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