1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2023 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "util/random_utils.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "util/test_utils.h"
13*8975f5c5SAndroid Build Coastguard Worker
14*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
15*8975f5c5SAndroid Build Coastguard Worker
16*8975f5c5SAndroid Build Coastguard Worker namespace
17*8975f5c5SAndroid Build Coastguard Worker {
18*8975f5c5SAndroid Build Coastguard Worker class CapturedTest : public ANGLETest<>
19*8975f5c5SAndroid Build Coastguard Worker {
20*8975f5c5SAndroid Build Coastguard Worker protected:
CapturedTest()21*8975f5c5SAndroid Build Coastguard Worker CapturedTest()
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(128);
24*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(128);
25*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
26*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
27*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
28*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
29*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
30*8975f5c5SAndroid Build Coastguard Worker setConfigStencilBits(8);
31*8975f5c5SAndroid Build Coastguard Worker }
32*8975f5c5SAndroid Build Coastguard Worker
testSetUp()33*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
34*8975f5c5SAndroid Build Coastguard Worker {
35*8975f5c5SAndroid Build Coastguard Worker // Calls not captured because we setup Start frame to MEC.
36*8975f5c5SAndroid Build Coastguard Worker
37*8975f5c5SAndroid Build Coastguard Worker // TODO: why are these framebuffers not showing up in the capture?
38*8975f5c5SAndroid Build Coastguard Worker
39*8975f5c5SAndroid Build Coastguard Worker mFBOs.resize(2, 0);
40*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(2, mFBOs.data());
41*8975f5c5SAndroid Build Coastguard Worker }
42*8975f5c5SAndroid Build Coastguard Worker
testTearDown()43*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker // Not reached during capture as we hit the End frame earlier.
46*8975f5c5SAndroid Build Coastguard Worker
47*8975f5c5SAndroid Build Coastguard Worker if (!mFBOs.empty())
48*8975f5c5SAndroid Build Coastguard Worker {
49*8975f5c5SAndroid Build Coastguard Worker glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
50*8975f5c5SAndroid Build Coastguard Worker }
51*8975f5c5SAndroid Build Coastguard Worker }
52*8975f5c5SAndroid Build Coastguard Worker
53*8975f5c5SAndroid Build Coastguard Worker std::vector<GLuint> mFBOs;
54*8975f5c5SAndroid Build Coastguard Worker };
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker class MultiFrame
57*8975f5c5SAndroid Build Coastguard Worker {
58*8975f5c5SAndroid Build Coastguard Worker public:
testSetUp()59*8975f5c5SAndroid Build Coastguard Worker void testSetUp()
60*8975f5c5SAndroid Build Coastguard Worker {
61*8975f5c5SAndroid Build Coastguard Worker constexpr char kInactiveVS[] = R"(precision highp float;
62*8975f5c5SAndroid Build Coastguard Worker void main(void) {
63*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0.5, 0.5, 0.5, 1.0);
64*8975f5c5SAndroid Build Coastguard Worker })";
65*8975f5c5SAndroid Build Coastguard Worker
66*8975f5c5SAndroid Build Coastguard Worker static constexpr char kInactiveDeferredVS[] = R"(attribute vec4 a_position;
67*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
68*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
69*8975f5c5SAndroid Build Coastguard Worker void main()
70*8975f5c5SAndroid Build Coastguard Worker {
71*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
72*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
73*8975f5c5SAndroid Build Coastguard Worker })";
74*8975f5c5SAndroid Build Coastguard Worker
75*8975f5c5SAndroid Build Coastguard Worker static constexpr char kInactiveDeferredFS[] = R"(precision mediump float;
76*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
77*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
78*8975f5c5SAndroid Build Coastguard Worker void main()
79*8975f5c5SAndroid Build Coastguard Worker {
80*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.4, 0.4, 0.4, 1.0);
81*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(s_texture, v_texCoord);
82*8975f5c5SAndroid Build Coastguard Worker })";
83*8975f5c5SAndroid Build Coastguard Worker
84*8975f5c5SAndroid Build Coastguard Worker static constexpr char kActiveDeferredVS[] = R"(attribute vec4 a_position;
85*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
86*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
87*8975f5c5SAndroid Build Coastguard Worker void main()
88*8975f5c5SAndroid Build Coastguard Worker {
89*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
90*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
91*8975f5c5SAndroid Build Coastguard Worker })";
92*8975f5c5SAndroid Build Coastguard Worker
93*8975f5c5SAndroid Build Coastguard Worker // Create shaders, program but defer compiling & linking, use before capture starts
94*8975f5c5SAndroid Build Coastguard Worker // (Inactive)
95*8975f5c5SAndroid Build Coastguard Worker lateLinkTestVertShaderInactive = glCreateShader(GL_VERTEX_SHADER);
96*8975f5c5SAndroid Build Coastguard Worker const char *lateLinkTestVsSourceArrayInactive[1] = {kInactiveDeferredVS};
97*8975f5c5SAndroid Build Coastguard Worker glShaderSource(lateLinkTestVertShaderInactive, 1, lateLinkTestVsSourceArrayInactive, 0);
98*8975f5c5SAndroid Build Coastguard Worker lateLinkTestFragShaderInactive = glCreateShader(GL_FRAGMENT_SHADER);
99*8975f5c5SAndroid Build Coastguard Worker const char *lateLinkTestFsSourceArrayInactive[1] = {kInactiveDeferredFS};
100*8975f5c5SAndroid Build Coastguard Worker glShaderSource(lateLinkTestFragShaderInactive, 1, lateLinkTestFsSourceArrayInactive, 0);
101*8975f5c5SAndroid Build Coastguard Worker lateLinkTestProgramInactive = glCreateProgram();
102*8975f5c5SAndroid Build Coastguard Worker glAttachShader(lateLinkTestProgramInactive, lateLinkTestVertShaderInactive);
103*8975f5c5SAndroid Build Coastguard Worker glAttachShader(lateLinkTestProgramInactive, lateLinkTestFragShaderInactive);
104*8975f5c5SAndroid Build Coastguard Worker
105*8975f5c5SAndroid Build Coastguard Worker // Create inactive program having shader shared with deferred linked program
106*8975f5c5SAndroid Build Coastguard Worker glCompileShader(lateLinkTestVertShaderInactive);
107*8975f5c5SAndroid Build Coastguard Worker glCompileShader(lateLinkTestFragShaderInactive);
108*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(lateLinkTestProgramInactive);
109*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
110*8975f5c5SAndroid Build Coastguard Worker
111*8975f5c5SAndroid Build Coastguard Worker // Create vertex shader and program but defer compiling & linking until capture time
112*8975f5c5SAndroid Build Coastguard Worker // (Active) Use fragment shader attached to inactive program
113*8975f5c5SAndroid Build Coastguard Worker lateLinkTestVertShaderActive = glCreateShader(GL_VERTEX_SHADER);
114*8975f5c5SAndroid Build Coastguard Worker const char *lateLinkTestVsSourceArrayActive[1] = {kActiveDeferredVS};
115*8975f5c5SAndroid Build Coastguard Worker glShaderSource(lateLinkTestVertShaderActive, 1, lateLinkTestVsSourceArrayActive, 0);
116*8975f5c5SAndroid Build Coastguard Worker lateLinkTestProgramActive = glCreateProgram();
117*8975f5c5SAndroid Build Coastguard Worker glAttachShader(lateLinkTestProgramActive, lateLinkTestVertShaderActive);
118*8975f5c5SAndroid Build Coastguard Worker glAttachShader(lateLinkTestProgramActive, lateLinkTestFragShaderInactive);
119*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
120*8975f5c5SAndroid Build Coastguard Worker
121*8975f5c5SAndroid Build Coastguard Worker // Create shader that is unused during capture
122*8975f5c5SAndroid Build Coastguard Worker inactiveProgram = glCreateProgram();
123*8975f5c5SAndroid Build Coastguard Worker inactiveShader = glCreateShader(GL_VERTEX_SHADER);
124*8975f5c5SAndroid Build Coastguard Worker const char *inactiveSourceArray[1] = {kInactiveVS};
125*8975f5c5SAndroid Build Coastguard Worker glShaderSource(inactiveShader, 1, inactiveSourceArray, 0);
126*8975f5c5SAndroid Build Coastguard Worker glCompileShader(inactiveShader);
127*8975f5c5SAndroid Build Coastguard Worker glAttachShader(inactiveProgram, inactiveShader);
128*8975f5c5SAndroid Build Coastguard Worker
129*8975f5c5SAndroid Build Coastguard Worker // Create Shader Program before capture begins to use during capture
130*8975f5c5SAndroid Build Coastguard Worker activeBeforeProgram = glCreateProgram();
131*8975f5c5SAndroid Build Coastguard Worker activeBeforeVertShader = glCreateShader(GL_VERTEX_SHADER);
132*8975f5c5SAndroid Build Coastguard Worker activeBeforeFragShader = glCreateShader(GL_FRAGMENT_SHADER);
133*8975f5c5SAndroid Build Coastguard Worker const char *activeVsSourceArray[1] = {kActiveVS};
134*8975f5c5SAndroid Build Coastguard Worker glShaderSource(activeBeforeVertShader, 1, activeVsSourceArray, 0);
135*8975f5c5SAndroid Build Coastguard Worker glCompileShader(activeBeforeVertShader);
136*8975f5c5SAndroid Build Coastguard Worker glAttachShader(activeBeforeProgram, activeBeforeVertShader);
137*8975f5c5SAndroid Build Coastguard Worker const char *activeFsSourceArray[1] = {kActiveFS};
138*8975f5c5SAndroid Build Coastguard Worker glShaderSource(activeBeforeFragShader, 1, activeFsSourceArray, 0);
139*8975f5c5SAndroid Build Coastguard Worker glCompileShader(activeBeforeFragShader);
140*8975f5c5SAndroid Build Coastguard Worker glAttachShader(activeBeforeProgram, activeBeforeFragShader);
141*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(activeBeforeProgram);
142*8975f5c5SAndroid Build Coastguard Worker
143*8975f5c5SAndroid Build Coastguard Worker // Get the attr/sampler locations
144*8975f5c5SAndroid Build Coastguard Worker mPositionLoc = glGetAttribLocation(activeBeforeProgram, "a_position");
145*8975f5c5SAndroid Build Coastguard Worker mTexCoordLoc = glGetAttribLocation(activeBeforeProgram, "a_texCoord");
146*8975f5c5SAndroid Build Coastguard Worker mSamplerLoc = glGetUniformLocation(activeBeforeProgram, "s_texture");
147*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
148*8975f5c5SAndroid Build Coastguard Worker
149*8975f5c5SAndroid Build Coastguard Worker // Bind the texture object before capture begins
150*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &textureNeverBound);
151*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &textureBoundBeforeCapture);
152*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textureBoundBeforeCapture);
153*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
154*8975f5c5SAndroid Build Coastguard Worker
155*8975f5c5SAndroid Build Coastguard Worker const size_t width = 2;
156*8975f5c5SAndroid Build Coastguard Worker const size_t height = 2;
157*8975f5c5SAndroid Build Coastguard Worker GLubyte pixels[width * height * 3] = {
158*8975f5c5SAndroid Build Coastguard Worker 255, 0, 0, // Red
159*8975f5c5SAndroid Build Coastguard Worker 0, 255, 0, // Green
160*8975f5c5SAndroid Build Coastguard Worker 0, 0, 255, // Blue
161*8975f5c5SAndroid Build Coastguard Worker 255, 255, 0, // Yellow
162*8975f5c5SAndroid Build Coastguard Worker };
163*8975f5c5SAndroid Build Coastguard Worker // Populate the pre-capture bound texture
164*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
165*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
166*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
167*8975f5c5SAndroid Build Coastguard Worker }
168*8975f5c5SAndroid Build Coastguard Worker
testTearDown()169*8975f5c5SAndroid Build Coastguard Worker void testTearDown()
170*8975f5c5SAndroid Build Coastguard Worker {
171*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &textureNeverBound);
172*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &textureBoundBeforeCapture);
173*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(inactiveProgram);
174*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(activeBeforeProgram);
175*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(inactiveShader);
176*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(activeBeforeVertShader);
177*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(activeBeforeFragShader);
178*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(lateLinkTestProgramInactive);
179*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(lateLinkTestProgramActive);
180*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(lateLinkTestVertShaderInactive);
181*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(lateLinkTestFragShaderInactive);
182*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(lateLinkTestVertShaderActive);
183*8975f5c5SAndroid Build Coastguard Worker }
184*8975f5c5SAndroid Build Coastguard Worker
185*8975f5c5SAndroid Build Coastguard Worker static constexpr char kActiveVS[] = R"(attribute vec4 a_position;
186*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
187*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
188*8975f5c5SAndroid Build Coastguard Worker void main()
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
191*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
192*8975f5c5SAndroid Build Coastguard Worker })";
193*8975f5c5SAndroid Build Coastguard Worker
194*8975f5c5SAndroid Build Coastguard Worker static constexpr char kActiveFS[] = R"(precision mediump float;
195*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
196*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
197*8975f5c5SAndroid Build Coastguard Worker void main()
198*8975f5c5SAndroid Build Coastguard Worker {
199*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(s_texture, v_texCoord);
200*8975f5c5SAndroid Build Coastguard Worker })";
201*8975f5c5SAndroid Build Coastguard Worker
202*8975f5c5SAndroid Build Coastguard Worker void frame1();
203*8975f5c5SAndroid Build Coastguard Worker void frame2();
204*8975f5c5SAndroid Build Coastguard Worker void frame3();
205*8975f5c5SAndroid Build Coastguard Worker void frame4();
206*8975f5c5SAndroid Build Coastguard Worker
207*8975f5c5SAndroid Build Coastguard Worker // For testing deferred compile/link
208*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestVertShaderInactive;
209*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestFragShaderInactive;
210*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestProgramInactive;
211*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestVertShaderActive;
212*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestProgramActive;
213*8975f5c5SAndroid Build Coastguard Worker
214*8975f5c5SAndroid Build Coastguard Worker GLuint inactiveProgram;
215*8975f5c5SAndroid Build Coastguard Worker GLuint inactiveShader;
216*8975f5c5SAndroid Build Coastguard Worker
217*8975f5c5SAndroid Build Coastguard Worker GLuint activeBeforeProgram;
218*8975f5c5SAndroid Build Coastguard Worker GLuint activeBeforeVertShader;
219*8975f5c5SAndroid Build Coastguard Worker GLuint activeBeforeFragShader;
220*8975f5c5SAndroid Build Coastguard Worker
221*8975f5c5SAndroid Build Coastguard Worker GLuint textureNeverBound;
222*8975f5c5SAndroid Build Coastguard Worker GLuint textureBoundBeforeCapture;
223*8975f5c5SAndroid Build Coastguard Worker GLuint mPositionLoc;
224*8975f5c5SAndroid Build Coastguard Worker GLuint mTexCoordLoc;
225*8975f5c5SAndroid Build Coastguard Worker GLint mSamplerLoc;
226*8975f5c5SAndroid Build Coastguard Worker };
227*8975f5c5SAndroid Build Coastguard Worker
frame1()228*8975f5c5SAndroid Build Coastguard Worker void MultiFrame::frame1()
229*8975f5c5SAndroid Build Coastguard Worker {
230*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
231*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
232*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
233*8975f5c5SAndroid Build Coastguard Worker
234*8975f5c5SAndroid Build Coastguard Worker static GLfloat vertices[] = {
235*8975f5c5SAndroid Build Coastguard Worker -0.75f, 0.25f, 0.0f, // Position 0
236*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
237*8975f5c5SAndroid Build Coastguard Worker -0.75f, -0.75f, 0.0f, // Position 1
238*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
239*8975f5c5SAndroid Build Coastguard Worker 0.25f, -0.75f, 0.0f, // Position 2
240*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
241*8975f5c5SAndroid Build Coastguard Worker 0.25f, 0.25f, 0.0f, // Position 3
242*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
243*8975f5c5SAndroid Build Coastguard Worker };
244*8975f5c5SAndroid Build Coastguard Worker
245*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
246*8975f5c5SAndroid Build Coastguard Worker
247*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
248*8975f5c5SAndroid Build Coastguard Worker glUseProgram(activeBeforeProgram);
249*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
250*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
251*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mPositionLoc);
252*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(mTexCoordLoc);
253*8975f5c5SAndroid Build Coastguard Worker glUniform1i(mSamplerLoc, 0);
254*8975f5c5SAndroid Build Coastguard Worker
255*8975f5c5SAndroid Build Coastguard Worker // Draw without binding texture during capture
256*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
257*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(20, 20, 0, 0, 255, 255);
258*8975f5c5SAndroid Build Coastguard Worker
259*8975f5c5SAndroid Build Coastguard Worker glDeleteVertexArrays(1, &mPositionLoc);
260*8975f5c5SAndroid Build Coastguard Worker glDeleteVertexArrays(1, &mTexCoordLoc);
261*8975f5c5SAndroid Build Coastguard Worker }
262*8975f5c5SAndroid Build Coastguard Worker
frame2()263*8975f5c5SAndroid Build Coastguard Worker void MultiFrame::frame2()
264*8975f5c5SAndroid Build Coastguard Worker {
265*8975f5c5SAndroid Build Coastguard Worker // Draw using texture created and bound during capture
266*8975f5c5SAndroid Build Coastguard Worker
267*8975f5c5SAndroid Build Coastguard Worker GLuint activeDuringProgram;
268*8975f5c5SAndroid Build Coastguard Worker GLuint activeDuringVertShader;
269*8975f5c5SAndroid Build Coastguard Worker GLuint activeDuringFragShader;
270*8975f5c5SAndroid Build Coastguard Worker GLuint positionLoc;
271*8975f5c5SAndroid Build Coastguard Worker GLuint texCoordLoc;
272*8975f5c5SAndroid Build Coastguard Worker GLuint textureBoundDuringCapture;
273*8975f5c5SAndroid Build Coastguard Worker GLint samplerLoc;
274*8975f5c5SAndroid Build Coastguard Worker
275*8975f5c5SAndroid Build Coastguard Worker activeDuringProgram = glCreateProgram();
276*8975f5c5SAndroid Build Coastguard Worker activeDuringVertShader = glCreateShader(GL_VERTEX_SHADER);
277*8975f5c5SAndroid Build Coastguard Worker activeDuringFragShader = glCreateShader(GL_FRAGMENT_SHADER);
278*8975f5c5SAndroid Build Coastguard Worker const char *activeVsSourceArray[1] = {kActiveVS};
279*8975f5c5SAndroid Build Coastguard Worker glShaderSource(activeDuringVertShader, 1, activeVsSourceArray, 0);
280*8975f5c5SAndroid Build Coastguard Worker glCompileShader(activeDuringVertShader);
281*8975f5c5SAndroid Build Coastguard Worker glAttachShader(activeDuringProgram, activeDuringVertShader);
282*8975f5c5SAndroid Build Coastguard Worker const char *activeFsSourceArray[1] = {kActiveFS};
283*8975f5c5SAndroid Build Coastguard Worker glShaderSource(activeDuringFragShader, 1, activeFsSourceArray, 0);
284*8975f5c5SAndroid Build Coastguard Worker glCompileShader(activeDuringFragShader);
285*8975f5c5SAndroid Build Coastguard Worker glAttachShader(activeDuringProgram, activeDuringFragShader);
286*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(activeDuringProgram);
287*8975f5c5SAndroid Build Coastguard Worker
288*8975f5c5SAndroid Build Coastguard Worker // Get the attr/sampler locations
289*8975f5c5SAndroid Build Coastguard Worker positionLoc = glGetAttribLocation(activeDuringProgram, "a_position");
290*8975f5c5SAndroid Build Coastguard Worker texCoordLoc = glGetAttribLocation(activeDuringProgram, "a_texCoord");
291*8975f5c5SAndroid Build Coastguard Worker samplerLoc = glGetUniformLocation(activeDuringProgram, "s_texture");
292*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
293*8975f5c5SAndroid Build Coastguard Worker
294*8975f5c5SAndroid Build Coastguard Worker // Bind the texture object during capture
295*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &textureBoundDuringCapture);
296*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textureBoundDuringCapture);
297*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
298*8975f5c5SAndroid Build Coastguard Worker
299*8975f5c5SAndroid Build Coastguard Worker const size_t width = 2;
300*8975f5c5SAndroid Build Coastguard Worker const size_t height = 2;
301*8975f5c5SAndroid Build Coastguard Worker GLubyte pixels[width * height * 3] = {
302*8975f5c5SAndroid Build Coastguard Worker 255, 255, 0, // Yellow
303*8975f5c5SAndroid Build Coastguard Worker 0, 0, 255, // Blue
304*8975f5c5SAndroid Build Coastguard Worker 0, 255, 0, // Green
305*8975f5c5SAndroid Build Coastguard Worker 255, 0, 0, // Red
306*8975f5c5SAndroid Build Coastguard Worker };
307*8975f5c5SAndroid Build Coastguard Worker
308*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
309*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
310*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
311*8975f5c5SAndroid Build Coastguard Worker
312*8975f5c5SAndroid Build Coastguard Worker static GLfloat vertices[] = {
313*8975f5c5SAndroid Build Coastguard Worker -0.25f, 0.75f, 0.0f, // Position 0
314*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
315*8975f5c5SAndroid Build Coastguard Worker -0.25f, -0.25f, 0.0f, // Position 1
316*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
317*8975f5c5SAndroid Build Coastguard Worker 0.75f, -0.25f, 0.0f, // Position 2
318*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
319*8975f5c5SAndroid Build Coastguard Worker 0.75f, 0.75f, 0.0f, // Position 3
320*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
321*8975f5c5SAndroid Build Coastguard Worker };
322*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
323*8975f5c5SAndroid Build Coastguard Worker
324*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
325*8975f5c5SAndroid Build Coastguard Worker glUseProgram(activeDuringProgram);
326*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
327*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
328*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLoc);
329*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(texCoordLoc);
330*8975f5c5SAndroid Build Coastguard Worker glUniform1i(samplerLoc, 0);
331*8975f5c5SAndroid Build Coastguard Worker
332*8975f5c5SAndroid Build Coastguard Worker // Draw using texture bound during capture
333*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
334*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(108, 108, 0, 0, 255, 255);
335*8975f5c5SAndroid Build Coastguard Worker
336*8975f5c5SAndroid Build Coastguard Worker glDeleteTextures(1, &textureBoundDuringCapture);
337*8975f5c5SAndroid Build Coastguard Worker glDeleteVertexArrays(1, &positionLoc);
338*8975f5c5SAndroid Build Coastguard Worker glDeleteVertexArrays(1, &texCoordLoc);
339*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(activeDuringProgram);
340*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(activeDuringVertShader);
341*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(activeDuringFragShader);
342*8975f5c5SAndroid Build Coastguard Worker }
343*8975f5c5SAndroid Build Coastguard Worker
frame3()344*8975f5c5SAndroid Build Coastguard Worker void MultiFrame::frame3()
345*8975f5c5SAndroid Build Coastguard Worker {
346*8975f5c5SAndroid Build Coastguard Worker // TODO: using local objects (with RAII helpers) here that create and destroy objects within the
347*8975f5c5SAndroid Build Coastguard Worker // frame. Maybe move some of this to test Setup.
348*8975f5c5SAndroid Build Coastguard Worker
349*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(precision highp float;
350*8975f5c5SAndroid Build Coastguard Worker attribute vec3 attr1;
351*8975f5c5SAndroid Build Coastguard Worker void main(void) {
352*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(attr1, 1.0);
353*8975f5c5SAndroid Build Coastguard Worker })";
354*8975f5c5SAndroid Build Coastguard Worker
355*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision highp float;
356*8975f5c5SAndroid Build Coastguard Worker void main(void) {
357*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
358*8975f5c5SAndroid Build Coastguard Worker })";
359*8975f5c5SAndroid Build Coastguard Worker
360*8975f5c5SAndroid Build Coastguard Worker GLBuffer emptyBuffer;
361*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, emptyBuffer);
362*8975f5c5SAndroid Build Coastguard Worker
363*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
364*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(program, 0, "attr1");
365*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(program);
366*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
367*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
368*8975f5c5SAndroid Build Coastguard Worker
369*8975f5c5SAndroid Build Coastguard Worker // Use non-existing attribute 1.
370*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(1);
371*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 1, 0);
372*8975f5c5SAndroid Build Coastguard Worker
373*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
374*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
375*8975f5c5SAndroid Build Coastguard Worker
376*8975f5c5SAndroid Build Coastguard Worker // Note: RAII destructors called here causing additional GL calls.
377*8975f5c5SAndroid Build Coastguard Worker }
378*8975f5c5SAndroid Build Coastguard Worker
frame4()379*8975f5c5SAndroid Build Coastguard Worker void MultiFrame::frame4()
380*8975f5c5SAndroid Build Coastguard Worker {
381*8975f5c5SAndroid Build Coastguard Worker GLuint positionLoc;
382*8975f5c5SAndroid Build Coastguard Worker GLuint texCoordLoc;
383*8975f5c5SAndroid Build Coastguard Worker GLuint lateLinkTestTexture;
384*8975f5c5SAndroid Build Coastguard Worker GLint samplerLoc;
385*8975f5c5SAndroid Build Coastguard Worker
386*8975f5c5SAndroid Build Coastguard Worker // Deferred compile/link
387*8975f5c5SAndroid Build Coastguard Worker glCompileShader(lateLinkTestVertShaderActive);
388*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(lateLinkTestProgramActive);
389*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
390*8975f5c5SAndroid Build Coastguard Worker
391*8975f5c5SAndroid Build Coastguard Worker // Get the attr/sampler locations
392*8975f5c5SAndroid Build Coastguard Worker positionLoc = glGetAttribLocation(lateLinkTestProgramActive, "a_position");
393*8975f5c5SAndroid Build Coastguard Worker texCoordLoc = glGetAttribLocation(lateLinkTestProgramActive, "a_texCoord");
394*8975f5c5SAndroid Build Coastguard Worker samplerLoc = glGetUniformLocation(lateLinkTestProgramActive, "s_texture");
395*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
396*8975f5c5SAndroid Build Coastguard Worker
397*8975f5c5SAndroid Build Coastguard Worker // Bind the texture object during capture
398*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &lateLinkTestTexture);
399*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, lateLinkTestTexture);
400*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
401*8975f5c5SAndroid Build Coastguard Worker
402*8975f5c5SAndroid Build Coastguard Worker const size_t width = 2;
403*8975f5c5SAndroid Build Coastguard Worker const size_t height = 2;
404*8975f5c5SAndroid Build Coastguard Worker GLubyte pixels[width * height * 3] = {
405*8975f5c5SAndroid Build Coastguard Worker 255, 255, 0, // Yellow
406*8975f5c5SAndroid Build Coastguard Worker 0, 0, 255, // Blue
407*8975f5c5SAndroid Build Coastguard Worker 0, 255, 0, // Green
408*8975f5c5SAndroid Build Coastguard Worker 255, 0, 0, // Red
409*8975f5c5SAndroid Build Coastguard Worker };
410*8975f5c5SAndroid Build Coastguard Worker
411*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
412*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
413*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
414*8975f5c5SAndroid Build Coastguard Worker
415*8975f5c5SAndroid Build Coastguard Worker static GLfloat vertices[] = {
416*8975f5c5SAndroid Build Coastguard Worker -0.25f, 0.75f, 0.0f, // Position 0
417*8975f5c5SAndroid Build Coastguard Worker 0.0f, 0.0f, // TexCoord 0
418*8975f5c5SAndroid Build Coastguard Worker -0.25f, -0.25f, 0.0f, // Position 1
419*8975f5c5SAndroid Build Coastguard Worker 0.0f, 1.0f, // TexCoord 1
420*8975f5c5SAndroid Build Coastguard Worker 0.75f, -0.25f, 0.0f, // Position 2
421*8975f5c5SAndroid Build Coastguard Worker 1.0f, 1.0f, // TexCoord 2
422*8975f5c5SAndroid Build Coastguard Worker 0.75f, 0.75f, 0.0f, // Position 3
423*8975f5c5SAndroid Build Coastguard Worker 1.0f, 0.0f // TexCoord 3
424*8975f5c5SAndroid Build Coastguard Worker };
425*8975f5c5SAndroid Build Coastguard Worker GLushort indices[] = {0, 1, 2, 0, 2, 3};
426*8975f5c5SAndroid Build Coastguard Worker
427*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
428*8975f5c5SAndroid Build Coastguard Worker glUseProgram(lateLinkTestProgramActive);
429*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
430*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
431*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(positionLoc);
432*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(texCoordLoc);
433*8975f5c5SAndroid Build Coastguard Worker glUniform1i(samplerLoc, 0);
434*8975f5c5SAndroid Build Coastguard Worker
435*8975f5c5SAndroid Build Coastguard Worker // Draw shaders & program created before capture
436*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
437*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(108, 108, 0, 0, 255, 255);
438*8975f5c5SAndroid Build Coastguard Worker
439*8975f5c5SAndroid Build Coastguard Worker // Add an invalid call so it shows up in capture as a comment.
440*8975f5c5SAndroid Build Coastguard Worker // This is unrelated to the rest of the frame, but needs a home.
441*8975f5c5SAndroid Build Coastguard Worker GLuint nonExistentBinding = 666;
442*8975f5c5SAndroid Build Coastguard Worker GLuint nonExistentTexture = 777;
443*8975f5c5SAndroid Build Coastguard Worker glBindTexture(nonExistentBinding, nonExistentTexture);
444*8975f5c5SAndroid Build Coastguard Worker glGetError();
445*8975f5c5SAndroid Build Coastguard Worker
446*8975f5c5SAndroid Build Coastguard Worker // Another unrelated change
447*8975f5c5SAndroid Build Coastguard Worker // Bind a PIXEL_UNPACK_BUFFER buffer so it gets cleared in Reset
448*8975f5c5SAndroid Build Coastguard Worker GLBuffer unpackBuffer;
449*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer);
450*8975f5c5SAndroid Build Coastguard Worker }
451*8975f5c5SAndroid Build Coastguard Worker
452*8975f5c5SAndroid Build Coastguard Worker // Test captured by capture_tests.py
TEST_P(CapturedTest,MultiFrame)453*8975f5c5SAndroid Build Coastguard Worker TEST_P(CapturedTest, MultiFrame)
454*8975f5c5SAndroid Build Coastguard Worker {
455*8975f5c5SAndroid Build Coastguard Worker MultiFrame multiFrame;
456*8975f5c5SAndroid Build Coastguard Worker multiFrame.testSetUp();
457*8975f5c5SAndroid Build Coastguard Worker
458*8975f5c5SAndroid Build Coastguard Worker // Swap before the first frame so that setup gets its own frame
459*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
460*8975f5c5SAndroid Build Coastguard Worker multiFrame.frame1();
461*8975f5c5SAndroid Build Coastguard Worker
462*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
463*8975f5c5SAndroid Build Coastguard Worker multiFrame.frame2();
464*8975f5c5SAndroid Build Coastguard Worker
465*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
466*8975f5c5SAndroid Build Coastguard Worker multiFrame.frame3();
467*8975f5c5SAndroid Build Coastguard Worker
468*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
469*8975f5c5SAndroid Build Coastguard Worker multiFrame.frame4();
470*8975f5c5SAndroid Build Coastguard Worker
471*8975f5c5SAndroid Build Coastguard Worker // Empty frames to reach capture end.
472*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 10; i++)
473*8975f5c5SAndroid Build Coastguard Worker {
474*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
475*8975f5c5SAndroid Build Coastguard Worker }
476*8975f5c5SAndroid Build Coastguard Worker // Note: test teardown adds an additonal swap in
477*8975f5c5SAndroid Build Coastguard Worker // ANGLETestBase::ANGLETestPreTearDown() when --angle-per-test-capture-label
478*8975f5c5SAndroid Build Coastguard Worker
479*8975f5c5SAndroid Build Coastguard Worker multiFrame.testTearDown();
480*8975f5c5SAndroid Build Coastguard Worker }
481*8975f5c5SAndroid Build Coastguard Worker
482*8975f5c5SAndroid Build Coastguard Worker // Draw using two textures using multiple glActiveTexture calls, ensure they are correctly Reset
TEST_P(CapturedTest,ActiveTextures)483*8975f5c5SAndroid Build Coastguard Worker TEST_P(CapturedTest, ActiveTextures)
484*8975f5c5SAndroid Build Coastguard Worker {
485*8975f5c5SAndroid Build Coastguard Worker static constexpr char kVS[] = R"(attribute vec4 a_position;
486*8975f5c5SAndroid Build Coastguard Worker attribute vec2 a_texCoord;
487*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
488*8975f5c5SAndroid Build Coastguard Worker void main()
489*8975f5c5SAndroid Build Coastguard Worker {
490*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
491*8975f5c5SAndroid Build Coastguard Worker v_texCoord = a_texCoord;
492*8975f5c5SAndroid Build Coastguard Worker })";
493*8975f5c5SAndroid Build Coastguard Worker
494*8975f5c5SAndroid Build Coastguard Worker static constexpr char kFS[] = R"(precision mediump float;
495*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
496*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture1;
497*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture2;
498*8975f5c5SAndroid Build Coastguard Worker void main()
499*8975f5c5SAndroid Build Coastguard Worker {
500*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(s_texture1, v_texCoord) + texture2D(s_texture2, v_texCoord);
501*8975f5c5SAndroid Build Coastguard Worker })";
502*8975f5c5SAndroid Build Coastguard Worker
503*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
504*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
505*8975f5c5SAndroid Build Coastguard Worker
506*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
507*8975f5c5SAndroid Build Coastguard Worker
508*8975f5c5SAndroid Build Coastguard Worker // Set the sampler uniforms
509*8975f5c5SAndroid Build Coastguard Worker GLint samplerLoc1 = glGetUniformLocation(program, "s_texture1");
510*8975f5c5SAndroid Build Coastguard Worker GLint samplerLoc2 = glGetUniformLocation(program, "s_texture2");
511*8975f5c5SAndroid Build Coastguard Worker glUniform1i(samplerLoc1, 0);
512*8975f5c5SAndroid Build Coastguard Worker glUniform1i(samplerLoc2, 1);
513*8975f5c5SAndroid Build Coastguard Worker
514*8975f5c5SAndroid Build Coastguard Worker // Bind the texture objects before capture begins
515*8975f5c5SAndroid Build Coastguard Worker constexpr const GLsizei kSize = 4;
516*8975f5c5SAndroid Build Coastguard Worker
517*8975f5c5SAndroid Build Coastguard Worker GLTexture redTexture;
518*8975f5c5SAndroid Build Coastguard Worker GLTexture greenTexture;
519*8975f5c5SAndroid Build Coastguard Worker GLTexture blueTexture;
520*8975f5c5SAndroid Build Coastguard Worker
521*8975f5c5SAndroid Build Coastguard Worker const std::vector<GLColor> kRedData(kSize * kSize, GLColor::red);
522*8975f5c5SAndroid Build Coastguard Worker const std::vector<GLColor> kGreenData(kSize * kSize, GLColor::green);
523*8975f5c5SAndroid Build Coastguard Worker const std::vector<GLColor> kBlueData(kSize * kSize, GLColor::blue);
524*8975f5c5SAndroid Build Coastguard Worker
525*8975f5c5SAndroid Build Coastguard Worker // Red texture
526*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, redTexture);
527*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
528*8975f5c5SAndroid Build Coastguard Worker kRedData.data());
529*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
530*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
531*8975f5c5SAndroid Build Coastguard Worker
532*8975f5c5SAndroid Build Coastguard Worker // Green texture
533*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, greenTexture);
534*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
535*8975f5c5SAndroid Build Coastguard Worker kGreenData.data());
536*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
537*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
538*8975f5c5SAndroid Build Coastguard Worker
539*8975f5c5SAndroid Build Coastguard Worker // Blue texture
540*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, blueTexture);
541*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
542*8975f5c5SAndroid Build Coastguard Worker kBlueData.data());
543*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
544*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
545*8975f5c5SAndroid Build Coastguard Worker
546*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
547*8975f5c5SAndroid Build Coastguard Worker
548*8975f5c5SAndroid Build Coastguard Worker // First run the program with red and green active
549*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
550*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, redTexture);
551*8975f5c5SAndroid Build Coastguard Worker
552*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE1);
553*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, greenTexture);
554*8975f5c5SAndroid Build Coastguard Worker
555*8975f5c5SAndroid Build Coastguard Worker // Trigger MEC
556*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
557*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
558*8975f5c5SAndroid Build Coastguard Worker
559*8975f5c5SAndroid Build Coastguard Worker // Draw and verify results
560*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f);
561*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
562*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(0, 0, 255, 255, 0, 255);
563*8975f5c5SAndroid Build Coastguard Worker
564*8975f5c5SAndroid Build Coastguard Worker // Change the active textures to green and blue
565*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
566*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, greenTexture);
567*8975f5c5SAndroid Build Coastguard Worker
568*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE1);
569*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, blueTexture);
570*8975f5c5SAndroid Build Coastguard Worker
571*8975f5c5SAndroid Build Coastguard Worker // Draw and verify results
572*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f);
573*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
574*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_EQ(0, 0, 0, 255, 255, 255);
575*8975f5c5SAndroid Build Coastguard Worker
576*8975f5c5SAndroid Build Coastguard Worker // Modify the green texture to ensure we bind the right index in Reset
577*8975f5c5SAndroid Build Coastguard Worker const std::vector<GLColor> kWhiteData(kSize * kSize, GLColor::white);
578*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
579*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, greenTexture);
580*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
581*8975f5c5SAndroid Build Coastguard Worker kWhiteData.data());
582*8975f5c5SAndroid Build Coastguard Worker
583*8975f5c5SAndroid Build Coastguard Worker // Empty frames to reach capture end.
584*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 10; i++)
585*8975f5c5SAndroid Build Coastguard Worker {
586*8975f5c5SAndroid Build Coastguard Worker swapBuffers();
587*8975f5c5SAndroid Build Coastguard Worker }
588*8975f5c5SAndroid Build Coastguard Worker }
589*8975f5c5SAndroid Build Coastguard Worker
590*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(CapturedTest);
591*8975f5c5SAndroid Build Coastguard Worker // Capture is only supported on the Vulkan backend
592*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(CapturedTest, ES3_VULKAN());
593*8975f5c5SAndroid Build Coastguard Worker } // anonymous namespace
594