuffer framebuffers[2];
4477 glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
4478 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
4479
4480 ASSERT_GL_NO_ERROR();
4481
4482 // Same texture
4483 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4484 0);
4485 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4486 0);
4487 ASSERT_GL_NO_ERROR();
4488 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4489 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4490
4491 // Same textures but different renderbuffers
4492 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4493 renderbuffers[0]);
4494 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4495 renderbuffers[1]);
4496 ASSERT_GL_NO_ERROR();
4497 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
4498 ASSERT_GL_NO_ERROR();
4499 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4500 GL_NEAREST);
4501 ASSERT_GL_NO_ERROR();
4502 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4503 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4504 GL_NEAREST);
4505 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4506
4507 // Same renderbuffers but different textures
4508 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4509 0);
4510 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
4511 0);
4512 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4513 renderbuffers[0]);
4514 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4515 renderbuffers[0]);
4516 ASSERT_GL_NO_ERROR();
4517 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4518 ASSERT_GL_NO_ERROR();
4519 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4520 GL_NEAREST);
4521 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4522 glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4523 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4524 GL_NEAREST);
4525 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4526 }
4527
4528 // Verify that errors are generated when the fragment shader output doesn't match the bound color
4529 // buffer types
TEST_P(WebGL2CompatibilityTest,FragmentShaderColorBufferTypeMissmatch)4530 TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
4531 {
4532 constexpr char kVS[] =
4533 R"(#version 300 es
4534 void main() {
4535 gl_Position = vec4(0, 0, 0, 1);
4536 })";
4537
4538 constexpr char kFS[] =
4539 R"(#version 300 es
4540 precision mediump float;
4541 layout(location = 0) out vec4 floatOutput;
4542 layout(location = 1) out uvec4 uintOutput;
4543 layout(location = 2) out ivec4 intOutput;
4544 void main() {
4545 floatOutput = vec4(0, 0, 0, 1);
4546 uintOutput = uvec4(0, 0, 0, 1);
4547 intOutput = ivec4(0, 0, 0, 1);
4548 })";
4549
4550 ANGLE_GL_PROGRAM(program, kVS, kFS);
4551 glUseProgram(program);
4552
4553 GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
4554 GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
4555 GLuint intLocation = glGetFragDataLocation(program, "intOutput");
4556
4557 GLFramebuffer fbo;
4558 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4559
4560 GLRenderbuffer floatRenderbuffer;
4561 glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
4562 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
4563 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4564 floatRenderbuffer);
4565
4566 GLRenderbuffer uintRenderbuffer;
4567 glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
4568 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
4569 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4570 uintRenderbuffer);
4571
4572 GLRenderbuffer intRenderbuffer;
4573 glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
4574 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
4575 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4576 intRenderbuffer);
4577
4578 ASSERT_GL_NO_ERROR();
4579
4580 GLint maxDrawBuffers = 0;
4581 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4582 std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
4583 drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
4584 drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
4585 drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
4586
4587 glDrawBuffers(maxDrawBuffers, drawBuffers.data());
4588
4589 // Check that the correct case generates no errors
4590 glDrawArrays(GL_TRIANGLES, 0, 6);
4591 EXPECT_GL_NO_ERROR();
4592
4593 // Unbind some buffers and verify that there are still no errors
4594 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4595 0);
4596 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4597 0);
4598 glDrawArrays(GL_TRIANGLES, 0, 6);
4599 EXPECT_GL_NO_ERROR();
4600
4601 // Swap the int and uint buffers to and verify that an error is generated
4602 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4603 intRenderbuffer);
4604 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4605 uintRenderbuffer);
4606 glDrawArrays(GL_TRIANGLES, 0, 6);
4607 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4608
4609 // Swap the float and uint buffers to and verify that an error is generated
4610 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4611 floatRenderbuffer);
4612 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4613 uintRenderbuffer);
4614 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4615 intRenderbuffer);
4616 glDrawArrays(GL_TRIANGLES, 0, 6);
4617 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4618 }
4619
4620 // Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
4621 // types
TEST_P(WebGL2CompatibilityTest,VertexShaderAttributeTypeMismatch)4622 TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
4623 {
4624 constexpr char kVS[] =
4625 R"(#version 300 es
4626 in vec4 floatInput;
4627 in uvec4 uintInput;
4628 in ivec4 intInput;
4629 void main() {
4630 gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);
4631 })";
4632
4633 constexpr char kFS[] =
4634 R"(#version 300 es
4635 precision mediump float;
4636 out vec4 outputColor;
4637 void main() {
4638 outputColor = vec4(0, 0, 0, 1);
4639 })";
4640
4641 ANGLE_GL_PROGRAM(program, kVS, kFS);
4642 glUseProgram(program);
4643
4644 GLint floatLocation = glGetAttribLocation(program, "floatInput");
4645 GLint uintLocation = glGetAttribLocation(program, "uintInput");
4646 GLint intLocation = glGetAttribLocation(program, "intInput");
4647
4648 // Default attributes are of float types
4649 glDrawArrays(GL_TRIANGLES, 0, 6);
4650 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4651
4652 // Set the default attributes to the correct types, should succeed
4653 glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
4654 glVertexAttribI4i(intLocation, 0, 0, 0, 1);
4655 glDrawArrays(GL_TRIANGLES, 0, 6);
4656 EXPECT_GL_NO_ERROR();
4657
4658 // Change the default float attribute to an integer, should fail
4659 glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
4660 glDrawArrays(GL_TRIANGLES, 0, 6);
4661 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4662
4663 // Use a buffer for some attributes
4664 GLBuffer buffer;
4665 glBindBuffer(GL_ARRAY_BUFFER, buffer);
4666 glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
4667 glEnableVertexAttribArray(floatLocation);
4668 glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4669 glDrawArrays(GL_TRIANGLES, 0, 6);
4670 EXPECT_GL_NO_ERROR();
4671
4672 // Use a float pointer attrib for a uint input
4673 glEnableVertexAttribArray(uintLocation);
4674 glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4675 glDrawArrays(GL_TRIANGLES, 0, 6);
4676 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4677
4678 // Use a uint pointer for the uint input
4679 glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
4680 glDrawArrays(GL_TRIANGLES, 0, 6);
4681 EXPECT_GL_NO_ERROR();
4682 }
4683
4684 // Test that it's not possible to query the non-zero color attachments without the drawbuffers
4685 // extension in WebGL1
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentQuery)4686 TEST_P(WebGLCompatibilityTest, FramebufferAttachmentQuery)
4687 {
4688 ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
4689 ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
4690
4691 GLFramebuffer fbo;
4692 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4693 EXPECT_GL_NO_ERROR();
4694
4695 GLint result;
4696 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
4697 GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &result);
4698 EXPECT_GL_ERROR(GL_INVALID_ENUM);
4699
4700 GLRenderbuffer renderbuffer;
4701 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
4702 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4703 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbuffer);
4704 EXPECT_GL_ERROR(GL_INVALID_ENUM);
4705 }
4706
4707 // Tests WebGL reports INVALID_OPERATION for mismatch of drawbuffers and fragment output
TEST_P(WebGLCompatibilityTest,DrawBuffers)4708 TEST_P(WebGLCompatibilityTest, DrawBuffers)
4709 {
4710 // Make sure we can use at least 4 attachments for the tests.
4711 bool useEXT = false;
4712 if (getClientMajorVersion() < 3)
4713 {
4714 ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_EXT_draw_buffers"));
4715
4716 glRequestExtensionANGLE("GL_EXT_draw_buffers");
4717 useEXT = true;
4718 EXPECT_GL_NO_ERROR();
4719 }
4720
4721 GLint maxDrawBuffers = 0;
4722 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4723 // Test skipped because MAX_DRAW_BUFFERS is too small.
4724 ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
4725
4726 // Clears all the renderbuffers to red.
4727 auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
4728 GLFramebuffer clearFBO;
4729 glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
4730
4731 glClearColor(1, 0, 0, 1);
4732 for (int i = 0; i < 4; ++i)
4733 {
4734 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4735 renderbuffers[i]);
4736 glClear(GL_COLOR_BUFFER_BIT);
4737 }
4738 ASSERT_GL_NO_ERROR();
4739 };
4740
4741 // Checks that the renderbuffers specified by mask have the correct color
4742 auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
4743 GLFramebuffer readFBO;
4744 glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
4745
4746 for (int attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
4747 {
4748 if (mask & (1 << attachmentIndex))
4749 {
4750 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4751 renderbuffers[attachmentIndex]);
4752 EXPECT_PIXEL_COLOR_EQ(0, 0, color) << "attachment " << attachmentIndex;
4753 }
4754 }
4755 ASSERT_GL_NO_ERROR();
4756 };
4757
4758 // Depending on whether we are using the extension or ES3, a different entrypoint must be called
4759 auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
4760 if (useEXT)
4761 {
4762 glDrawBuffersEXT(numBuffers, buffers);
4763 }
4764 else
4765 {
4766 glDrawBuffers(numBuffers, buffers);
4767 }
4768 };
4769
4770 // Initialized the test framebuffer
4771 GLFramebuffer drawFBO;
4772 glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4773
4774 GLRenderbuffer renderbuffers[4];
4775 for (int i = 0; i < 4; ++i)
4776 {
4777 glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
4778 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4779 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
4780 renderbuffers[i]);
4781 }
4782
4783 ASSERT_GL_NO_ERROR();
4784
4785 GLenum allDrawBuffers[] = {
4786 GL_COLOR_ATTACHMENT0,
4787 GL_COLOR_ATTACHMENT1,
4788 GL_COLOR_ATTACHMENT2,
4789 GL_COLOR_ATTACHMENT3,
4790 };
4791
4792 GLenum halfDrawBuffers[] = {
4793 GL_NONE,
4794 GL_COLOR_ATTACHMENT1,
4795 GL_NONE,
4796 GL_COLOR_ATTACHMENT3,
4797 };
4798
4799 // Test that when using gl_FragColor with no-array
4800 const char *fragESSL1 =
4801 R"(precision highp float;
4802 void main()
4803 {
4804 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
4805 })";
4806 ANGLE_GL_PROGRAM(programESSL1, essl1_shaders::vs::Simple(), fragESSL1);
4807
4808 {
4809 glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4810 DrawBuffers(useEXT, 4, allDrawBuffers);
4811 drawQuad(programESSL1, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
4812 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4813 }
4814
4815 // Test what happens when rendering to a subset of the outputs. There is a behavior difference
4816 // between the extension and ES3. In the extension gl_FragData is implicitly declared as an
4817 // array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
4818 // should default to 0. On the contrary, in ES3 outputs are specified one by one, so
4819 // attachments not declared in the shader should not be written to.
4820 const char *positionAttrib;
4821 const char *writeOddOutputsVert;
4822 const char *writeOddOutputsFrag;
4823 if (useEXT)
4824 {
4825 positionAttrib = essl1_shaders::PositionAttrib();
4826 writeOddOutputsVert = essl1_shaders::vs::Simple();
4827 writeOddOutputsFrag =
4828 R"(#extension GL_EXT_draw_buffers : require
4829 precision highp float;
4830 void main()
4831 {
4832 gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);
4833 gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);
4834 })";
4835 }
4836 else
4837 {
4838 positionAttrib = essl3_shaders::PositionAttrib();
4839 writeOddOutputsVert = essl3_shaders::vs::Simple();
4840 writeOddOutputsFrag =
4841 R"(#version 300 es
4842 precision highp float;
4843 layout(location = 1) out vec4 output1;
4844 layout(location = 3) out vec4 output2;
4845 void main()
4846 {
4847 output1 = vec4(0.0, 1.0, 0.0, 1.0);
4848 output2 = vec4(0.0, 1.0, 0.0, 1.0);
4849 })";
4850 }
4851 ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
4852
4853 // Test that attachments not written to get the "unwritten" color (useEXT)
4854 // Or INVALID_OPERATION is generated if there's active draw buffer receive no output
4855 {
4856 ClearEverythingToRed(renderbuffers);
4857
4858 glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4859 DrawBuffers(useEXT, 4, allDrawBuffers);
4860 drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4861
4862 if (useEXT)
4863 {
4864 ASSERT_GL_NO_ERROR();
4865 CheckColors(renderbuffers, 0b1010, GLColor::green);
4866 // In the extension, when an attachment isn't written to, it should get 0's
4867 CheckColors(renderbuffers, 0b0101, GLColor(0, 0, 0, 0));
4868 }
4869 else
4870 {
4871 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4872 }
4873 }
4874
4875 // Test that attachments written to get the correct color from shader output but that even when
4876 // the extension is used, disabled attachments are not written at all and stay red.
4877 {
4878 ClearEverythingToRed(renderbuffers);
4879
4880 glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4881 DrawBuffers(useEXT, 4, halfDrawBuffers);
4882 drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4883 ASSERT_GL_NO_ERROR();
4884
4885 CheckColors(renderbuffers, 0b1010, GLColor::green);
4886 CheckColors(renderbuffers, 0b0101, GLColor::red);
4887 }
4888 }
4889
4890 // Test that it's possible to generate mipmaps on unsized floating point textures once the
4891 // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapUnsizedFloatingPointTexture)4892 TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
4893 {
4894 glRequestExtensionANGLE("GL_OES_texture_float");
4895 glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
4896 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4897 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
4898
4899 GLTexture texture;
4900 glBindTexture(GL_TEXTURE_2D, texture);
4901
4902 constexpr GLColor32F data[4] = {
4903 kFloatRed,
4904 kFloatRed,
4905 kFloatGreen,
4906 kFloatBlue,
4907 };
4908 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_FLOAT, data);
4909 ASSERT_GL_NO_ERROR();
4910
4911 glGenerateMipmap(GL_TEXTURE_2D);
4912 EXPECT_GL_NO_ERROR();
4913 }
4914 // Test that it's possible to generate mipmaps on unsized floating point textures once the
4915 // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapSizedFloatingPointTexture)4916 TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
4917 {
4918 if (IsGLExtensionRequestable("GL_OES_texture_float"))
4919 {
4920 glRequestExtensionANGLE("GL_OES_texture_float");
4921 }
4922 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4923
4924 if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
4925 {
4926 glRequestExtensionANGLE("GL_EXT_texture_storage");
4927 }
4928 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
4929
4930 GLTexture texture;
4931 glBindTexture(GL_TEXTURE_2D, texture);
4932
4933 constexpr GLColor32F data[4] = {
4934 kFloatRed,
4935 kFloatRed,
4936 kFloatGreen,
4937 kFloatBlue,
4938 };
4939 glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
4940 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
4941 ASSERT_GL_NO_ERROR();
4942
4943 glGenerateMipmap(GL_TEXTURE_2D);
4944 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4945
4946 if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4947 {
4948 // Format is renderable but not filterable
4949 glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4950 glGenerateMipmap(GL_TEXTURE_2D);
4951 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4952 }
4953
4954 if (IsGLExtensionRequestable("GL_EXT_color_buffer_float_linear"))
4955 {
4956 // Format is renderable but not filterable
4957 glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
4958
4959 if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4960 {
4961 // Format is filterable and renderable
4962 glGenerateMipmap(GL_TEXTURE_2D);
4963 EXPECT_GL_NO_ERROR();
4964 }
4965 else
4966 {
4967 // Format is filterable but not renderable
4968 glGenerateMipmap(GL_TEXTURE_2D);
4969 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4970 }
4971 }
4972 }
4973
4974 // Verify that a texture format is only allowed with extension enabled.
validateTexImageExtensionFormat(GLenum format,const std::string & extName)4975 void WebGLCompatibilityTest::validateTexImageExtensionFormat(GLenum format,
4976 const std::string &extName)
4977 {
4978 // Verify texture format fails by default.
4979 glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4980 EXPECT_GL_ERROR(GL_INVALID_ENUM);
4981
4982 if (IsGLExtensionRequestable(extName))
4983 {
4984 // Verify texture format is allowed once extension is enabled.
4985 glRequestExtensionANGLE(extName.c_str());
4986 EXPECT_TRUE(IsGLExtensionEnabled(extName));
4987
4988 glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4989 ASSERT_GL_NO_ERROR();
4990 }
4991 }
4992
4993 // Test enabling various non-compressed texture format extensions
TEST_P(WebGLCompatibilityTest,EnableTextureFormatExtensions)4994 TEST_P(WebGLCompatibilityTest, EnableTextureFormatExtensions)
4995 {
4996 ANGLE_SKIP_TEST_IF(IsOzone());
4997 ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
4998
4999 GLTexture texture;
5000 glBindTexture(GL_TEXTURE_2D, texture);
5001
5002 // Verify valid format is allowed.
5003 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
5004 ASSERT_GL_NO_ERROR();
5005
5006 // Verify invalid format fails.
5007 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA32F, GL_UNSIGNED_BYTE, nullptr);
5008 EXPECT_GL_ERROR(GL_INVALID_ENUM);
5009
5010 // Verify formats from enableable extensions.
5011 if (!IsOpenGLES())
5012 {
5013 validateTexImageExtensionFormat(GL_RED_EXT, "GL_EXT_texture_rg");
5014 }
5015
5016 validateTexImageExtensionFormat(GL_SRGB_EXT, "GL_EXT_texture_sRGB");
5017 validateTexImageExtensionFormat(GL_BGRA_EXT, "GL_EXT_texture_format_BGRA8888");
5018 }
5019
validateCompressedTexImageExtensionFormat(GLenum format,GLsizei width,GLsizei height,GLsizei blockSize,const std::string & extName,bool subImageAllowed)5020 void WebGLCompatibilityTest::validateCompressedTexImageExtensionFormat(GLenum format,
5021 GLsizei width,
5022 GLsizei height,
5023 GLsizei blockSize,
5024 const std::string &extName,
5025 bool subImageAllowed)
5026 {
5027 std::vector<GLubyte> data(blockSize, 0u);
5028
5029 GLTexture texture;
5030 glBindTexture(GL_TEXTURE_2D, texture);
5031
5032 // Verify texture format fails by default.
5033 glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5034 EXPECT_GL_ERROR(GL_INVALID_ENUM);
5035
5036 if (IsGLExtensionRequestable(extName))
5037 {
5038 // Verify texture format is allowed once extension is enabled.
5039 glRequestExtensionANGLE(extName.c_str());
5040 EXPECT_TRUE(IsGLExtensionEnabled(extName));
5041
5042 glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5043 EXPECT_GL_NO_ERROR();
5044
5045 glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, blockSize,
5046 data.data());
5047 if (subImageAllowed)
5048 {
5049 EXPECT_GL_NO_ERROR();
5050 }
5051 else
5052 {
5053 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5054 }
5055 }
5056 }
5057
expectedByteLength(GLenum format,GLsizei width,GLsizei height)5058 GLint WebGLCompatibilityTest::expectedByteLength(GLenum format, GLsizei width, GLsizei height)
5059 {
5060 switch (format)
5061 {
5062 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
5063 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
5064 case GL_COMPRESSED_RED_RGTC1_EXT:
5065 case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
5066 return ((width + 3) / 4) * ((height + 3) / 4) * 8;
5067 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
5068 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
5069 case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
5070 case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
5071 case GL_COMPRESSED_RGBA_BPTC_UNORM_EXT:
5072 case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:
5073 case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT:
5074 case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT:
5075 return ((width + 3) / 4) * ((height + 3) / 4) * 16;
5076 }
5077
5078 UNREACHABLE();
5079 return 0;
5080 }
5081
testCompressedTexLevelDimension(GLenum format,GLint level,GLsizei width,GLsizei height,GLsizei expectedByteLength,GLenum expectedError,const char * explanation)5082 void WebGLCompatibilityTest::testCompressedTexLevelDimension(GLenum format,
5083 GLint level,
5084 GLsizei width,
5085 GLsizei height,
5086 GLsizei expectedByteLength,
5087 GLenum expectedError,
5088 const char *explanation)
5089 {
5090 std::vector<uint8_t> tempVector(expectedByteLength, 0);
5091
5092 EXPECT_GL_NO_ERROR();
5093
5094 GLTexture sourceTexture;
5095 glBindTexture(GL_TEXTURE_2D, sourceTexture);
5096 glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height, 0, expectedByteLength,
5097 tempVector.data());
5098 if (expectedError == 0)
5099 {
5100 EXPECT_GL_NO_ERROR() << explanation;
5101 }
5102 else
5103 {
5104 EXPECT_GL_ERROR(expectedError) << explanation;
5105 }
5106
5107 if (level == 0 && width > 0)
5108 {
5109 GLTexture sourceTextureStorage;
5110 glBindTexture(GL_TEXTURE_2D, sourceTextureStorage);
5111
5112 if (getClientMajorVersion() >= 3)
5113 {
5114 glTexStorage2D(GL_TEXTURE_2D, 1, format, width, height);
5115 if (expectedError == 0)
5116 {
5117 EXPECT_GL_NO_ERROR() << explanation << " (texStorage2D)";
5118 }
5119 else
5120 {
5121 EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2D)";
5122 }
5123 }
5124 else
5125 {
5126 if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
5127 {
5128 glRequestExtensionANGLE("GL_EXT_texture_storage");
5129 ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
5130
5131 glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, width, height);
5132 if (expectedError == 0)
5133 {
5134 EXPECT_GL_NO_ERROR() << explanation << " (texStorage2DEXT)";
5135 }
5136 else
5137 {
5138 EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2DEXT)";
5139 }
5140 }
5141 }
5142 }
5143 }
5144
testCompressedTexImage(GLenum format)5145 void WebGLCompatibilityTest::testCompressedTexImage(GLenum format)
5146 {
5147 struct TestCase
5148 {
5149 GLint level;
5150 GLsizei width;
5151 GLsizei height;
5152 GLenum expectedError;
5153 const char *explanation;
5154 };
5155
5156 constexpr TestCase testCases[] = {
5157 {0, 4, 3, GL_INVALID_OPERATION, "level is 0, height is not a multiple of 4"},
5158 {0, 3, 4, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5159 {0, 2, 2, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5160 {0, 4, 4, GL_NO_ERROR, "is valid"},
5161 {1, 1, 1, GL_INVALID_OPERATION, "implied base mip 2x2 is invalid"},
5162 {1, 1, 2, GL_INVALID_OPERATION, "implied base mip 2x4 is invalid"},
5163 {1, 2, 1, GL_INVALID_OPERATION, "implied base mip 4x2 is invalid"},
5164 {1, 2, 2, GL_NO_ERROR, "implied base mip 4x4 is valid"},
5165 };
5166
5167 constexpr TestCase webgl2TestCases[] = {
5168 {0, 0, 0, GL_NO_ERROR, "0: 0x0 is valid"},
5169 {0, 1, 1, GL_INVALID_OPERATION, "0: 1x1 is invalid"},
5170 {0, 2, 2, GL_INVALID_OPERATION, "0: 2x2 is invalid"},
5171 {0, 3, 3, GL_INVALID_OPERATION, "0: 3x3 is invalid"},
5172 {0, 10, 10, GL_INVALID_OPERATION, "0: 10x10 is invalid"},
5173 {0, 11, 11, GL_INVALID_OPERATION, "0: 11x11 is invalid"},
5174 {0, 11, 12, GL_INVALID_OPERATION, "0: 11x12 is invalid"},
5175 {0, 12, 11, GL_INVALID_OPERATION, "0: 12x11 is invalid"},
5176 {0, 12, 12, GL_NO_ERROR, "0: 12x12 is valid"},
5177 {1, 0, 0, GL_NO_ERROR, "1: 0x0 is valid"},
5178 {1, 3, 3, GL_INVALID_OPERATION, "1: 3x3 is invalid"},
5179 {1, 5, 5, GL_INVALID_OPERATION, "1: 5x5 is invalid"},
5180 {1, 5, 6, GL_INVALID_OPERATION, "1: 5x6 is invalid"},
5181 {1, 6, 5, GL_INVALID_OPERATION, "1: 6x5 is invalid"},
5182 {1, 6, 6, GL_NO_ERROR, "1: 6x6 is valid"},
5183 {2, 0, 0, GL_NO_ERROR, "2: 0x0 is valid"},
5184 {2, 3, 3, GL_NO_ERROR, "2: 3x3 is valid"},
5185 {3, 1, 3, GL_NO_ERROR, "3: 1x3 is valid"},
5186 {3, 1, 1, GL_NO_ERROR, "3: 1x1 is valid"},
5187 {2, 1, 3, GL_NO_ERROR, "implied base mip 4x12 is valid"},
5188 };
5189
5190 for (const TestCase &test : testCases)
5191 {
5192 testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5193 expectedByteLength(format, test.width, test.height),
5194 test.expectedError, test.explanation);
5195 }
5196
5197 if (getClientMajorVersion() >= 3)
5198 {
5199 for (const TestCase &test : webgl2TestCases)
5200 {
5201 testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5202 expectedByteLength(format, test.width, test.height),
5203 test.expectedError, test.explanation);
5204 }
5205 }
5206 }
5207
5208 // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGB)5209 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGB)
5210 {
5211 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 8,
5212 "GL_EXT_texture_compression_dxt1", true);
5213 }
5214
5215 // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGBA)5216 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGBA)
5217 {
5218 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 8,
5219 "GL_EXT_texture_compression_dxt1", true);
5220 }
5221
5222 // Test enabling GL_ANGLE_texture_compression_dxt3
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3)5223 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3)
5224 {
5225 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, 4, 4, 16,
5226 "GL_ANGLE_texture_compression_dxt3", true);
5227 }
5228
5229 // Test enabling GL_ANGLE_texture_compression_dxt5
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5)5230 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5)
5231 {
5232 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, 4, 4, 16,
5233 "GL_ANGLE_texture_compression_dxt5", true);
5234 }
5235
5236 // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGB)5237 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGB)
5238 {
5239 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, 4, 4, 8,
5240 "GL_EXT_texture_compression_s3tc_srgb", true);
5241 }
5242
5243 // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGBA)5244 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGBA)
5245 {
5246 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 4, 4, 8,
5247 "GL_EXT_texture_compression_s3tc_srgb", true);
5248 }
5249
5250 // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3SRGBA)5251 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3SRGBA)
5252 {
5253 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 4, 4, 16,
5254 "GL_EXT_texture_compression_s3tc_srgb", true);
5255 }
5256
5257 // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5SRGBA)5258 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5SRGBA)
5259 {
5260 validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 4, 4, 16,
5261 "GL_EXT_texture_compression_s3tc_srgb", true);
5262 }
5263
5264 // Test enabling GL_OES_compressed_ETC1_RGB8_texture
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionETC1)5265 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionETC1)
5266 {
5267 validateCompressedTexImageExtensionFormat(
5268 GL_ETC1_RGB8_OES, 4, 4, 8, "GL_OES_compressed_ETC1_RGB8_texture",
5269 IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
5270 }
5271
5272 // Test enabling GL_ANGLE_lossy_etc_decode
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionLossyDecode)5273 TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionLossyDecode)
5274 {
5275 validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, 4, 4, 8,
5276 "GL_ANGLE_lossy_etc_decode", true);
5277 }
5278
5279 // Reject attempts to allocate too-large arrays in shaders.
5280 // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateArraySizes)5281 TEST_P(WebGLCompatibilityTest, ValidateArraySizes)
5282 {
5283 // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5284 // close to this limit causes pathologically slow shader
5285 // compilation in the driver. For the "ok" case, therefore, use a
5286 // fairly small array.
5287 constexpr char kVSArrayOK[] =
5288 R"(varying vec4 color;
5289 const int array_size = 500;
5290 void main()
5291 {
5292 mat2 array[array_size];
5293 mat2 array2[array_size];
5294 if (array[0][0][0] + array2[0][0][0] == 2.0)
5295 color = vec4(0.0, 1.0, 0.0, 1.0);
5296 else
5297 color = vec4(1.0, 0.0, 0.0, 1.0);
5298 })";
5299
5300 constexpr char kVSArrayTooLarge[] =
5301 R"(varying vec4 color;
5302 // 16 MB / 32 aligned bytes per mat2 = 524288
5303 const int array_size = 524289;
5304 void main()
5305 {
5306 mat2 array[array_size];
5307 if (array[0][0][0] == 2.0)
5308 color = vec4(0.0, 1.0, 0.0, 1.0);
5309 else
5310 color = vec4(1.0, 0.0, 0.0, 1.0);
5311 })";
5312
5313 constexpr char kVSArrayMuchTooLarge[] =
5314 R"(varying vec4 color;
5315 const int array_size = 757000;
5316 void main()
5317 {
5318 mat2 array[array_size];
5319 if (array[0][0][0] == 2.0)
5320 color = vec4(0.0, 1.0, 0.0, 1.0);
5321 else
5322 color = vec4(1.0, 0.0, 0.0, 1.0);
5323 })";
5324
5325 constexpr char kFS[] =
5326 R"(precision mediump float;
5327 varying vec4 color;
5328 void main()
5329 {
5330 gl_FragColor = vec4(color.r - 0.5, 0.0, 0.0, 1.0);
5331 })";
5332
5333 GLuint program = CompileProgram(kVSArrayOK, kFS);
5334 EXPECT_NE(0u, program);
5335
5336 program = CompileProgram(kVSArrayTooLarge, kFS);
5337 EXPECT_EQ(0u, program);
5338
5339 program = CompileProgram(kVSArrayMuchTooLarge, kFS);
5340 EXPECT_EQ(0u, program);
5341 }
5342
5343 // Reject attempts to allocate too-large structs in shaders.
5344 // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateStructSizes)5345 TEST_P(WebGLCompatibilityTest, ValidateStructSizes)
5346 {
5347 // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5348 // close to this limit causes pathologically slow shader
5349 // compilation in the driver. For this reason, only perform a
5350 // negative test.
5351 constexpr char kFSStructTooLarge[] =
5352 R"(precision mediump float;
5353 struct Light {
5354 // 2 GB / 32 aligned bytes per mat2 = 67108864
5355 mat2 array[67108865];
5356 };
5357
5358 uniform Light light;
5359
5360 void main()
5361 {
5362 if (light.array[0][0][0] == 2.0)
5363 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5364 else
5365 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5366 })";
5367
5368 GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge);
5369 EXPECT_EQ(0u, program);
5370
5371 // A second variation where the large array is on the variable itself not a member.
5372 constexpr char kFSStructTooLarge2[] =
5373 R"(precision mediump float;
5374 struct Light {
5375 mat2 array;
5376 };
5377
5378 uniform Light light[67108865];
5379
5380 void main()
5381 {
5382 if (light[0].array[0][0] == 2.0)
5383 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5384 else
5385 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5386 })";
5387
5388 program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge2);
5389 EXPECT_EQ(0u, program);
5390 }
5391
5392 // Reject attempts to allocate too much private memory.
5393 // This is an implementation-defined limit - crbug.com/1431761.
TEST_P(WebGLCompatibilityTest,ValidateTotalPrivateSize)5394 TEST_P(WebGLCompatibilityTest, ValidateTotalPrivateSize)
5395 {
5396 constexpr char kTooLargeGlobalMemory1[] =
5397 R"(precision mediump float;
5398
5399 // 16 MB / 16 bytes per vec4 = 1048576
5400 vec4 array[524288];
5401 vec4 array2[524289];
5402
5403 void main()
5404 {
5405 if (array[0].x + array[1].x == 0.)
5406 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5407 else
5408 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5409 })";
5410
5411 constexpr char kTooLargeGlobalMemory2[] =
5412 R"(precision mediump float;
5413
5414 // 16 MB / 16 bytes per vec4 = 1048576
5415 vec4 array[524287];
5416 vec4 array2[524287];
5417 vec4 x, y, z;
5418
5419 void main()
5420 {
5421 if (array[0].x + array[1].x == x.w + y.w + z.w)
5422 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5423 else
5424 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5425 })";
5426
5427 constexpr char kTooLargeGlobalAndLocalMemory1[] =
5428 R"(precision mediump float;
5429
5430 // 16 MB / 16 bytes per vec4 = 1048576
5431 vec4 array[524288];
5432
5433 void main()
5434 {
5435 vec4 array2[524289];
5436 if (array[0].x + array[1].x == 2.0)
5437 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5438 else
5439 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5440 })";
5441
5442 // Note: The call stack is not taken into account for the purposes of total memory calculation.
5443 constexpr char kTooLargeGlobalAndLocalMemory2[] =
5444 R"(precision mediump float;
5445
5446 // 16 MB / 16 bytes per vec4 = 1048576
5447 vec4 array[524288];
5448
5449 float f()
5450 {
5451 vec4 array2[524288];
5452 return array2[0].x;
5453 }
5454
5455 float g()
5456 {
5457 vec4 array3[524287];
5458 return array3[0].x;
5459 }
5460
5461 float h()
5462 {
5463 vec4 value;
5464 float value2;
5465 return value.x + value2;
5466 }
5467
5468 void main()
5469 {
5470 if (array[0].x + f() + g() + h() == 2.0)
5471 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5472 else
5473 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5474 })";
5475
5476 constexpr char kTooLargeGlobalMemoryOverflow[] =
5477 R"(precision mediump float;
5478
5479 // 16 MB / 16 bytes per vec4 = 1048576
5480 // Create 256 arrays so each is small, but the total overflows a 32-bit number
5481 vec4 array[1048576], array2[1048576], array3[1048576], array4[1048576], array5[1048576];
5482 vec4 array6[1048576], array7[1048576], array8[1048576], array9[1048576], array10[1048576];
5483 vec4 array11[1048576], array12[1048576], array13[1048576], array14[1048576], array15[1048576];
5484 vec4 array16[1048576], array17[1048576], array18[1048576], array19[1048576], array20[1048576];
5485 vec4 array21[1048576], array22[1048576], array23[1048576], array24[1048576], array25[1048576];
5486 vec4 array26[1048576], array27[1048576], array28[1048576], array29[1048576], array30[1048576];
5487 vec4 array31[1048576], array32[1048576], array33[1048576], array34[1048576], array35[1048576];
5488 vec4 array36[1048576], array37[1048576], array38[1048576], array39[1048576], array40[1048576];
5489 vec4 array41[1048576], array42[1048576], array43[1048576], array44[1048576], array45[1048576];
5490 vec4 array46[1048576], array47[1048576], array48[1048576], array49[1048576], array50[1048576];
5491 vec4 array51[1048576], array52[1048576], array53[1048576], array54[1048576], array55[1048576];
5492 vec4 array56[1048576], array57[1048576], array58[1048576], array59[1048576], array60[1048576];
5493 vec4 array61[1048576], array62[1048576], array63[1048576], array64[1048576], array65[1048576];
5494 vec4 array66[1048576], array67[1048576], array68[1048576], array69[1048576], array70[1048576];
5495 vec4 array71[1048576], array72[1048576], array73[1048576], array74[1048576], array75[1048576];
5496 vec4 array76[1048576], array77[1048576], array78[1048576], array79[1048576], array80[1048576];
5497 vec4 array81[1048576], array82[1048576], array83[1048576], array84[1048576], array85[1048576];
5498 vec4 array86[1048576], array87[1048576], array88[1048576], array89[1048576], array90[1048576];
5499 vec4 array91[1048576], array92[1048576], array93[1048576], array94[1048576], array95[1048576];
5500 vec4 array96[1048576], array97[1048576], array98[1048576], array99[1048576], array100[1048576];
5501 vec4 array101[1048576], array102[1048576], array103[1048576], array104[1048576], array105[1048576];
5502 vec4 array106[1048576], array107[1048576], array108[1048576], array109[1048576], array110[1048576];
5503 vec4 array111[1048576], array112[1048576], array113[1048576], array114[1048576], array115[1048576];
5504 vec4 array116[1048576], array117[1048576], array118[1048576], array119[1048576], array120[1048576];
5505 vec4 array121[1048576], array122[1048576], array123[1048576], array124[1048576], array125[1048576];
5506 vec4 array126[1048576], array127[1048576], array128[1048576], array129[1048576], array130[1048576];
5507 vec4 array131[1048576], array132[1048576], array133[1048576], array134[1048576], array135[1048576];
5508 vec4 array136[1048576], array137[1048576], array138[1048576], array139[1048576], array140[1048576];
5509 vec4 array141[1048576], array142[1048576], array143[1048576], array144[1048576], array145[1048576];
5510 vec4 array146[1048576], array147[1048576], array148[1048576], array149[1048576], array150[1048576];
5511 vec4 array151[1048576], array152[1048576], array153[1048576], array154[1048576], array155[1048576];
5512 vec4 array156[1048576], array157[1048576], array158[1048576], array159[1048576], array160[1048576];
5513 vec4 array161[1048576], array162[1048576], array163[1048576], array164[1048576], array165[1048576];
5514 vec4 array166[1048576], array167[1048576], array168[1048576], array169[1048576], array170[1048576];
5515 vec4 array171[1048576], array172[1048576], array173[1048576], array174[1048576], array175[1048576];
5516 vec4 array176[1048576], array177[1048576], array178[1048576], array179[1048576], array180[1048576];
5517 vec4 array181[1048576], array182[1048576], array183[1048576], array184[1048576], array185[1048576];
5518 vec4 array186[1048576], array187[1048576], array188[1048576], array189[1048576], array190[1048576];
5519 vec4 array191[1048576], array192[1048576], array193[1048576], array194[1048576], array195[1048576];
5520 vec4 array196[1048576], array197[1048576], array198[1048576], array199[1048576], array200[1048576];
5521 vec4 array201[1048576], array202[1048576], array203[1048576], array204[1048576], array205[1048576];
5522 vec4 array206[1048576], array207[1048576], array208[1048576], array209[1048576], array210[1048576];
5523 vec4 array211[1048576], array212[1048576], array213[1048576], array214[1048576], array215[1048576];
5524 vec4 array216[1048576], array217[1048576], array218[1048576], array219[1048576], array220[1048576];
5525 vec4 array221[1048576], array222[1048576], array223[1048576], array224[1048576], array225[1048576];
5526 vec4 array226[1048576], array227[1048576], array228[1048576], array229[1048576], array230[1048576];
5527 vec4 array231[1048576], array232[1048576], array233[1048576], array234[1048576], array235[1048576];
5528 vec4 array236[1048576], array237[1048576], array238[1048576], array239[1048576], array240[1048576];
5529 vec4 array241[1048576], array242[1048576], array243[1048576], array244[1048576], array245[1048576];
5530 vec4 array246[1048576], array247[1048576], array248[1048576], array249[1048576], array250[1048576];
5531 vec4 array251[1048576], array252[1048576], array253[1048576], array254[1048576], array255[1048576];
5532 vec4 array256[1048576];
5533
5534 void main()
5535 {
5536 float f = array[0].x; f += array2[0].x; f += array3[0].x; f += array4[0].x; f += array5[0].x;
5537 f += array6[0].x; f += array7[0].x; f += array8[0].x; f += array9[0].x; f += array10[0].x;
5538 f += array11[0].x; f += array12[0].x; f += array13[0].x; f += array14[0].x; f += array15[0].x;
5539 f += array16[0].x; f += array17[0].x; f += array18[0].x; f += array19[0].x; f += array20[0].x;
5540 f += array21[0].x; f += array22[0].x; f += array23[0].x; f += array24[0].x; f += array25[0].x;
5541 f += array26[0].x; f += array27[0].x; f += array28[0].x; f += array29[0].x; f += array30[0].x;
5542 f += array31[0].x; f += array32[0].x; f += array33[0].x; f += array34[0].x; f += array35[0].x;
5543 f += array36[0].x; f += array37[0].x; f += array38[0].x; f += array39[0].x; f += array40[0].x;
5544 f += array41[0].x; f += array42[0].x; f += array43[0].x; f += array44[0].x; f += array45[0].x;
5545 f += array46[0].x; f += array47[0].x; f += array48[0].x; f += array49[0].x; f += array50[0].x;
5546 f += array51[0].x; f += array52[0].x; f += array53[0].x; f += array54[0].x; f += array55[0].x;
5547 f += array56[0].x; f += array57[0].x; f += array58[0].x; f += array59[0].x; f += array60[0].x;
5548 f += array61[0].x; f += array62[0].x; f += array63[0].x; f += array64[0].x; f += array65[0].x;
5549 f += array66[0].x; f += array67[0].x; f += array68[0].x; f += array69[0].x; f += array70[0].x;
5550 f += array71[0].x; f += array72[0].x; f += array73[0].x; f += array74[0].x; f += array75[0].x;
5551 f += array76[0].x; f += array77[0].x; f += array78[0].x; f += array79[0].x; f += array80[0].x;
5552 f += array81[0].x; f += array82[0].x; f += array83[0].x; f += array84[0].x; f += array85[0].x;
5553 f += array86[0].x; f += array87[0].x; f += array88[0].x; f += array89[0].x; f += array90[0].x;
5554 f += array91[0].x; f += array92[0].x; f += array93[0].x; f += array94[0].x; f += array95[0].x;
5555 f += array96[0].x; f += array97[0].x; f += array98[0].x; f += array99[0].x; f += array100[0].x;
5556 f += array101[0].x; f += array102[0].x; f += array103[0].x; f += array104[0].x;
5557 f += array105[0].x; f += array106[0].x; f += array107[0].x; f += array108[0].x;
5558 f += array109[0].x; f += array110[0].x; f += array111[0].x; f += array112[0].x;
5559 f += array113[0].x; f += array114[0].x; f += array115[0].x; f += array116[0].x;
5560 f += array117[0].x; f += array118[0].x; f += array119[0].x; f += array120[0].x;
5561 f += array121[0].x; f += array122[0].x; f += array123[0].x; f += array124[0].x;
5562 f += array125[0].x; f += array126[0].x; f += array127[0].x; f += array128[0].x;
5563 f += array129[0].x; f += array130[0].x; f += array131[0].x; f += array132[0].x;
5564 f += array133[0].x; f += array134[0].x; f += array135[0].x; f += array136[0].x;
5565 f += array137[0].x; f += array138[0].x; f += array139[0].x; f += array140[0].x;
5566 f += array141[0].x; f += array142[0].x; f += array143[0].x; f += array144[0].x;
5567 f += array145[0].x; f += array146[0].x; f += array147[0].x; f += array148[0].x;
5568 f += array149[0].x; f += array150[0].x; f += array151[0].x; f += array152[0].x;
5569 f += array153[0].x; f += array154[0].x; f += array155[0].x; f += array156[0].x;
5570 f += array157[0].x; f += array158[0].x; f += array159[0].x; f += array160[0].x;
5571 f += array161[0].x; f += array162[0].x; f += array163[0].x; f += array164[0].x;
5572 f += array165[0].x; f += array166[0].x; f += array167[0].x; f += array168[0].x;
5573 f += array169[0].x; f += array170[0].x; f += array171[0].x; f += array172[0].x;
5574 f += array173[0].x; f += array174[0].x; f += array175[0].x; f += array176[0].x;
5575 f += array177[0].x; f += array178[0].x; f += array179[0].x; f += array180[0].x;
5576 f += array181[0].x; f += array182[0].x; f += array183[0].x; f += array184[0].x;
5577 f += array185[0].x; f += array186[0].x; f += array187[0].x; f += array188[0].x;
5578 f += array189[0].x; f += array190[0].x; f += array191[0].x; f += array192[0].x;
5579 f += array193[0].x; f += array194[0].x; f += array195[0].x; f += array196[0].x;
5580 f += array197[0].x; f += array198[0].x; f += array199[0].x; f += array200[0].x;
5581 f += array201[0].x; f += array202[0].x; f += array203[0].x; f += array204[0].x;
5582 f += array205[0].x; f += array206[0].x; f += array207[0].x; f += array208[0].x;
5583 f += array209[0].x; f += array210[0].x; f += array211[0].x; f += array212[0].x;
5584 f += array213[0].x; f += array214[0].x; f += array215[0].x; f += array216[0].x;
5585 f += array217[0].x; f += array218[0].x; f += array219[0].x; f += array220[0].x;
5586 f += array221[0].x; f += array222[0].x; f += array223[0].x; f += array224[0].x;
5587 f += array225[0].x; f += array226[0].x; f += array227[0].x; f += array228[0].x;
5588 f += array229[0].x; f += array230[0].x; f += array231[0].x; f += array232[0].x;
5589 f += array233[0].x; f += array234[0].x; f += array235[0].x; f += array236[0].x;
5590 f += array237[0].x; f += array238[0].x; f += array239[0].x; f += array240[0].x;
5591 f += array241[0].x; f += array242[0].x; f += array243[0].x; f += array244[0].x;
5592 f += array245[0].x; f += array246[0].x; f += array247[0].x; f += array248[0].x;
5593 f += array249[0].x; f += array250[0].x; f += array251[0].x; f += array252[0].x;
5594 f += array253[0].x; f += array254[0].x; f += array255[0].x; f += array256[0].x;
5595 if (f == 2.0)
5596 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5597 else
5598 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5599 })";
5600
5601 GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory1);
5602 EXPECT_EQ(0u, program);
5603
5604 program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory2);
5605 EXPECT_EQ(0u, program);
5606
5607 program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory1);
5608 EXPECT_EQ(0u, program);
5609
5610 program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory2);
5611 EXPECT_EQ(0u, program);
5612
5613 program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemoryOverflow);
5614 EXPECT_EQ(0u, program);
5615 }
5616
5617 // Linking should fail when corresponding vertex/fragment uniform blocks have different precision
5618 // qualifiers.
TEST_P(WebGL2CompatibilityTest,UniformBlockPrecisionMismatch)5619 TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
5620 {
5621 constexpr char kVS[] =
5622 R"(#version 300 es
5623 uniform Block { mediump vec4 val; };
5624 void main() { gl_Position = val; })";
5625 constexpr char kFS[] =
5626 R"(#version 300 es
5627 uniform Block { highp vec4 val; };
5628 out highp vec4 out_FragColor;
5629 void main() { out_FragColor = val; })";
5630
5631 GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
5632 ASSERT_NE(0u, vs);
5633 GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
5634 ASSERT_NE(0u, fs);
5635
5636 GLuint program = glCreateProgram();
5637
5638 glAttachShader(program, vs);
5639 glDeleteShader(vs);
5640 glAttachShader(program, fs);
5641 glDeleteShader(fs);
5642
5643 glLinkProgram(program);
5644 GLint linkStatus;
5645 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
5646 ASSERT_EQ(0, linkStatus);
5647
5648 glDeleteProgram(program);
5649 }
5650
5651 // Test no attribute vertex shaders
TEST_P(WebGL2CompatibilityTest,NoAttributeVertexShader)5652 TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
5653 {
5654 constexpr char kVS[] =
5655 R"(#version 300 es
5656 void main()
5657 {
5658
5659 ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);
5660 gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);
5661 })";
5662
5663 ANGLE_GL_PROGRAM(program, kVS, essl3_shaders::fs::Red());
5664 glUseProgram(program);
5665
5666 glDrawArrays(GL_TRIANGLES, 0, 6);
5667 ASSERT_GL_NO_ERROR();
5668 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
5669 }
5670
5671 // Tests bindAttribLocations for length limit
TEST_P(WebGL2CompatibilityTest,BindAttribLocationLimitation)5672 TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
5673 {
5674 constexpr int maxLocStringLength = 1024;
5675 const std::string tooLongString(maxLocStringLength + 1, '_');
5676
5677 glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
5678
5679 EXPECT_GL_ERROR(GL_INVALID_VALUE);
5680 }
5681
5682 // Tests getAttribLocation for length limit
TEST_P(WebGL2CompatibilityTest,GetAttribLocationLengthLimitation)5683 TEST_P(WebGL2CompatibilityTest, GetAttribLocationLengthLimitation)
5684 {
5685 constexpr int maxLocStringLength = 1024;
5686 const std::string tooLongString(maxLocStringLength + 1, '_');
5687
5688 glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
5689
5690 EXPECT_GL_ERROR(GL_INVALID_VALUE);
5691 }
5692
5693 // Covers a bug in transform feedback loop detection.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackCheckNullDeref)5694 TEST_P(WebGL2CompatibilityTest, TransformFeedbackCheckNullDeref)
5695 {
5696 constexpr char kVS[] = R"(attribute vec4 color; void main() { color.r; })";
5697 constexpr char kFS[] = R"(void main(){})";
5698 ANGLE_GL_PROGRAM(program, kVS, kFS);
5699 glUseProgram(program);
5700
5701 glEnableVertexAttribArray(0);
5702 glDrawArrays(GL_POINTS, 0, 1);
5703
5704 // This should fail because it is trying to pull a vertex with no buffer.
5705 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5706
5707 GLBuffer buffer;
5708 glBindBuffer(GL_ARRAY_BUFFER, buffer);
5709 glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
5710
5711 // This should fail because it is trying to pull a vertex from an empty buffer.
5712 glDrawArrays(GL_POINTS, 0, 1);
5713 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5714 }
5715
5716 // We should forbid two transform feedback outputs going to the same buffer.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackDoubleBinding)5717 TEST_P(WebGL2CompatibilityTest, TransformFeedbackDoubleBinding)
5718 {
5719 constexpr char kVS[] =
5720 R"(attribute float a; varying float b; varying float c; void main() { b = a; c = a; })";
5721 constexpr char kFS[] = R"(void main(){})";
5722 ANGLE_GL_PROGRAM(program, kVS, kFS);
5723 static const char *varyings[] = {"b", "c"};
5724 glTransformFeedbackVaryings(program, 2, varyings, GL_SEPARATE_ATTRIBS);
5725 glLinkProgram(program);
5726 glUseProgram(program);
5727 ASSERT_GL_NO_ERROR();
5728
5729 // Bind the transform feedback varyings to non-overlapping regions of the same buffer.
5730 GLBuffer buffer;
5731 glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 0, 4);
5732 glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, buffer, 4, 4);
5733 glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 8, nullptr, GL_STATIC_DRAW);
5734 ASSERT_GL_NO_ERROR();
5735 // Two varyings bound to the same buffer should be an error.
5736 glBeginTransformFeedback(GL_POINTS);
5737 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5738 }
5739
5740 // Check the return type of a given parameter upon getting the active uniforms.
TEST_P(WebGL2CompatibilityTest,UniformVariablesReturnTypes)5741 TEST_P(WebGL2CompatibilityTest, UniformVariablesReturnTypes)
5742 {
5743 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
5744
5745 std::vector<GLuint> validUniformIndices = {0};
5746 std::vector<GLint> uniformNameLengthBuf(validUniformIndices.size());
5747
5748 // This should fail because GL_UNIFORM_NAME_LENGTH cannot be used in WebGL2.
5749 glGetActiveUniformsiv(program, static_cast<GLsizei>(validUniformIndices.size()),
5750 &validUniformIndices[0], GL_UNIFORM_NAME_LENGTH,
5751 &uniformNameLengthBuf[0]);
5752 EXPECT_GL_ERROR(GL_INVALID_ENUM);
5753 }
5754
5755 // Tests an error case to ensure we don't crash.
TEST_P(WebGLCompatibilityTest,DrawWithNoProgram)5756 TEST_P(WebGLCompatibilityTest, DrawWithNoProgram)
5757 {
5758 glDrawArrays(GL_TRIANGLES, 0, 6);
5759 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5760 }
5761
5762 // Ensures that rendering to different texture levels of a sampled texture is supported.
TEST_P(WebGL2CompatibilityTest,RenderToLevelsOfSampledTexture)5763 TEST_P(WebGL2CompatibilityTest, RenderToLevelsOfSampledTexture)
5764 {
5765 // TODO: Fix on Vulkan back-end. http://anglebug.com/40644733
5766 ANGLE_SKIP_TEST_IF(IsVulkan());
5767
5768 constexpr GLsizei kTexSize = 2;
5769 constexpr GLsizei kTexLevels = 2;
5770
5771 std::vector<GLColor> texData(kTexSize * kTexSize, GLColor::green);
5772
5773 GLTexture sourceTexture;
5774 glBindTexture(GL_TEXTURE_2D, sourceTexture);
5775 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5776 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5777 glTexStorage2D(GL_TEXTURE_2D, kTexLevels, GL_RGBA8, kTexSize, kTexSize);
5778 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexSize, kTexSize, GL_RGBA, GL_UNSIGNED_BYTE,
5779 texData.data());
5780
5781 GLFramebuffer fbo;
5782 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5783 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTexture, 1);
5784 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5785 glViewport(0, 0, kTexSize / 2, kTexSize / 2);
5786
5787 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
5788 ASSERT_GL_NO_ERROR();
5789
5790 // Should work - drawing from level 0 to level 1.
5791 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5792 EXPECT_GL_NO_ERROR();
5793 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5794
5795 // Should not work - drawing from levels [0,1] to level 1.
5796 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5797 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5798 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5799
5800 // Should work - drawing with levels [0,1] to default FBO.
5801 glBindFramebuffer(GL_FRAMEBUFFER, 0);
5802 glViewport(0, 0, getWindowWidth(), getWindowHeight());
5803
5804 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5805 EXPECT_GL_NO_ERROR();
5806 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5807 }
5808
5809 // Reject attempts to allocate too-large variables in shaders.
5810 // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGL2CompatibilityTest,ValidateTypeSizes)5811 TEST_P(WebGL2CompatibilityTest, ValidateTypeSizes)
5812 {
5813 constexpr char kFSArrayBlockTooLarge[] = R"(#version 300 es
5814 precision mediump float;
5815 // 1 + the maximum size this implementation allows.
5816 uniform LargeArrayBlock {
5817 vec4 large_array[134217729];
5818 };
5819
5820 out vec4 out_FragColor;
5821
5822 void main()
5823 {
5824 if (large_array[1].x == 2.0)
5825 out_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5826 else
5827 out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5828 }
5829 )";
5830
5831 GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFSArrayBlockTooLarge);
5832 EXPECT_EQ(0u, program);
5833 }
5834
5835 // Ensure that new type size validation code added for
5836 // crbug.com/1220237 does not crash.
TEST_P(WebGL2CompatibilityTest,ValidatingTypeSizesShouldNotCrash)5837 TEST_P(WebGL2CompatibilityTest, ValidatingTypeSizesShouldNotCrash)
5838 {
5839 constexpr char kFS1[] = R"(#version 300 es
5840 precision mediump float;
5841 out vec4 my_FragColor;
5842
5843 const vec4 constants[2] = vec4[] (
5844 vec4(0.6, 0.3, 0.0, 3.0),
5845 vec4(-0.6, 0.7, 0.0, -2.0)
5846 );
5847
5848 void main()
5849 {
5850 my_FragColor = constants[0] + constants[1];
5851 return;
5852 })";
5853
5854 constexpr char kFS2[] = R"(#version 300 es
5855 precision mediump float;
5856 out vec4 my_FragColor;
5857
5858 const vec4 constants[2] = vec4[] (
5859 vec4(0.6, 0.3, 0.0, 3.0),
5860 vec4(-0.6, 0.7, 0.0, -2.0)
5861 );
5862
5863 const vec4 constants2[2] = vec4[] (
5864 constants[1],
5865 constants[0]
5866 );
5867
5868 void main()
5869 {
5870 my_FragColor = constants2[0] + constants2[1];
5871 return;
5872 })";
5873
5874 constexpr char kFS3[] = R"(#version 300 es
5875 precision mediump float;
5876 out vec4 my_FragColor;
5877
5878 const vec4 constants[2] = vec4[] (
5879 vec4(0.6, 0.3, 0.0, 3.0),
5880 vec4(-0.6, 0.7, 0.0, -2.0)
5881 );
5882
5883 const vec4 constants2[2] = constants;
5884
5885 void main()
5886 {
5887 my_FragColor = constants2[0] + constants2[1];
5888 return;
5889 })";
5890
5891 GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS1);
5892 EXPECT_NE(0u, program);
5893
5894 program = CompileProgram(essl3_shaders::vs::Simple(), kFS2);
5895 EXPECT_NE(0u, program);
5896
5897 program = CompileProgram(essl3_shaders::vs::Simple(), kFS3);
5898 EXPECT_NE(0u, program);
5899 }
5900
5901 // Verify glReadPixels will accept GL_RGBX8_ANGLE + GL_UNSIGNED_BYTE.
TEST_P(WebGL2CompatibilityTest,ReadPixelsRgbx8AngleUnsignedByte)5902 TEST_P(WebGL2CompatibilityTest, ReadPixelsRgbx8AngleUnsignedByte)
5903 {
5904 ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
5905
5906 GLFramebuffer fb;
5907 glBindFramebuffer(GL_FRAMEBUFFER, fb);
5908
5909 GLTexture tex;
5910 glBindTexture(GL_TEXTURE_2D, tex);
5911 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBX8_ANGLE, 1, 1);
5912 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5913 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5914
5915 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
5916 ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5917
5918 glBindFramebuffer(GL_FRAMEBUFFER, 0);
5919
5920 glClearColor(1.0, 0.0, 0.0, 1.0);
5921 glClear(GL_COLOR_BUFFER_BIT);
5922 ASSERT_GL_NO_ERROR();
5923
5924 GLColor pixel;
5925 glReadPixels(0, 0, 1, 1, GL_RGBX8_ANGLE, GL_UNSIGNED_BYTE, &pixel.R);
5926 ASSERT_GL_NO_ERROR();
5927
5928 EXPECT_EQ(GLColor::red, pixel);
5929 }
5930
5931 // Test that masked-out draw attachments do not require fragment outputs.
TEST_P(WebGL2CompatibilityTest,DrawWithMaskedOutAttachments)5932 TEST_P(WebGL2CompatibilityTest, DrawWithMaskedOutAttachments)
5933 {
5934 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
5935
5936 GLFramebuffer fbo;
5937 GLRenderbuffer rbo[2];
5938 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5939
5940 glBindRenderbuffer(GL_RENDERBUFFER, rbo[0]);
5941 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5942 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo[0]);
5943
5944 glBindRenderbuffer(GL_RENDERBUFFER, rbo[1]);
5945 glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5946 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo[1]);
5947
5948 EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5949
5950 constexpr char kFS[] = R"(#version 300 es
5951 precision highp float;
5952
5953 layout(location = 0) out vec4 color;
5954
5955 void main()
5956 {
5957 color = vec4(1.0, 1.0, 1.0, 1.0);
5958 }
5959 )";
5960
5961 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
5962 glUseProgram(program);
5963
5964 GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
5965 glDrawBuffers(2, bufs);
5966
5967 // Error: no fragment output for attachment1
5968 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5969 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5970
5971 // No error: attachment1 is masked-out
5972 glColorMaskiOES(1, false, false, false, false);
5973 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5974 EXPECT_GL_NO_ERROR();
5975 }
5976
5977 // Test that ETC2/EAC formats are rejected by unextended WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,ETC2EACFormats)5978 TEST_P(WebGL2CompatibilityTest, ETC2EACFormats)
5979 {
5980 size_t byteLength = 8;
5981 constexpr uint8_t data[16] = {};
5982 constexpr GLenum formats[] = {GL_COMPRESSED_R11_EAC,
5983 GL_COMPRESSED_SIGNED_R11_EAC,
5984 GL_COMPRESSED_RGB8_ETC2,
5985 GL_COMPRESSED_SRGB8_ETC2,
5986 GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5987 GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5988 GL_COMPRESSED_RG11_EAC,
5989 GL_COMPRESSED_SIGNED_RG11_EAC,
5990 GL_COMPRESSED_RGBA8_ETC2_EAC,
5991 GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC};
5992
5993 for (const auto &fmt : formats)
5994 {
5995 if (fmt == GL_COMPRESSED_RG11_EAC)
5996 byteLength = 16;
5997
5998 {
5999 GLTexture tex;
6000 glBindTexture(GL_TEXTURE_2D, tex);
6001 glCompressedTexImage2D(GL_TEXTURE_2D, 0, fmt, 4, 4, 0, byteLength, data);
6002 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6003 }
6004
6005 {
6006 GLTexture tex;
6007 glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6008 glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, fmt, 4, 4, 1, 0, byteLength, data);
6009 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6010 }
6011
6012 {
6013 GLTexture tex;
6014 glBindTexture(GL_TEXTURE_2D, tex);
6015 glTexStorage2D(GL_TEXTURE_2D, 1, fmt, 4, 4);
6016 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6017 }
6018
6019 {
6020 GLTexture tex;
6021 glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6022 glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, fmt, 4, 4, 1);
6023 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6024 }
6025 }
6026 }
6027
6028 // Test that GL_HALF_FLOAT_OES type is rejected by WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,HalfFloatOesType)6029 TEST_P(WebGL2CompatibilityTest, HalfFloatOesType)
6030 {
6031 const std::array<std::pair<GLenum, GLenum>, 6> formats = {{{GL_R16F, GL_RED},
6032 {GL_RG16F, GL_RG},
6033 {GL_RGB16F, GL_RGB},
6034 {GL_RGBA16F, GL_RGBA},
6035 {GL_R11F_G11F_B10F, GL_RGB},
6036 {GL_RGB9_E5, GL_RGB}}};
6037 for (const auto &fmt : formats)
6038 {
6039 {
6040 GLTexture tex;
6041 glBindTexture(GL_TEXTURE_2D, tex);
6042 EXPECT_GL_NO_ERROR();
6043
6044 glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6045 nullptr);
6046 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6047
6048 glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT, nullptr);
6049 EXPECT_GL_NO_ERROR();
6050 }
6051 {
6052 GLTexture tex;
6053 glBindTexture(GL_TEXTURE_3D, tex);
6054 EXPECT_GL_NO_ERROR();
6055
6056 glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6057 nullptr);
6058 EXPECT_GL_ERROR(GL_INVALID_ENUM);
6059
6060 glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT,
6061 nullptr);
6062 EXPECT_GL_NO_ERROR();
6063 }
6064 }
6065 }
6066
6067 // Test that unsigned integer samplers work with stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingStencil8)6068 TEST_P(WebGL2CompatibilityTest, StencilTexturingStencil8)
6069 {
6070 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_stencil8"));
6071
6072 const uint8_t stencilValue = 42;
6073 GLTexture tex;
6074 glBindTexture(GL_TEXTURE_2D, tex);
6075 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6076 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6077 glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, 1, 1, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
6078 &stencilValue);
6079 ASSERT_GL_NO_ERROR();
6080
6081 constexpr char kFS[] = R"(#version 300 es
6082 out mediump vec4 color;
6083 uniform mediump usampler2D tex;
6084 void main() {
6085 color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6086 })";
6087 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6088
6089 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6090 EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6091 }
6092
6093 // Test that unsigned integer samplers work with combined depth/stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingCombined)6094 TEST_P(WebGL2CompatibilityTest, StencilTexturingCombined)
6095 {
6096 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_ANGLE_stencil_texturing"));
6097
6098 const uint32_t stencilValue = 42;
6099 GLTexture tex;
6100 glBindTexture(GL_TEXTURE_2D, tex);
6101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6103 glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE_ANGLE, GL_STENCIL_INDEX);
6104 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL,
6105 GL_UNSIGNED_INT_24_8, &stencilValue);
6106 ASSERT_GL_NO_ERROR();
6107
6108 constexpr char kFS[] = R"(#version 300 es
6109 out mediump vec4 color;
6110 uniform mediump usampler2D tex;
6111 void main() {
6112 color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6113 })";
6114 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6115
6116 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6117 EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6118 }
6119
6120 // Regression test for syncing internal state for TexImage calls while there is an incomplete
6121 // framebuffer bound
TEST_P(WebGL2CompatibilityTest,TexImageSyncWithIncompleteFramebufferBug)6122 TEST_P(WebGL2CompatibilityTest, TexImageSyncWithIncompleteFramebufferBug)
6123 {
6124 glColorMask(false, true, false, false);
6125 glClear(GL_COLOR_BUFFER_BIT);
6126 glViewport(100, 128, 65, 65537);
6127
6128 GLFramebuffer fb1;
6129 glBindFramebuffer(GL_FRAMEBUFFER, fb1);
6130
6131 GLRenderbuffer rb;
6132 glBindRenderbuffer(GL_RENDERBUFFER, rb);
6133 glRenderbufferStorage(GL_RENDERBUFFER, GL_RG8UI, 1304, 2041);
6134 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
6135
6136 GLTexture texture;
6137 glBindTexture(GL_TEXTURE_2D, texture);
6138 glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED_EXT, GL_UNSIGNED_BYTE, nullptr);
6139 }
6140
6141 // Test that "depth_unchanged" layout qualifier is rejected for WebGL contexts.
TEST_P(WebGL2CompatibilityTest,FragDepthLayoutUnchanged)6142 TEST_P(WebGL2CompatibilityTest, FragDepthLayoutUnchanged)
6143 {
6144 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_conservative_depth"));
6145
6146 constexpr char kFS[] = R"(#version 300 es
6147 #extension GL_EXT_conservative_depth: enable
6148 out highp vec4 color;
6149 layout (depth_unchanged) out highp float gl_FragDepth;
6150 void main() {
6151 color = vec4(0.0, 0.0, 0.0, 1.0);
6152 gl_FragDepth = 1.0;
6153 })";
6154
6155 GLProgram prg;
6156 prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6157 EXPECT_FALSE(prg.valid());
6158 }
6159
6160 // Test that EXT_blend_func_extended does not allow omitting locations in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedNoLocations)6161 TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedNoLocations)
6162 {
6163 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6164
6165 constexpr char kFS[] = R"(#version 300 es
6166 #extension GL_EXT_blend_func_extended : require
6167 out highp vec4 color0;
6168 out highp vec4 color1;
6169 void main() {
6170 color0 = vec4(1.0, 0.0, 0.0, 1.0);
6171 color1 = vec4(0.0, 1.0, 0.0, 1.0);
6172 })";
6173
6174 GLProgram prg;
6175 prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6176 EXPECT_FALSE(prg.valid());
6177 }
6178
6179 // Test that fragment outputs may be omitted when enabling
6180 // SRC1 blend functions with all color channels masked out.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)6181 TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)
6182 {
6183 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6184
6185 glEnable(GL_BLEND);
6186 glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6187 glColorMask(false, false, false, false);
6188
6189 // Secondary output missing
6190 {
6191 constexpr char kFragColor[] = R"(
6192 void main() {
6193 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
6194 })";
6195 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6196 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6197 EXPECT_GL_NO_ERROR();
6198 }
6199
6200 // Primary output missing
6201 {
6202 constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : enable
6203 void main() {
6204 gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6205 })";
6206 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6207 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6208 EXPECT_GL_NO_ERROR();
6209 }
6210
6211 // Both outputs missing
6212 {
6213 constexpr char kNone[] = "void main() {}";
6214 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kNone);
6215 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6216 EXPECT_GL_NO_ERROR();
6217 }
6218 }
6219
6220 // Test that both fragment outputs must be statically used
6221 // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6222 TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6223 {
6224 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6225
6226 glEnable(GL_BLEND);
6227 glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6228 ASSERT_GL_NO_ERROR();
6229
6230 {
6231 constexpr char kFragColor[] = R"(
6232 void main() {
6233 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
6234 })";
6235 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6236 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6237 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6238 }
6239 {
6240 constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : require
6241 void main() {
6242 gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6243 })";
6244 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6245 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6246 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6247 }
6248 {
6249 constexpr char kFragColorAndSecondaryFragColor[] =
6250 R"(#extension GL_EXT_blend_func_extended : require
6251 void main() {
6252 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
6253 gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6254 })";
6255 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColorAndSecondaryFragColor);
6256 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6257 ASSERT_GL_NO_ERROR();
6258 }
6259 }
6260
6261 // Test that both fragment outputs must be statically used
6262 // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6263 TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6264 {
6265 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6266
6267 glEnable(GL_BLEND);
6268 glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6269 ASSERT_GL_NO_ERROR();
6270
6271 {
6272 constexpr char kFragData[] = R"(
6273 void main() {
6274 gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
6275 })";
6276 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragData);
6277 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6278 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6279 }
6280 {
6281 constexpr char kSecondaryFragData[] = R"(#extension GL_EXT_blend_func_extended : require
6282 void main() {
6283 gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6284 })";
6285 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragData);
6286 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6287 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6288 }
6289 {
6290 constexpr char kFragDataAndSecondaryFragData[] =
6291 R"(#extension GL_EXT_blend_func_extended : require
6292 void main() {
6293 gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
6294 gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6295 })";
6296 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragDataAndSecondaryFragData);
6297 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6298 ASSERT_GL_NO_ERROR();
6299 }
6300 }
6301
6302 // Test that both fragment outputs must be statically used
6303 // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6304 TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6305 {
6306 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6307
6308 glEnable(GL_BLEND);
6309 glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6310 ASSERT_GL_NO_ERROR();
6311
6312 {
6313 constexpr char kColor0[] = R"(#version 300 es
6314 out mediump vec4 color0;
6315 void main() {
6316 color0 = vec4(1.0, 0.0, 0.0, 1.0);
6317 })";
6318 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0);
6319 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6320 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6321 }
6322 {
6323 constexpr char kColor1[] = R"(#version 300 es
6324 #extension GL_EXT_blend_func_extended : require
6325 layout(location = 0, index = 1) out mediump vec4 color1;
6326 void main() {
6327 color1 = vec4(0.0, 1.0, 0.0, 1.0);
6328 })";
6329 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor1);
6330 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6331 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6332 }
6333 {
6334 constexpr char kColor0AndColor1[] = R"(#version 300 es
6335 #extension GL_EXT_blend_func_extended : require
6336 layout(location = 0, index = 0) out mediump vec4 color0;
6337 layout(location = 0, index = 1) out mediump vec4 color1;
6338 void main() {
6339 color0 = vec4(1.0, 0.0, 0.0, 1.0);
6340 color1 = vec4(0.0, 1.0, 0.0, 1.0);
6341 })";
6342 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0AndColor1);
6343 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6344 ASSERT_GL_NO_ERROR();
6345 }
6346 }
6347
6348 // Test that both fragment outputs must be statically used
6349 // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6350 TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6351 {
6352 ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6353
6354 glEnable(GL_BLEND);
6355 glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6356 ASSERT_GL_NO_ERROR();
6357
6358 {
6359 constexpr char kArrayColor0[] = R"(#version 300 es
6360 out mediump vec4 color0[1];
6361 void main() {
6362 color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6363 })";
6364 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0);
6365 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6366 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6367 }
6368 {
6369 constexpr char kArrayColor1[] = R"(#version 300 es
6370 #extension GL_EXT_blend_func_extended : require
6371 layout(location = 0, index = 1) out mediump vec4 color1[1];
6372 void main() {
6373 color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6374 })";
6375 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor1);
6376 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6377 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6378 }
6379 {
6380 constexpr char kArrayColor0AndColor0[] = R"(#version 300 es
6381 #extension GL_EXT_blend_func_extended : require
6382 layout(location = 0, index = 0) out mediump vec4 color0[1];
6383 layout(location = 0, index = 1) out mediump vec4 color1[1];
6384 void main() {
6385 color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6386 color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6387 })";
6388 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0AndColor0);
6389 drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6390 ASSERT_GL_NO_ERROR();
6391 }
6392 }
6393
6394 // Test that vertex conversion correctly no-ops when the vertex format requires conversion but there
6395 // are no vertices to convert.
TEST_P(WebGLCompatibilityTest,ConversionWithNoVertices)6396 TEST_P(WebGLCompatibilityTest, ConversionWithNoVertices)
6397 {
6398 constexpr char kVS[] = R"(precision highp float;
6399 attribute vec3 attr1;
6400 void main(void) {
6401 gl_Position = vec4(attr1, 1.0);
6402 })";
6403
6404 constexpr char kFS[] = R"(precision highp float;
6405 void main(void) {
6406 gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
6407 })";
6408
6409 GLBuffer buffer;
6410 glBindBuffer(GL_ARRAY_BUFFER, buffer);
6411 std::array<int8_t, 12> data = {
6412 1,
6413 };
6414 glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(data[0]), data.data(), GL_STATIC_DRAW);
6415
6416 ANGLE_GL_PROGRAM(program, kVS, kFS);
6417 glBindAttribLocation(program, 0, "attr1");
6418 glLinkProgram(program);
6419 ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
6420 glUseProgram(program);
6421
6422 // Set the offset of the attribute past the end of the buffer but use a format that requires
6423 // conversion in Vulkan
6424 glEnableVertexAttribArray(0);
6425 glVertexAttribPointer(0, 3, GL_BYTE, true, 128, reinterpret_cast<void *>(256));
6426
6427 glDrawArrays(GL_TRIANGLES, 0, 3);
6428 // Either no error or invalid operation is okay.
6429 }
6430
6431 // Tests that using an out of bounds draw offset with a dynamic array succeeds.
TEST_P(WebGLCompatibilityTest,DynamicVertexArrayOffsetOutOfBounds)6432 TEST_P(WebGLCompatibilityTest, DynamicVertexArrayOffsetOutOfBounds)
6433 {
6434 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
6435 glUseProgram(program);
6436
6437 GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
6438 ASSERT_NE(-1, posLoc);
6439
6440 glEnableVertexAttribArray(posLoc);
6441 GLBuffer buf;
6442 glBindBuffer(GL_ARRAY_BUFFER, buf);
6443 glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(500));
6444 glBufferData(GL_ARRAY_BUFFER, 100, nullptr, GL_DYNAMIC_DRAW);
6445 glDrawArrays(GL_TRIANGLES, 0, 3);
6446
6447 // Either no error or invalid operation is okay.
6448 }
6449
6450 // Covers situations where vertex conversion could read out of bounds.
TEST_P(WebGL2CompatibilityTest,OutOfBoundsByteAttribute)6451 TEST_P(WebGL2CompatibilityTest, OutOfBoundsByteAttribute)
6452 {
6453 ANGLE_GL_PROGRAM(testProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
6454 glUseProgram(testProgram);
6455
6456 GLBuffer buffer;
6457 glBindBuffer(GL_ARRAY_BUFFER, buffer);
6458 glBufferData(GL_ARRAY_BUFFER, 2, nullptr, GL_STREAM_COPY);
6459
6460 glEnableVertexAttribArray(0);
6461 glVertexAttribPointer(0, 4, GL_BYTE, false, 0xff, reinterpret_cast<const void *>(0xfe));
6462
6463 glDrawArraysInstanced(GL_TRIANGLE_STRIP, 1, 10, 1000);
6464 }
6465
6466 // Test for a mishandling of instanced vertex attributes with zero-sized buffers bound on Apple
6467 // OpenGL drivers.
TEST_P(WebGL2CompatibilityTest,DrawWithZeroSizedBuffer)6468 TEST_P(WebGL2CompatibilityTest, DrawWithZeroSizedBuffer)
6469 {
6470 ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
6471 glUseProgram(program);
6472
6473 GLBuffer buffer;
6474 glBindBuffer(GL_ARRAY_BUFFER, buffer);
6475
6476 GLint posLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
6477 glEnableVertexAttribArray(posLocation);
6478
6479 glVertexAttribDivisor(posLocation, 1);
6480 glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 9,
6481 reinterpret_cast<void *>(0x41424344));
6482 ASSERT_GL_NO_ERROR();
6483
6484 glDrawArrays(GL_TRIANGLES, 0, 6);
6485 // This should be caught as an invalid draw
6486 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6487 }
6488
6489 // Test that draw calls exceeding the vertex attribute range are caught in the presence of both
6490 // instanced and non-instanced attributes.
TEST_P(WebGL2CompatibilityTest,DrawWithInstancedAndNonInstancedAttributes)6491 TEST_P(WebGL2CompatibilityTest, DrawWithInstancedAndNonInstancedAttributes)
6492 {
6493 if (IsGLExtensionRequestable("GL_ANGLE_base_vertex_base_instance"))
6494 {
6495 glRequestExtensionANGLE("GL_ANGLE_base_vertex_base_instance");
6496 }
6497
6498 const bool hasBaseInstance = IsGLExtensionEnabled("GL_ANGLE_base_vertex_base_instance");
6499
6500 constexpr char kVS[] = R"(#version 300 es
6501 in vec4 attr1;
6502 in vec2 attr2;
6503 in vec4 attr3;
6504 in vec3 attr4;
6505
6506 out vec4 v1;
6507 out vec2 v2;
6508 out vec4 v3;
6509 out vec3 v4;
6510
6511 void main()
6512 {
6513 v1 = attr1;
6514 v2 = attr2;
6515 v3 = attr3;
6516 v4 = attr4;
6517 gl_Position = vec4(0, 0, 0, 0);
6518 })";
6519
6520 constexpr char kFS[] = R"(#version 300 es
6521 precision mediump float;
6522
6523 in vec4 v1;
6524 in vec2 v2;
6525 in vec4 v3;
6526 in vec3 v4;
6527
6528 out vec4 color;
6529
6530 void main()
6531 {
6532 color = v1 + v2.xyxy + v3 + v4.xyxz;
6533 })";
6534
6535 ANGLE_GL_PROGRAM(program, kVS, kFS);
6536 glUseProgram(program);
6537
6538 const GLint attrLocations[4] = {
6539 glGetAttribLocation(program, "attr1"),
6540 glGetAttribLocation(program, "attr2"),
6541 glGetAttribLocation(program, "attr3"),
6542 glGetAttribLocation(program, "attr4"),
6543 };
6544
6545 GLBuffer buffers[4];
6546
6547 // Set up all the buffers as such:
6548 //
6549 // Buffer 1: 64 bytes + (offset) 124
6550 // Buffer 2: 16 bytes + (offset) 212
6551 // Buffer 3: 128 bytes + (offset) 76
6552 // Buffer 4: 96 bytes + (offset) 52
6553 constexpr GLsizei kBufferSizes[4] = {
6554 64,
6555 16,
6556 128,
6557 96,
6558 };
6559 constexpr GLsizei kBufferOffsets[4] = {
6560 124,
6561 212,
6562 76,
6563 52,
6564 };
6565 // Attribute component count corresponding to the shader
6566 constexpr GLint kAttrComponents[4] = {
6567 4,
6568 2,
6569 4,
6570 3,
6571 };
6572 // Attribute types
6573 constexpr GLenum kAttrTypes[4] = {
6574 GL_SHORT,
6575 GL_BYTE,
6576 GL_FLOAT,
6577 GL_UNSIGNED_SHORT,
6578 };
6579 // Attribute strides.
6580 //
6581 // - Buffer 1 has 64 bytes, each attribute is 8 bytes. With a stride of 12, 5 vertices can be
6582 // drawn from this buffer.
6583 // - Buffer 2 has 16 bytes, each attribute is 2 bytes. With a stride of 0, 8 vertices can be
6584 // drawn from this buffer.
6585 // - Buffer 3 has 128 bytes, each attribute is 16 bytes. With a stride of 20, 6 vertices can be
6586 // drawn from this buffer.
6587 // - Buffer 4 has 96 bytes, each attribute is 6 bytes. With a stride of 8, 12 vertices can be
6588 // drawn from this buffer.
6589 constexpr GLsizei kAttrStrides[4] = {
6590 12,
6591 0,
6592 20,
6593 8,
6594 };
6595
6596 for (int i = 0; i < 4; ++i)
6597 {
6598 glBindBuffer(GL_ARRAY_BUFFER, buffers[i]);
6599 glBufferData(GL_ARRAY_BUFFER, kBufferSizes[i] + kBufferOffsets[i], nullptr, GL_STATIC_DRAW);
6600
6601 glEnableVertexAttribArray(attrLocations[i]);
6602 glVertexAttribPointer(attrLocations[i], kAttrComponents[i], kAttrTypes[i], GL_TRUE,
6603 kAttrStrides[i], reinterpret_cast<void *>(kBufferOffsets[i]));
6604 }
6605 ASSERT_GL_NO_ERROR();
6606
6607 // Without any attribute divisors, the maximum vertex attribute allowed is min(5, 8, 6, 12) with
6608 // non-instanced draws.
6609 glDrawArrays(GL_POINTS, 0, 4);
6610 EXPECT_GL_NO_ERROR();
6611 glDrawArrays(GL_POINTS, 0, 5);
6612 EXPECT_GL_NO_ERROR();
6613 glDrawArrays(GL_POINTS, 0, 6);
6614 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6615 glDrawArrays(GL_POINTS, 1, 5);
6616 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6617 glDrawArrays(GL_POINTS, 1, 4);
6618 EXPECT_GL_NO_ERROR();
6619 glDrawArrays(GL_POINTS, 4, 1);
6620 EXPECT_GL_NO_ERROR();
6621 glDrawArrays(GL_POINTS, 4, 2);
6622 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6623 glDrawArrays(GL_POINTS, 5, 1);
6624 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6625 glDrawArrays(GL_POINTS, 200, 1);
6626 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6627 // Same with instanced draws.
6628 glDrawArraysInstanced(GL_POINTS, 0, 4, 10);
6629 EXPECT_GL_NO_ERROR();
6630 glDrawArraysInstanced(GL_POINTS, 0, 5, 1);
6631 EXPECT_GL_NO_ERROR();
6632 glDrawArraysInstanced(GL_POINTS, 0, 6, 5);
6633 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6634 glDrawArraysInstanced(GL_POINTS, 1, 5, 1);
6635 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6636 glDrawArraysInstanced(GL_POINTS, 1, 4, 22);
6637 EXPECT_GL_NO_ERROR();
6638 glDrawArraysInstanced(GL_POINTS, 4, 1, 1240);
6639 EXPECT_GL_NO_ERROR();
6640 glDrawArraysInstanced(GL_POINTS, 4, 2, 1);
6641 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6642 glDrawArraysInstanced(GL_POINTS, 5, 1, 6);
6643 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6644 glDrawArraysInstanced(GL_POINTS, 200, 1, 100);
6645 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6646
6647 // With a divisor on attribute 1, that attribute can reference up to vertex #5 (as first
6648 // attribute), while the rest are limited to min(8, 6, 12) as their maximum vertex attribute.
6649 glVertexAttribDivisor(attrLocations[0], 5);
6650
6651 glDrawArrays(GL_POINTS, 0, 5);
6652 EXPECT_GL_NO_ERROR();
6653 glDrawArrays(GL_POINTS, 0, 6);
6654 EXPECT_GL_NO_ERROR();
6655 glDrawArrays(GL_POINTS, 0, 7);
6656 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6657 // The following passes because attribute 1 only accesses index 0 regardless of first
6658 glDrawArrays(GL_POINTS, 4, 2);
6659 EXPECT_GL_NO_ERROR();
6660 // The following fails because attribute 3 accesses vertices [4, 7)
6661 glDrawArrays(GL_POINTS, 4, 3);
6662 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6663 glDrawArrays(GL_POINTS, 5, 1);
6664 EXPECT_GL_NO_ERROR();
6665
6666 // With instanced rendering, the same limits as above hold. Additionally, attribute 1 does no
6667 // longer access only a single vertex, but it accesses instanceCount/5 (5 being the divisor)
6668 // elements.
6669 // The following passes because attribute 1 accesses vertices [0, 4)
6670 glDrawArraysInstanced(GL_POINTS, 0, 5, 20);
6671 EXPECT_GL_NO_ERROR();
6672 // The following passes because attribute 1 accesses vertices [0, 5)
6673 glDrawArraysInstanced(GL_POINTS, 0, 6, 25);
6674 EXPECT_GL_NO_ERROR();
6675 // The following fails because of the limit on non-instanced attributes
6676 glDrawArraysInstanced(GL_POINTS, 0, 7, 1);
6677 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6678 // The following fails because attribute 1 accesses vertices [0, 6)
6679 glDrawArraysInstanced(GL_POINTS, 0, 4, 26);
6680 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6681 // The following passes because attribute 1 accesses vertices [0, 2). Recall that first vertex
6682 // is ignored for instanced attributes.
6683 glDrawArraysInstanced(GL_POINTS, 3, 3, 9);
6684 EXPECT_GL_NO_ERROR();
6685 glDrawArraysInstanced(GL_POINTS, 3, 3, 10);
6686 EXPECT_GL_NO_ERROR();
6687 glDrawArraysInstanced(GL_POINTS, 3, 3, 11);
6688 EXPECT_GL_NO_ERROR();
6689 glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6690 EXPECT_GL_NO_ERROR();
6691
6692 if (hasBaseInstance)
6693 {
6694 // The following passes because attribute 1 accesses vertices [0, 3)
6695 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 0);
6696 EXPECT_GL_NO_ERROR();
6697 // The following passes because attribute 1 accesses vertices [1, 4)
6698 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 5);
6699 EXPECT_GL_NO_ERROR();
6700 // The following passes because attribute 1 accesses vertices [0, 4)
6701 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 17, 3);
6702 EXPECT_GL_NO_ERROR();
6703 // The following passes because attribute 1 accesses vertices [3, 5)
6704 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 10, 15);
6705 EXPECT_GL_NO_ERROR();
6706 // The following fails because attribute 1 accesses vertices [3, 6)
6707 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 11, 15);
6708 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6709 // The following fails because attribute 1 accesses vertex 6
6710 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 1, 25);
6711 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6712 }
6713
6714 // With a divisor on attribute 3, that attribute can reference up to vertex #6 (as first
6715 // attribute), while the rest are limited to min(8, 12) as their maximum vertex attribute.
6716 glVertexAttribDivisor(attrLocations[2], 3);
6717
6718 glDrawArrays(GL_POINTS, 0, 7);
6719 EXPECT_GL_NO_ERROR();
6720 glDrawArrays(GL_POINTS, 0, 8);
6721 EXPECT_GL_NO_ERROR();
6722 glDrawArrays(GL_POINTS, 0, 9);
6723 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6724 // The following passes because attribute 1 and 3 only access index 0 regardless of first and
6725 // count
6726 glDrawArrays(GL_POINTS, 4, 4);
6727 EXPECT_GL_NO_ERROR();
6728 // The following fails because attribute 2 accesses vertices [4, 9)
6729 glDrawArrays(GL_POINTS, 4, 5);
6730 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6731 glDrawArrays(GL_POINTS, 5, 1);
6732 EXPECT_GL_NO_ERROR();
6733 glDrawArrays(GL_POINTS, 6, 1);
6734 EXPECT_GL_NO_ERROR();
6735
6736 // With instanced rendering, the same limits as above hold. Additionally, attribute 1 accesses
6737 // instanceCount/5 and attribute 3 accesses instanceCount/3 elements.
6738 // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3 accesses
6739 // vertices [0, 6)
6740 glDrawArraysInstanced(GL_POINTS, 0, 5, 18);
6741 EXPECT_GL_NO_ERROR();
6742 glDrawArraysInstanced(GL_POINTS, 0, 8, 18);
6743 EXPECT_GL_NO_ERROR();
6744 // The following fails because attribute 3 accesses vertices [0, 7)
6745 glDrawArraysInstanced(GL_POINTS, 0, 5, 19);
6746 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6747 // The following fails because of the limit on non-instanced attributes
6748 glDrawArraysInstanced(GL_POINTS, 0, 9, 1);
6749 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6750 // The following passes because attribute 1 accesses vertices [0, 3), and attribute 3 accesses
6751 // vertices [0, 4)
6752 glDrawArraysInstanced(GL_POINTS, 2, 4, 11);
6753 EXPECT_GL_NO_ERROR();
6754 glDrawArraysInstanced(GL_POINTS, 2, 4, 12);
6755 EXPECT_GL_NO_ERROR();
6756 // The following passes because attribute 3 accesses vertices [0, 5). Attribute 1 still
6757 // accesses within limits of [0, 3)
6758 glDrawArraysInstanced(GL_POINTS, 2, 4, 13);
6759 EXPECT_GL_NO_ERROR();
6760 glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6761 EXPECT_GL_NO_ERROR();
6762
6763 if (hasBaseInstance)
6764 {
6765 // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3
6766 // accesses vertices [0, 6)
6767 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 0);
6768 EXPECT_GL_NO_ERROR();
6769 // The following fails because attribute 3 accesses vertices [0, 7)
6770 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 19, 0);
6771 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6772 // The following fails because attribute 3 accesses vertices [1, 7)
6773 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 1);
6774 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6775 // The following passes because attribute 3 accesses vertices [3, 6)
6776 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 7, 11);
6777 EXPECT_GL_NO_ERROR();
6778 // The following fails because attribute 3 accesses vertices [3, 7)
6779 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 8, 11);
6780 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6781 }
6782
6783 // With a divisor on attribute 2, that attribute can reference up to vertex #8 (as first
6784 // attribute), and with a divisor on attribute 4, it can reference up to vertex #12. There is
6785 // no particular limit on the maxmium vertex attribute when not instanced.
6786 glVertexAttribDivisor(attrLocations[1], 3);
6787 glVertexAttribDivisor(attrLocations[3], 1);
6788
6789 // The following passes because all attributes only access index 0
6790 glDrawArrays(GL_POINTS, 0, 123);
6791 EXPECT_GL_NO_ERROR();
6792 glDrawArrays(GL_POINTS, 4, 500);
6793 EXPECT_GL_NO_ERROR();
6794 glDrawArrays(GL_POINTS, 5, 1);
6795 EXPECT_GL_NO_ERROR();
6796 glDrawArrays(GL_POINTS, 231, 1);
6797 EXPECT_GL_NO_ERROR();
6798
6799 // With instanced rendering, the same limits as above hold.
6800 //
6801 // Attribute 1 accesses instanceCount/5 elements (note: buffer fits 5 vertices)
6802 // Attribute 2 accesses instanceCount/3 elements (note: buffer fits 8 vertices)
6803 // Attribute 3 accesses instanceCount/3 elements (note: buffer fits 6 vertices)
6804 // Attribute 4 accesses instanceCount/1 elements (note: buffer fits 12 vertices)
6805 //
6806 // Only instances [0, 12) are valid.
6807 glDrawArraysInstanced(GL_POINTS, 0, 123, 1);
6808 EXPECT_GL_NO_ERROR();
6809 // The following passes because attributes accessed are:
6810 // [0, 3), [0, 4), [0, 4), [0, 12)
6811 glDrawArraysInstanced(GL_POINTS, 0, 123, 12);
6812 EXPECT_GL_NO_ERROR();
6813 // The following fails because attributes accessed are:
6814 // [0, 3), [0, 5), [0, 5), [0, 13)
6815 // \-- overflow
6816 glDrawArraysInstanced(GL_POINTS, 0, 123, 13);
6817 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6818 // The following passes because attributes accessed are:
6819 // [0, 2), [0, 3), [0, 3), [0, 9)
6820 glDrawArraysInstanced(GL_POINTS, 3, 359, 9);
6821 EXPECT_GL_NO_ERROR();
6822 // The following fails because attributes accessed are:
6823 // [0, 3), [0, 5), [0, 5), [0, 13)
6824 // \-- overflow
6825 glDrawArraysInstanced(GL_POINTS, 3, 359, 13);
6826 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6827 // The following passes because attributes accessed are:
6828 // [0, 1), [0, 2), [0, 2), [0, 5)
6829 glDrawArraysInstanced(GL_POINTS, 120, 359, 5);
6830 EXPECT_GL_NO_ERROR();
6831
6832 if (hasBaseInstance)
6833 {
6834 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 12, 0);
6835 EXPECT_GL_NO_ERROR();
6836 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 11, 1);
6837 EXPECT_GL_NO_ERROR();
6838 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 11);
6839 EXPECT_GL_NO_ERROR();
6840 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 2, 11);
6841 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6842 glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 14);
6843 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6844 }
6845 }
6846
6847 ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(WebGLCompatibilityTest);
6848
6849 GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGL2CompatibilityTest);
6850 ANGLE_INSTANTIATE_TEST_ES3(WebGL2CompatibilityTest);
6851 } // namespace angle
6852