// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" using namespace angle; class DrawBuffersTest : public ANGLETest<> { protected: DrawBuffersTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void testTearDown() override { glDeleteFramebuffers(1, &mFBO); glDeleteFramebuffers(1, &mReadFramebuffer); glDeleteTextures(4, mTextures); } // We must call a different DrawBuffers method depending on extension support. Use this // method instead of calling on directly. void setDrawBuffers(GLsizei n, const GLenum *drawBufs) { if (IsGLExtensionEnabled("GL_EXT_draw_buffers")) { glDrawBuffersEXT(n, drawBufs); } else { ASSERT_GE(getClientMajorVersion(), 3); glDrawBuffers(n, drawBufs); } } // Use this method to filter if we can support these tests. bool setupTest() { if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") || !EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit"))) { return false; } // This test seems to fail on an nVidia machine when the window is hidden setWindowVisible(getOSWindow(), true); glGenFramebuffers(1, &mFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO); glGenTextures(4, mTextures); for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); glGenFramebuffers(1, &mReadFramebuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer); return true; } void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut) { std::stringstream strstr; strstr << "#version 300 es\n" "precision highp float;\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { strstr << "layout(location = " << index << ") " "out vec4 value" << index << ";\n"; } } strstr << "void main()\n" "{\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { unsigned int r = (index + 1) & 1; unsigned int g = (index + 1) & 2; unsigned int b = (index + 1) & 4; strstr << " value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b << ".0, 1.0);\n"; } } strstr << "}\n"; *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str()); if (*programOut == 0) { FAIL() << "shader compilation failed."; } } void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut) { std::stringstream strstr; strstr << "#extension GL_EXT_draw_buffers : enable\n" "precision highp float;\n" "void main()\n" "{\n"; for (unsigned int index = 0; index < 8; index++) { if (bufferEnabled[index]) { unsigned int r = (index + 1) & 1; unsigned int g = (index + 1) & 2; unsigned int b = (index + 1) & 4; strstr << " gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, " << b << ".0, 1.0);\n"; } } strstr << "}\n"; *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str()); if (*programOut == 0) { FAIL() << "shader compilation failed."; } } void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut) { if (getClientMajorVersion() == 3) { setupMRTProgramESSL3(bufferEnabled, programOut); } else { ASSERT_EQ(getClientMajorVersion(), 2); setupMRTProgramESSL1(bufferEnabled, programOut); } } const char *positionAttrib() { if (getClientMajorVersion() == 3) { return essl3_shaders::PositionAttrib(); } else { return essl1_shaders::PositionAttrib(); } } static GLColor getColorForIndex(unsigned int index) { GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0; GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0; GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0; return GLColor(r, g, b, 255u); } void verifyAttachment2DColor(unsigned int index, GLuint textureName, GLenum target, GLint level, GLColor color) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName, level); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color) << "index " << index; } void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level) { verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack); } void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level) { verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index)); } void verifyAttachment3DOES(unsigned int index, GLuint texture, GLint level, GLint layer) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D")); glFramebufferTexture3DOES(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture, level, layer); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index)); } void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer) { glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index)); } GLuint mFBO = 0; GLuint mReadFramebuffer = 0; GLuint mTextures[4] = {}; GLint mMaxDrawBuffers = 0; }; class DrawBuffersWebGL2Test : public DrawBuffersTest { public: DrawBuffersWebGL2Test() { setWebGLCompatibilityEnabled(true); setRobustResourceInit(true); } }; // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11 TEST_P(DrawBuffersTest, VerifyD3DLimits) { EGLPlatformParameters platform = GetParam().eglParameters; ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); if (platform.majorVersion == 9 && platform.minorVersion == 3) { // D3D11 Feature Level 9_3 supports 4 draw buffers ASSERT_EQ(mMaxDrawBuffers, 4); } else { // D3D11 Feature Level 10_0+ supports 8 draw buffers ASSERT_EQ(mMaxDrawBuffers, 8); } } TEST_P(DrawBuffersTest, Gaps) { ANGLE_SKIP_TEST_IF(!setupTest()); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0); bool flags[8] = {false, true}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; setDrawBuffers(2, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0); glDeleteProgram(program); } // Test that blend works with gaps TEST_P(DrawBuffersTest, BlendWithGaps) { ANGLE_SKIP_TEST_IF(!setupTest()); // http://anglebug.com/42263715 ANGLE_SKIP_TEST_IF(IsMac() && IsIntel() && IsDesktopOpenGL()); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0); ASSERT_GL_NO_ERROR(); bool flags[8] = {false, true}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1}; setDrawBuffers(2, bufs); // Draws green into attachment 1 drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0); ASSERT_GL_NO_ERROR(); // Clear with red glClearColor(1.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 0, 0, 255u)); // Draw green into attachment 1 again but with blending, expecting yellow glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); drawQuad(program, positionAttrib(), 0.5); verifyAttachment2DColor(1, mTextures[0], GL_TEXTURE_2D, 0, GLColor(255u, 255u, 0, 255u)); ASSERT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that clear works with gaps TEST_P(DrawBuffersTest, ClearWithGaps) { ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; bool flags[8] = {true, false, false, true}; GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(4, bufs); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // A bogus draw to make sure clears are done with a render pass in the Vulkan backend. glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } // Test that mid-render pass clear works with gaps TEST_P(DrawBuffersTest, MidRenderPassClearWithGaps) { ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; bool flags[8] = {true, false, false, true}; GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // A bogus draw to make sure clears are done with a render pass in the Vulkan backend. glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } // Test that mid-render pass clear works with gaps. Uses RGB format. TEST_P(DrawBuffersTest, MidRenderPassClearWithGapsRGB) { ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); GLTexture textures[2]; glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[1], 0); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; bool flags[8] = {true, false, false, true}; GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // A bogus draw to make sure clears are done with a render pass in the Vulkan backend. glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } // Test that a masked draw and a mid-render pass clear works with gaps. TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGaps) { ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0); // Mask out attachment 3, so we only draw to attachment 1. GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE}; bool flags[8] = {true, false, false, false}; GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); // Re-enable attachment 3, so we clear both attachment 1 and 3. bufs[3] = GL_COLOR_ATTACHMENT3; setDrawBuffers(4, bufs); flags[3] = true; setupMRTProgram(flags, &program); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // A bogus draw to make sure clears are done with a render pass in the Vulkan backend. glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(3, mTextures[1], GL_TEXTURE_2D, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } // Test that a masked draw and a mid-render pass clear works with gaps. Uses RGB format. TEST_P(DrawBuffersTest, MaskedDrawMidRPClearWithGapsRGB) { ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); GLTexture textures[2]; glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, textures[1], 0); // Mask out attachment 3, so we only draw to attachment 1. GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE}; bool flags[8] = {true, false, false, false}; GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); // Re-enable attachment 3, so we clear both attachment 1 and 3. bufs[3] = GL_COLOR_ATTACHMENT3; setDrawBuffers(4, bufs); flags[3] = true; setupMRTProgram(flags, &program); glClearColor(1.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // A bogus draw to make sure clears are done with a render pass in the Vulkan backend. glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(3, textures[1], GL_TEXTURE_2D, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } TEST_P(DrawBuffersTest, FirstAndLast) { ANGLE_SKIP_TEST_IF(!setupTest()); glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0); bool flags[8] = {true, false, false, true}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3}; setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } TEST_P(DrawBuffersTest, FirstHalfNULL) { ANGLE_SKIP_TEST_IF(!setupTest()); bool flags[8] = {false}; GLenum bufs[8] = {GL_NONE}; ASSERT_GT(mMaxDrawBuffers, 0); ASSERT_LE(mMaxDrawBuffers, 8); GLuint halfMaxDrawBuffers = static_cast(mMaxDrawBuffers) / 2; for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); flags[texIndex + halfMaxDrawBuffers] = true; bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex; } GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(mMaxDrawBuffers, bufs); drawQuad(program, positionAttrib(), 0.5); for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++) { verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0); } EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that non-zero draw buffers can be queried on the default framebuffer TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery) { ANGLE_SKIP_TEST_IF(!setupTest()); glBindFramebuffer(GL_FRAMEBUFFER, 0); GLint drawbuffer = 0; glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer); EXPECT_GL_NO_ERROR(); EXPECT_EQ(GL_NONE, drawbuffer); } // Test that drawing with all color buffers disabled works. TEST_P(DrawBuffersTest, None) { ANGLE_SKIP_TEST_IF(!setupTest()); bool flags[8] = {false}; GLenum bufs[8] = {GL_NONE}; GLTexture textures[8]; ASSERT_GT(mMaxDrawBuffers, 0); ASSERT_LE(mMaxDrawBuffers, 8); for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex) { glBindTexture(GL_TEXTURE_2D, textures[texIndex]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, textures[texIndex], 0); flags[texIndex] = true; bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex; } GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(mMaxDrawBuffers, bufs); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex) { bufs[texIndex] = GL_NONE; } setDrawBuffers(mMaxDrawBuffers, bufs); drawQuad(program, positionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex) { glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[texIndex], 0); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); } glDeleteProgram(program); } // Test that drawing with a color buffer disabled and a depth buffer enabled works. TEST_P(DrawBuffersTest, NoneWithDepth) { ANGLE_SKIP_TEST_IF(!setupTest()); bool flags[8] = {true, false, false, false, false, false, false, false}; GLenum bufs[8] = { GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE}; GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); GLRenderbuffer rb; glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, getWindowWidth(), getWindowHeight()); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); EXPECT_GL_NO_ERROR(); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); GLuint program; setupMRTProgram(flags, &program); ASSERT_GT(mMaxDrawBuffers, 0); ASSERT_LE(mMaxDrawBuffers, 8); setDrawBuffers(mMaxDrawBuffers, bufs); glClearColor(0.5, 0.5, 0.5, 1.0); glClearDepthf(0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Color buffer must remain untouched, depth buffer must be set to 1.0 bufs[0] = GL_NONE; setDrawBuffers(mMaxDrawBuffers, bufs); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); drawQuad(program, positionAttrib(), 1.0); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Draw with the color buffer and depth test enabled. // Depth test must fail and the color buffer must remain unchanged. bufs[0] = GL_COLOR_ATTACHMENT0; setDrawBuffers(mMaxDrawBuffers, bufs); glDepthFunc(GL_LESS); drawQuad(program, positionAttrib(), 1.0); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Draw with another Z value. // Depth test must pass and the color buffer must be updated. drawQuad(program, positionAttrib(), 0.0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); glDeleteProgram(program); } // Test that drawing with a color buffer disabled and a stencil buffer enabled works. TEST_P(DrawBuffersTest, NoneWithStencil) { ANGLE_SKIP_TEST_IF(!setupTest()); bool flags[8] = {true, false, false, false, false, false, false, false}; GLenum bufs[8] = { GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE}; GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); GLRenderbuffer rb; glBindRenderbuffer(GL_RENDERBUFFER, rb); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(), getWindowHeight()); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); EXPECT_GL_NO_ERROR(); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); GLuint program; setupMRTProgram(flags, &program); ASSERT_GT(mMaxDrawBuffers, 0); ASSERT_LE(mMaxDrawBuffers, 8); setDrawBuffers(mMaxDrawBuffers, bufs); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Color buffer must remain untouched, stencil test must pass and stencil buffer must be // incremented to 1. bufs[0] = GL_NONE; setDrawBuffers(mMaxDrawBuffers, bufs); glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); drawQuad(program, positionAttrib(), 1.0); EXPECT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Draw with the color buffer enabled and stencil test expecting 0. // Stencil test must fail, and both the color and the stencil buffers must remain unchanged. bufs[0] = GL_COLOR_ATTACHMENT0; setDrawBuffers(mMaxDrawBuffers, bufs); glStencilFunc(GL_EQUAL, 0, 255); drawQuad(program, positionAttrib(), 1.0); EXPECT_PIXEL_NEAR(getWindowWidth() / 2, getWindowHeight() / 2, 127, 127, 127, 255, 1); // Draw with stencil ref value matching the stored stencil buffer value. // Stencil test must pass and the color buffer must be updated. glStencilFunc(GL_EQUAL, 1, 255); drawQuad(program, positionAttrib(), 1.0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red); glDeleteProgram(program); } // Test that draws to every buffer and verifies that every buffer was drawn to. TEST_P(DrawBuffersTest, AllRGBA8) { ANGLE_SKIP_TEST_IF(!setupTest()); bool flags[8] = {false}; GLenum bufs[8] = {GL_NONE}; GLTexture textures[8]; ASSERT_GT(mMaxDrawBuffers, 0); ASSERT_LE(mMaxDrawBuffers, 8); for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex) { glBindTexture(GL_TEXTURE_2D, textures[texIndex]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, textures[texIndex], 0); flags[texIndex] = true; bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex; } GLuint program; setupMRTProgram(flags, &program); setDrawBuffers(mMaxDrawBuffers, bufs); drawQuad(program, positionAttrib(), 0.5); for (GLint texIndex = 0; texIndex < mMaxDrawBuffers; ++texIndex) { verifyAttachment2D(texIndex, textures[texIndex], GL_TEXTURE_2D, 0); } EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Same as above but adds a state change from a program with different masks after a clear. TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear) { // TODO(http://anglebug.com/42261569): Broken on the GL back-end. ANGLE_SKIP_TEST_IF(IsOpenGL()); ANGLE_SKIP_TEST_IF(!setupTest()); glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, 4); bool flags[8] = {false}; GLenum someBufs[4] = {GL_NONE}; GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; constexpr GLuint kMaxBuffers = 4; constexpr GLuint kHalfMaxBuffers = 2; // Enable all draw buffers. for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); someBufs[texIndex] = texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE; // Mask out the first two buffers. flags[texIndex] = texIndex >= kHalfMaxBuffers; } GLuint program; setupMRTProgram(flags, &program); // Now set up a second simple program that draws to FragColor. Should be broadcast. ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); // Draw with simple program. drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); ASSERT_GL_NO_ERROR(); // Clear draw buffers. setDrawBuffers(kMaxBuffers, someBufs); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Verify first is drawn red, second is untouched, and last two are cleared green. verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack); verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green); // Draw with MRT program. setDrawBuffers(kMaxBuffers, someBufs); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); // Only the last two attachments should be updated. verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack); verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0); verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0); // Active draw buffers with no fragment output is not allowed. setDrawBuffers(kMaxBuffers, allBufs); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); // Exception: when RASTERIZER_DISCARD is enabled. glEnable(GL_RASTERIZER_DISCARD); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); glDisable(GL_RASTERIZER_DISCARD); // Exception: when all 4 channels of color mask are set to false. glColorMask(false, false, false, false); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_NO_ERROR(); glColorMask(false, true, false, false); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); glColorMask(true, true, true, true); drawQuad(program, positionAttrib(), 0.5, 1.0f, true); ASSERT_GL_ERROR(GL_INVALID_OPERATION); // Clear again. All attachments should be cleared. glClear(GL_COLOR_BUFFER_BIT); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green); glDeleteProgram(program); } // Test clear with gaps in draw buffers, originally show up as // webgl_conformance_vulkan_passthrough_tests conformance/extensions/webgl-draw-buffers.html // failure. This is added for ease of debugging. TEST_P(DrawBuffersWebGL2Test, Clear) { ANGLE_SKIP_TEST_IF(!setupTest()); constexpr GLint kMaxBuffers = 4; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers); ASSERT_GE(mMaxDrawBuffers, kMaxBuffers); GLenum drawBufs[kMaxBuffers] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; // Enable all draw buffers. for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); } // Clear with all draw buffers. setDrawBuffers(kMaxBuffers, drawBufs); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Clear with first half none draw buffers. drawBufs[0] = GL_NONE; drawBufs[1] = GL_NONE; setDrawBuffers(kMaxBuffers, drawBufs); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ASSERT_GL_NO_ERROR(); // Verify first is drawn red, second is untouched, and last two are cleared green. verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green); verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green); } TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash) { ANGLE_SKIP_TEST_IF(!setupTest()); // Bind two render targets but use a shader which writes only to the first one. glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0); bool flags[8] = {true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_NONE, GL_NONE, }; setDrawBuffers(4, bufs); // This call should not crash when we dynamically generate the HLSL code. drawQuad(program, positionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } TEST_P(DrawBuffersTest, BroadcastGLFragColor) { // Broadcast is not supported on GLES 3.0. ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3); ANGLE_SKIP_TEST_IF(!setupTest()); // Bind two render targets. gl_FragColor should be broadcast to both. glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; constexpr char kFS[] = "#extension GL_EXT_draw_buffers : enable\n" "precision highp float;\n" "uniform float u_zero;\n" "void main()\n" "{\n" " gl_FragColor = vec4(1, 0, 0, 1);\n" " if (u_zero < 1.0)\n" " {\n" " return;\n" " }\n" "}\n"; GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS); if (program == 0) { FAIL() << "shader compilation failed."; } setDrawBuffers(2, bufs); drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that binding multiple layers of a 3D texture works correctly. // This is the same as DrawBuffersTestES3.3DTextures but is used for GL_OES_texture_3D extension // on GLES 2.0 instead. TEST_P(DrawBuffersTest, 3DTexturesOES) { ANGLE_SKIP_TEST_IF(!setupTest()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D")); GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture, 0, 0); glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_3D, texture, 0, 1); glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_3D, texture, 0, 2); glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_3D, texture, 0, 3); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; setDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachment3DOES(0, texture, 0, 0); verifyAttachment3DOES(1, texture, 0, 1); verifyAttachment3DOES(2, texture, 0, 2); verifyAttachment3DOES(3, texture, 0, 3); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } class DrawBuffersTestES3 : public DrawBuffersTest {}; // Test that binding multiple layers of a 3D texture works correctly TEST_P(DrawBuffersTestES3, 3DTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); GLTexture texture; glBindTexture(GL_TEXTURE_3D, texture); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 3); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture, 0, 0); verifyAttachmentLayer(1, texture, 0, 1); verifyAttachmentLayer(2, texture, 0, 2); verifyAttachmentLayer(3, texture, 0, 3); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that binding multiple layers of a 2D array texture works correctly TEST_P(DrawBuffersTestES3, 2DArrayTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); GLTexture texture; glBindTexture(GL_TEXTURE_2D_ARRAY, texture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 3); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture, 0, 0); verifyAttachmentLayer(1, texture, 0, 1); verifyAttachmentLayer(2, texture, 0, 2); verifyAttachmentLayer(3, texture, 0, 3); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that binding multiple faces of a CubeMap texture works correctly TEST_P(DrawBuffersTestES3, CubeMapTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); GLTexture texture; glBindTexture(GL_TEXTURE_CUBE_MAP, texture); glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); EXPECT_GL_NO_ERROR(); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0); EXPECT_GL_NO_ERROR(); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture, 0, 3); verifyAttachmentLayer(1, texture, 0, 2); verifyAttachmentLayer(2, texture, 0, 1); verifyAttachmentLayer(3, texture, 0, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that binding multiple layers of a CubeMap array texture works correctly TEST_P(DrawBuffersTestES3, CubeMapArrayTextures) { ANGLE_SKIP_TEST_IF(!setupTest()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_cube_map_array")); GLTexture texture; glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, texture); glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 1, GL_RGBA8, getWindowWidth(), getWindowHeight(), static_cast(kCubeFaces.size())); EXPECT_GL_NO_ERROR(); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 3); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture, 0, 2); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture, 0, 1); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture, 0, 0); EXPECT_GL_NO_ERROR(); bool flags[8] = {true, true, true, true, false}; GLuint program; setupMRTProgram(flags, &program); const GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, }; glDrawBuffers(4, bufs); drawQuad(program, positionAttrib(), 0.5); verifyAttachmentLayer(0, texture, 0, 3); verifyAttachmentLayer(1, texture, 0, 2); verifyAttachmentLayer(2, texture, 0, 1); verifyAttachmentLayer(3, texture, 0, 0); EXPECT_GL_NO_ERROR(); glDeleteProgram(program); } // Test that blend works when draw buffers and framebuffers change. TEST_P(DrawBuffersTestES3, BlendWithDrawBufferAndFramebufferChanges) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed")); // http://anglebug.com/42263715 ANGLE_SKIP_TEST_IF(IsMac() && IsIntel() && IsDesktopOpenGL()); // Create two framebuffers, one with 3 attachments (fbo3), one with 4 (fbo4). The test issues // draw calls on fbo3 with different attachments enabled, then switches to fbo4 (without // dirtying blend state) and draws to other attachments. It ensures that blend state is // appropriately set on framebuffer change. GLenum bufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; GLFramebuffer fbo[2]; GLTexture tex[7]; constexpr GLfloat kClearValue[] = {1, 1, 1, 1}; glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]); for (uint32_t texIndex = 0; texIndex < 7; ++texIndex) { size_t colorAttachmentIndex = texIndex >= 3 ? texIndex - 3 : texIndex; if (texIndex == 3) { glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]); } glBindTexture(GL_TEXTURE_2D, tex[texIndex]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + colorAttachmentIndex, GL_TEXTURE_2D, tex[texIndex], 0); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glDrawBuffers(4, bufs); glClearBufferfv(GL_COLOR, colorAttachmentIndex, kClearValue); } ASSERT_GL_NO_ERROR(); glEnablei(GL_BLEND, 0); glEnablei(GL_BLEND, 1); glEnablei(GL_BLEND, 2); glEnablei(GL_BLEND, 3); glBlendEquationi(0, GL_FUNC_REVERSE_SUBTRACT); glBlendEquationi(1, GL_MIN); glBlendEquationi(2, GL_FUNC_REVERSE_SUBTRACT); glBlendEquationi(3, GL_FUNC_REVERSE_SUBTRACT); glBlendFunci(0, GL_ONE, GL_ONE); glBlendFunci(1, GL_DST_ALPHA, GL_DST_ALPHA); glBlendFunci(2, GL_SRC_ALPHA, GL_SRC_ALPHA); glBlendFunci(3, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); bufs[0] = GL_NONE; bufs[2] = GL_NONE; glDrawBuffers(4, bufs); glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]); bufs[2] = GL_COLOR_ATTACHMENT2; glDrawBuffers(3, bufs); constexpr char kFS[] = R"(#version 300 es precision highp float; uniform vec4 value0; uniform vec4 value1; uniform vec4 value2; uniform vec4 value3; layout(location = 0) out vec4 color0; layout(location = 1) out vec4 color1; layout(location = 2) out vec4 color2; layout(location = 3) out vec4 color3; void main() { color0 = value0; color1 = value1; color2 = value2; color3 = value3; } )"; ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); glUseProgram(program); GLint uniforms[4]; for (uint32_t attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex) { char uniformName[20]; snprintf(uniformName, sizeof uniformName, "value%u", attachmentIndex); uniforms[attachmentIndex] = glGetUniformLocation(program, uniformName); ASSERT_NE(uniforms[attachmentIndex], -1); } // Currently, fbo3 is bound. The attachment states are: // // 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE // 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA // 2: Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA // // Draw: // // 0: Color: don't care // 1: Color: (0.75, 0.5, 0.25, 0.5) -> Result after blend is: (0.75, 0.5, 0.25, 0.5) // 2: Color: (0.25, 0.5, 0.75, 0.5) -> Result after blend is: (0.375, 0.25, 0.125, 0.25) // Draws green into attachment 1 glUniform4f(uniforms[1], 0.75, 0.5, 0.25, 0.5); glUniform4f(uniforms[2], 0.25, 0.5, 0.75, 0.5); drawQuad(program, positionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); bufs[0] = GL_COLOR_ATTACHMENT0; bufs[1] = GL_NONE; glDrawBuffers(3, bufs); // Currently, fbo3 is bound. The attachment states are: // // 0: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE // 1: DISABLED Color: (0.75, 0.5, 0.25, 0.5), Blend: min, DST_ALPHA/DST_ALPHA // 2: Color: (0.375, 0.25, 0.125, 0.25), Blend: reverse subtract, // SRC_ALPHA/SRC_ALPHA // // Draw: // // 0: Color: (0.5, 0.25, 0.75, 0.25) -> Result after blend is: (0.5, 0.75, 0.25, 0.75) // 1: Color: don't care // 2: Color: (0.125, 0, 0, 1) -> Result after blend is: (0.25, 0.25, 0.125, 0) // Clear with red glUniform4f(uniforms[0], 0.5, 0.25, 0.75, 0.25); glUniform4f(uniforms[2], 0.125, 0, 0, 1); drawQuad(program, positionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]); // Currently, fbo4 is bound. The attachment states are: // // 0: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, ONE/ONE // 1: Color: (1, 1, 1, 1), Blend: min, DST_ALPHA/DST_ALPHA // 2: DISABLED Color: (1, 1, 1, 1), Blend: reverse subtract, SRC_ALPHA/SRC_ALPHA // 3: Color: (1, 1, 1, 1), Blend: reverse subtract, ONE_MINUS_SRC_ALPHA/SRC_ALPHA // // Draw: // // 0: Color: don't care // 1: Color: (0.125, 0.5, 0.625, 0.25) -> Result after blend is: (0.125, 0.5, 0.625, 0.25) // 2: Color: don't care // 3: Color: (0.75, 0.25, 0.5, 0.75) -> Result after blend is: // (0.5625, 0.6875, 0.625, 0.5625) glUniform4f(uniforms[1], 0.125, 0.5, 0.625, 0.25); glUniform4f(uniforms[3], 0.75, 0.25, 0.5, 0.75); drawQuad(program, positionAttrib(), 0.5); ASSERT_GL_NO_ERROR(); // Verify results glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_NEAR(0, 0, 127, 191, 63, 191, 1); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_NEAR(0, 0, 191, 127, 63, 127, 1); glReadBuffer(GL_COLOR_ATTACHMENT2); EXPECT_PIXEL_NEAR(0, 0, 63, 63, 31, 0, 1); glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_NEAR(0, 0, 31, 127, 159, 63, 1); glReadBuffer(GL_COLOR_ATTACHMENT2); EXPECT_PIXEL_NEAR(0, 0, 255, 255, 255, 255, 1); glReadBuffer(GL_COLOR_ATTACHMENT3); EXPECT_PIXEL_NEAR(0, 0, 143, 175, 159, 143, 1); } // Test that a disabled color attachment incompatible with a fragment output // is correctly ignored and does not affect other attachments. TEST_P(DrawBuffersTestES3, DrawWithDisabledIncompatibleAttachment) { ANGLE_SKIP_TEST_IF(!setupTest()); ASSERT_GE(mMaxDrawBuffers, 4); for (GLuint texIndex = 0; texIndex < 4; texIndex++) { glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); if (texIndex == 1) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, getWindowWidth(), getWindowHeight(), 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, nullptr); } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0); } ASSERT_GL_NO_ERROR(); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER); const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; setDrawBuffers(4, bufs); bool flags[8] = {true, true, true, true}; GLuint program; setupMRTProgram(flags, &program); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0); verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0); verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0); glDeleteProgram(program); } // Vulkan backend is setting per buffer color mask to false for draw buffers that set to GL_NONE. // These set of tests are to test draw buffer change followed by draw/clear/blit and followed by // draw buffer change are behaving correctly. class ColorMaskForDrawBuffersTest : public DrawBuffersTest { protected: void setupColorMaskForDrawBuffersTest() { glBindTexture(GL_TEXTURE_2D, mTextures[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); glBindTexture(GL_TEXTURE_2D, mTextures[1]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0); glBindTexture(GL_TEXTURE_2D, mTextures[2]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mTextures[2], 0); constexpr char kFS_ESSL3[] = "#version 300 es\n" "precision highp float;\n" "uniform mediump vec4 u_color0;\n" "uniform mediump vec4 u_color1;\n" "uniform mediump vec4 u_color2;\n" "layout(location = 0) out vec4 out_color0;\n" "layout(location = 1) out vec4 out_color1;\n" "layout(location = 2) out vec4 out_color2;\n" "void main()\n" "{\n" " out_color0 = u_color0;\n" " out_color1 = u_color1;\n" " out_color2 = u_color2;\n" "}\n"; program = CompileProgram(essl3_shaders::vs::Simple(), kFS_ESSL3); glUseProgram(program); positionLocation = glGetAttribLocation(program, positionAttrib()); ASSERT_NE(-1, positionLocation); color0UniformLocation = glGetUniformLocation(program, "u_color0"); ASSERT_NE(color0UniformLocation, -1); color1UniformLocation = glGetUniformLocation(program, "u_color1"); ASSERT_NE(color1UniformLocation, -1); color2UniformLocation = glGetUniformLocation(program, "u_color2"); ASSERT_NE(color2UniformLocation, -1); glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data()); glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data()); // Draw into the buffers so that buffer0 is red, buffer1 is green and buffer2 is yellow resetDrawBuffers(); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); for (int i = 0; i < 4; i++) { drawBuffers[i] = GL_NONE; } } void resetDrawBuffers() { drawBuffers[0] = GL_COLOR_ATTACHMENT0; drawBuffers[1] = GL_COLOR_ATTACHMENT1; drawBuffers[2] = GL_COLOR_ATTACHMENT2; drawBuffers[3] = GL_NONE; setDrawBuffers(4, drawBuffers); } GLenum drawBuffers[4]; GLuint program; GLint positionLocation; GLint color0UniformLocation; GLint color1UniformLocation; GLint color2UniformLocation; }; // Test draw buffer state change followed draw call TEST_P(ColorMaskForDrawBuffersTest, DrawQuad) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); // Draw blue into attachment0. Buffer0 should be blue and buffer1 should remain green drawBuffers[0] = GL_COLOR_ATTACHMENT0; setDrawBuffers(4, drawBuffers); glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); glViewport(0, 0, getWindowWidth() / 2, getWindowHeight() / 2); drawQuad(program, positionAttrib(), 0.5); resetDrawBuffers(); glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data()); glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2); drawQuad(program, positionAttrib(), 0.5); EXPECT_GL_NO_ERROR(); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::white); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green); EXPECT_GL_NO_ERROR(); } // Test draw buffer state change followed clear TEST_P(ColorMaskForDrawBuffersTest, Clear) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); // Clear attachment1. Buffer0 should retain red and buffer1 should be blue drawBuffers[1] = GL_COLOR_ATTACHMENT1; setDrawBuffers(4, drawBuffers); angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glClear(GL_COLOR_BUFFER_BIT); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::blue); EXPECT_GL_NO_ERROR(); } // Test draw buffer state change followed scissored clear TEST_P(ColorMaskForDrawBuffersTest, ScissoredClear) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); // Clear attachment1. Buffer0 should retain red and buffer1 should be blue drawBuffers[1] = GL_COLOR_ATTACHMENT1; setDrawBuffers(4, drawBuffers); angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glScissor(0, 0, getWindowWidth() / 2, getWindowHeight() / 2); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT); resetDrawBuffers(); clearColor = GLColor::magenta.toNormalizedVector(); glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); glScissor(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight() / 2); glClear(GL_COLOR_BUFFER_BIT); EXPECT_GL_NO_ERROR(); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::red); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::red); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() / 4, GLColor::magenta); EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() * 3 / 4, GLColor::green); EXPECT_GL_NO_ERROR(); } // Test draw buffer state change followed FBO blit TEST_P(ColorMaskForDrawBuffersTest, Blit) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[2], 0); // BLIT mTexture[2] to attachment0. Buffer0 should remain red and buffer1 should be yellow drawBuffers[0] = GL_COLOR_ATTACHMENT0; setDrawBuffers(4, drawBuffers); glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(), getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::yellow); verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green); EXPECT_GL_NO_ERROR(); } // Test that enabling/disabling FBO draw buffers affects color mask TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsColorMask) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); // Setup draw glUseProgram(program); std::array quadVertices = GetQuadVertices(); glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data()); glEnableVertexAttribArray(positionLocation); // Draw with some attachments disabled. Attachments are initially, red, green and yellow. drawBuffers[0] = GL_COLOR_ATTACHMENT0; drawBuffers[1] = GL_NONE; drawBuffers[2] = GL_NONE; setDrawBuffers(4, drawBuffers); glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); // Attachment 0 is now blue glDrawArrays(GL_TRIANGLES, 0, 6); EXPECT_GL_NO_ERROR(); // Draw with the second attachment enabled drawBuffers[0] = GL_COLOR_ATTACHMENT0; drawBuffers[1] = GL_COLOR_ATTACHMENT1; setDrawBuffers(4, drawBuffers); glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data()); // Attachment 0 is now magenta, and attachment 1 is white. Attachment 2 is still yellow. glDrawArrays(GL_TRIANGLES, 0, 6); EXPECT_GL_NO_ERROR(); // Check second attachment was updated by the second draw glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); glReadBuffer(GL_COLOR_ATTACHMENT2); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } // Test that enabling/disabling FBO draw buffers affects blend state appropriately as well as the // color mask. TEST_P(ColorMaskForDrawBuffersTest, StateChangeAffectsBlendState) { ANGLE_SKIP_TEST_IF(!setupTest()); setupColorMaskForDrawBuffersTest(); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); // Setup draw glUseProgram(program); std::array quadVertices = GetQuadVertices(); glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, quadVertices.data()); glEnableVertexAttribArray(positionLocation); // Draw with some attachments disabled. Attachments are initially, red, green and yellow. drawBuffers[0] = GL_COLOR_ATTACHMENT0; drawBuffers[1] = GL_NONE; drawBuffers[2] = GL_NONE; setDrawBuffers(4, drawBuffers); glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); // Attachment 0 is now magenta. glDrawArrays(GL_TRIANGLES, 0, 6); EXPECT_GL_NO_ERROR(); // Draw with the second attachment enabled drawBuffers[0] = GL_COLOR_ATTACHMENT0; drawBuffers[1] = GL_COLOR_ATTACHMENT1; setDrawBuffers(4, drawBuffers); glUniform4fv(color0UniformLocation, 1, GLColor::green.toNormalizedVector().data()); glUniform4fv(color1UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); // Attachment 0 is now white, attachment 1 is cyan and attachment 2 is still yellow. glDrawArrays(GL_TRIANGLES, 0, 6); EXPECT_GL_NO_ERROR(); // Check second attachment was updated by the second draw glBindFramebuffer(GL_READ_FRAMEBUFFER, mFBO); glReadBuffer(GL_COLOR_ATTACHMENT0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); glReadBuffer(GL_COLOR_ATTACHMENT1); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); glReadBuffer(GL_COLOR_ATTACHMENT2); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow); EXPECT_GL_NO_ERROR(); } ANGLE_INSTANTIATE_TEST(DrawBuffersTest, ANGLE_ALL_TEST_PLATFORMS_ES2, ANGLE_ALL_TEST_PLATFORMS_ES3, ES2_METAL().enable(Feature::LimitMaxDrawBuffersForTesting), ES2_VULKAN() .disable(Feature::SupportsTransformFeedbackExtension) .disable(Feature::EmulateTransformFeedback)); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersWebGL2Test); ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawBuffersTestES3); ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ColorMaskForDrawBuffersTest); ANGLE_INSTANTIATE_TEST_ES3(ColorMaskForDrawBuffersTest);