1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker #include "common/mathutil.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
13*8975f5c5SAndroid Build Coastguard Worker
14*8975f5c5SAndroid Build Coastguard Worker namespace
15*8975f5c5SAndroid Build Coastguard Worker {
16*8975f5c5SAndroid Build Coastguard Worker
ConstantColorAndAlphaBlendFunctions(GLenum first,GLenum second)17*8975f5c5SAndroid Build Coastguard Worker bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
20*8975f5c5SAndroid Build Coastguard Worker (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
21*8975f5c5SAndroid Build Coastguard Worker }
22*8975f5c5SAndroid Build Coastguard Worker
CheckBlendFunctions(GLenum src,GLenum dst)23*8975f5c5SAndroid Build Coastguard Worker void CheckBlendFunctions(GLenum src, GLenum dst)
24*8975f5c5SAndroid Build Coastguard Worker {
25*8975f5c5SAndroid Build Coastguard Worker if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
26*8975f5c5SAndroid Build Coastguard Worker ConstantColorAndAlphaBlendFunctions(dst, src))
27*8975f5c5SAndroid Build Coastguard Worker {
28*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
29*8975f5c5SAndroid Build Coastguard Worker }
30*8975f5c5SAndroid Build Coastguard Worker else
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
33*8975f5c5SAndroid Build Coastguard Worker }
34*8975f5c5SAndroid Build Coastguard Worker }
35*8975f5c5SAndroid Build Coastguard Worker
36*8975f5c5SAndroid Build Coastguard Worker // Extensions that affect the ability to use floating point textures
37*8975f5c5SAndroid Build Coastguard Worker constexpr const char *FloatingPointTextureExtensions[] = {
38*8975f5c5SAndroid Build Coastguard Worker "",
39*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_storage",
40*8975f5c5SAndroid Build Coastguard Worker "GL_OES_texture_half_float",
41*8975f5c5SAndroid Build Coastguard Worker "GL_OES_texture_half_float_linear",
42*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_color_buffer_half_float",
43*8975f5c5SAndroid Build Coastguard Worker "GL_OES_texture_float",
44*8975f5c5SAndroid Build Coastguard Worker "GL_OES_texture_float_linear",
45*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_color_buffer_float",
46*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_float_blend",
47*8975f5c5SAndroid Build Coastguard Worker "GL_CHROMIUM_color_buffer_float_rgba",
48*8975f5c5SAndroid Build Coastguard Worker "GL_CHROMIUM_color_buffer_float_rgb",
49*8975f5c5SAndroid Build Coastguard Worker };
50*8975f5c5SAndroid Build Coastguard Worker
51*8975f5c5SAndroid Build Coastguard Worker } // namespace
52*8975f5c5SAndroid Build Coastguard Worker
53*8975f5c5SAndroid Build Coastguard Worker namespace angle
54*8975f5c5SAndroid Build Coastguard Worker {
55*8975f5c5SAndroid Build Coastguard Worker
56*8975f5c5SAndroid Build Coastguard Worker class WebGLCompatibilityTest : public ANGLETest<>
57*8975f5c5SAndroid Build Coastguard Worker {
58*8975f5c5SAndroid Build Coastguard Worker protected:
WebGLCompatibilityTest()59*8975f5c5SAndroid Build Coastguard Worker WebGLCompatibilityTest()
60*8975f5c5SAndroid Build Coastguard Worker {
61*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(128);
62*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(128);
63*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
64*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
65*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
66*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
67*8975f5c5SAndroid Build Coastguard Worker setWebGLCompatibilityEnabled(true);
68*8975f5c5SAndroid Build Coastguard Worker }
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker 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*8975f5c5SAndroid Build Coastguard Worker void TestFloatTextureFormat(GLenum internalFormat,
72*8975f5c5SAndroid Build Coastguard Worker GLenum format,
73*8975f5c5SAndroid Build Coastguard Worker GLenum type,
74*8975f5c5SAndroid Build Coastguard Worker bool texturingEnabled,
75*8975f5c5SAndroid Build Coastguard Worker bool linearSamplingEnabled,
76*8975f5c5SAndroid Build Coastguard Worker bool renderingEnabled,
77*8975f5c5SAndroid Build Coastguard Worker const T textureData[4],
78*8975f5c5SAndroid Build Coastguard Worker const float floatData[4])
79*8975f5c5SAndroid Build Coastguard Worker {
80*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
81*8975f5c5SAndroid Build Coastguard Worker
82*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
83*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 position;
84*8975f5c5SAndroid Build Coastguard Worker varying vec2 texcoord;
85*8975f5c5SAndroid Build Coastguard Worker void main()
86*8975f5c5SAndroid Build Coastguard Worker {
87*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(position.xy, 0.0, 1.0);
88*8975f5c5SAndroid Build Coastguard Worker texcoord = (position.xy * 0.5) + 0.5;
89*8975f5c5SAndroid Build Coastguard Worker })";
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
92*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
93*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
94*8975f5c5SAndroid Build Coastguard Worker uniform vec4 subtractor;
95*8975f5c5SAndroid Build Coastguard Worker varying vec2 texcoord;
96*8975f5c5SAndroid Build Coastguard Worker void main()
97*8975f5c5SAndroid Build Coastguard Worker {
98*8975f5c5SAndroid Build Coastguard Worker vec4 color = texture2D(tex, texcoord);
99*8975f5c5SAndroid Build Coastguard Worker if (abs(color.r - subtractor.r) +
100*8975f5c5SAndroid Build Coastguard Worker abs(color.g - subtractor.g) +
101*8975f5c5SAndroid Build Coastguard Worker abs(color.b - subtractor.b) +
102*8975f5c5SAndroid Build Coastguard Worker abs(color.a - subtractor.a) < 8.0)
103*8975f5c5SAndroid Build Coastguard Worker {
104*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
105*8975f5c5SAndroid Build Coastguard Worker }
106*8975f5c5SAndroid Build Coastguard Worker else
107*8975f5c5SAndroid Build Coastguard Worker {
108*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
109*8975f5c5SAndroid Build Coastguard Worker }
110*8975f5c5SAndroid Build Coastguard Worker })";
111*8975f5c5SAndroid Build Coastguard Worker
112*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(samplingProgram, kVS, kFS);
113*8975f5c5SAndroid Build Coastguard Worker glUseProgram(samplingProgram);
114*8975f5c5SAndroid Build Coastguard Worker
115*8975f5c5SAndroid Build Coastguard Worker // Need RGBA8 renderbuffers for enough precision on the readback
116*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
117*8975f5c5SAndroid Build Coastguard Worker {
118*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
119*8975f5c5SAndroid Build Coastguard Worker }
120*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") &&
121*8975f5c5SAndroid Build Coastguard Worker getClientMajorVersion() < 3);
122*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
123*8975f5c5SAndroid Build Coastguard Worker
124*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rbo;
125*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rbo);
126*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
127*8975f5c5SAndroid Build Coastguard Worker
128*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
129*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
130*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
131*8975f5c5SAndroid Build Coastguard Worker
132*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
133*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
134*8975f5c5SAndroid Build Coastguard Worker
135*8975f5c5SAndroid Build Coastguard Worker if (internalFormat == format)
136*8975f5c5SAndroid Build Coastguard Worker {
137*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
138*8975f5c5SAndroid Build Coastguard Worker }
139*8975f5c5SAndroid Build Coastguard Worker else
140*8975f5c5SAndroid Build Coastguard Worker {
141*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
142*8975f5c5SAndroid Build Coastguard Worker {
143*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
144*8975f5c5SAndroid Build Coastguard Worker }
145*8975f5c5SAndroid Build Coastguard Worker else
146*8975f5c5SAndroid Build Coastguard Worker {
147*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
148*8975f5c5SAndroid Build Coastguard Worker glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
149*8975f5c5SAndroid Build Coastguard Worker }
150*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
151*8975f5c5SAndroid Build Coastguard Worker }
152*8975f5c5SAndroid Build Coastguard Worker
153*8975f5c5SAndroid Build Coastguard Worker if (!texturingEnabled)
154*8975f5c5SAndroid Build Coastguard Worker {
155*8975f5c5SAndroid Build Coastguard Worker // Depending on the entry point and client version, different errors may be generated
156*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
157*8975f5c5SAndroid Build Coastguard Worker
158*8975f5c5SAndroid Build Coastguard Worker // Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
159*8975f5c5SAndroid Build Coastguard Worker // second error
160*8975f5c5SAndroid Build Coastguard Worker glGetError();
161*8975f5c5SAndroid Build Coastguard Worker
162*8975f5c5SAndroid Build Coastguard Worker return;
163*8975f5c5SAndroid Build Coastguard Worker }
164*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
165*8975f5c5SAndroid Build Coastguard Worker
166*8975f5c5SAndroid Build Coastguard Worker glUniform1i(glGetUniformLocation(samplingProgram, "tex"), 0);
167*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(glGetUniformLocation(samplingProgram, "subtractor"), 1, floatData);
168*8975f5c5SAndroid Build Coastguard Worker
169*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
170*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
171*8975f5c5SAndroid Build Coastguard Worker drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
172*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
173*8975f5c5SAndroid Build Coastguard Worker
174*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
175*8975f5c5SAndroid Build Coastguard Worker drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
176*8975f5c5SAndroid Build Coastguard Worker
177*8975f5c5SAndroid Build Coastguard Worker if (linearSamplingEnabled)
178*8975f5c5SAndroid Build Coastguard Worker {
179*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
180*8975f5c5SAndroid Build Coastguard Worker }
181*8975f5c5SAndroid Build Coastguard Worker else
182*8975f5c5SAndroid Build Coastguard Worker {
183*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
184*8975f5c5SAndroid Build Coastguard Worker }
185*8975f5c5SAndroid Build Coastguard Worker
186*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
187*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, 0);
188*8975f5c5SAndroid Build Coastguard Worker if (!renderingEnabled)
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
191*8975f5c5SAndroid Build Coastguard Worker glCheckFramebufferStatus(GL_FRAMEBUFFER));
192*8975f5c5SAndroid Build Coastguard Worker return;
193*8975f5c5SAndroid Build Coastguard Worker }
194*8975f5c5SAndroid Build Coastguard Worker
195*8975f5c5SAndroid Build Coastguard Worker GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
196*8975f5c5SAndroid Build Coastguard Worker if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED)
197*8975f5c5SAndroid Build Coastguard Worker {
198*8975f5c5SAndroid Build Coastguard Worker std::cout << "Framebuffer returned GL_FRAMEBUFFER_UNSUPPORTED, this is legal."
199*8975f5c5SAndroid Build Coastguard Worker << std::endl;
200*8975f5c5SAndroid Build Coastguard Worker return;
201*8975f5c5SAndroid Build Coastguard Worker }
202*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus);
203*8975f5c5SAndroid Build Coastguard Worker
204*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(renderingProgram, essl1_shaders::vs::Simple(),
205*8975f5c5SAndroid Build Coastguard Worker essl1_shaders::fs::UniformColor());
206*8975f5c5SAndroid Build Coastguard Worker glUseProgram(renderingProgram);
207*8975f5c5SAndroid Build Coastguard Worker
208*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(glGetUniformLocation(renderingProgram, essl1_shaders::ColorUniform()), 1,
209*8975f5c5SAndroid Build Coastguard Worker floatData);
210*8975f5c5SAndroid Build Coastguard Worker
211*8975f5c5SAndroid Build Coastguard Worker drawQuad(renderingProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
212*8975f5c5SAndroid Build Coastguard Worker
213*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR32F_NEAR(
214*8975f5c5SAndroid Build Coastguard Worker 0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
215*8975f5c5SAndroid Build Coastguard Worker }
216*8975f5c5SAndroid Build Coastguard Worker
TestExtFloatBlend(GLenum internalFormat,GLenum type,bool shouldBlend)217*8975f5c5SAndroid Build Coastguard Worker void TestExtFloatBlend(GLenum internalFormat, GLenum type, bool shouldBlend)
218*8975f5c5SAndroid Build Coastguard Worker {
219*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
220*8975f5c5SAndroid Build Coastguard Worker R"(void main()
221*8975f5c5SAndroid Build Coastguard Worker {
222*8975f5c5SAndroid Build Coastguard Worker gl_PointSize = 1.0;
223*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
224*8975f5c5SAndroid Build Coastguard Worker })";
225*8975f5c5SAndroid Build Coastguard Worker
226*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
227*8975f5c5SAndroid Build Coastguard Worker R"(void main()
228*8975f5c5SAndroid Build Coastguard Worker {
229*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.5, 0, 0, 0);
230*8975f5c5SAndroid Build Coastguard Worker })";
231*8975f5c5SAndroid Build Coastguard Worker
232*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
233*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
234*8975f5c5SAndroid Build Coastguard Worker
235*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
236*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
237*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, GL_RGBA, type, nullptr);
238*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
239*8975f5c5SAndroid Build Coastguard Worker
240*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
241*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
242*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
243*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
244*8975f5c5SAndroid Build Coastguard Worker
245*8975f5c5SAndroid Build Coastguard Worker glClearColor(1, 0, 1, 1);
246*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
247*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(1, 0, 1, 1), 0.001f);
248*8975f5c5SAndroid Build Coastguard Worker
249*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
250*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
251*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
252*8975f5c5SAndroid Build Coastguard Worker
253*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
254*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
255*8975f5c5SAndroid Build Coastguard Worker glBlendColor(10, 1, 1, 1);
256*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, 1, 1);
257*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
258*8975f5c5SAndroid Build Coastguard Worker if (!shouldBlend)
259*8975f5c5SAndroid Build Coastguard Worker {
260*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
261*8975f5c5SAndroid Build Coastguard Worker return;
262*8975f5c5SAndroid Build Coastguard Worker }
263*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker // Ensure that the stored value reflect the actual platform behavior.
266*8975f5c5SAndroid Build Coastguard Worker float storedColor[4];
267*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(GL_BLEND_COLOR, storedColor);
268*8975f5c5SAndroid Build Coastguard Worker if (storedColor[0] == 10)
269*8975f5c5SAndroid Build Coastguard Worker {
270*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(5, 0, 0, 0), 0.001f);
271*8975f5c5SAndroid Build Coastguard Worker }
272*8975f5c5SAndroid Build Coastguard Worker else
273*8975f5c5SAndroid Build Coastguard Worker {
274*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(0.5, 0, 0, 0), 0.001f);
275*8975f5c5SAndroid Build Coastguard Worker }
276*8975f5c5SAndroid Build Coastguard Worker
277*8975f5c5SAndroid Build Coastguard Worker // Check sure that non-float attachments clamp BLEND_COLOR.
278*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
279*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
280*8975f5c5SAndroid Build Coastguard Worker
281*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0x80, 0, 0, 0), 1);
282*8975f5c5SAndroid Build Coastguard Worker }
283*8975f5c5SAndroid Build Coastguard Worker
284*8975f5c5SAndroid Build Coastguard Worker void TestDifferentStencilMaskAndRef(GLenum errIfMismatch);
285*8975f5c5SAndroid Build Coastguard Worker
286*8975f5c5SAndroid Build Coastguard Worker // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
287*8975f5c5SAndroid Build Coastguard Worker void drawBuffersEXTFeedbackLoop(GLuint program,
288*8975f5c5SAndroid Build Coastguard Worker const std::array<GLenum, 2> &drawBuffers,
289*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError);
290*8975f5c5SAndroid Build Coastguard Worker
291*8975f5c5SAndroid Build Coastguard Worker // Called from RenderingFeedbackLoopWithDrawBuffers.
292*8975f5c5SAndroid Build Coastguard Worker void drawBuffersFeedbackLoop(GLuint program,
293*8975f5c5SAndroid Build Coastguard Worker const std::array<GLenum, 2> &drawBuffers,
294*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError);
295*8975f5c5SAndroid Build Coastguard Worker
296*8975f5c5SAndroid Build Coastguard Worker // Called from Enable[Compressed]TextureFormatExtensions
297*8975f5c5SAndroid Build Coastguard Worker void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
298*8975f5c5SAndroid Build Coastguard Worker void validateCompressedTexImageExtensionFormat(GLenum format,
299*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
300*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
301*8975f5c5SAndroid Build Coastguard Worker GLsizei blockSize,
302*8975f5c5SAndroid Build Coastguard Worker const std::string &extName,
303*8975f5c5SAndroid Build Coastguard Worker bool subImageAllowed);
304*8975f5c5SAndroid Build Coastguard Worker
305*8975f5c5SAndroid Build Coastguard Worker GLint expectedByteLength(GLenum format, GLsizei width, GLsizei height);
306*8975f5c5SAndroid Build Coastguard Worker void testCompressedTexLevelDimension(GLenum format,
307*8975f5c5SAndroid Build Coastguard Worker GLint level,
308*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
309*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
310*8975f5c5SAndroid Build Coastguard Worker GLsizei expectedByteLength,
311*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError,
312*8975f5c5SAndroid Build Coastguard Worker const char *explanation);
313*8975f5c5SAndroid Build Coastguard Worker void testCompressedTexImage(GLenum format);
314*8975f5c5SAndroid Build Coastguard Worker };
315*8975f5c5SAndroid Build Coastguard Worker
316*8975f5c5SAndroid Build Coastguard Worker class WebGL2CompatibilityTest : public WebGLCompatibilityTest
317*8975f5c5SAndroid Build Coastguard Worker {};
318*8975f5c5SAndroid Build Coastguard Worker
319*8975f5c5SAndroid Build Coastguard Worker // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
320*8975f5c5SAndroid Build Coastguard Worker // the GL extension should always be present
TEST_P(WebGLCompatibilityTest,ExtensionStringExposed)321*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
322*8975f5c5SAndroid Build Coastguard Worker {
323*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
324*8975f5c5SAndroid Build Coastguard Worker }
325*8975f5c5SAndroid Build Coastguard Worker
326*8975f5c5SAndroid Build Coastguard Worker // Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest,EntryPoints)327*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EntryPoints)
328*8975f5c5SAndroid Build Coastguard Worker {
329*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionEnabled("GL_ANGLE_request_extension"))
330*8975f5c5SAndroid Build Coastguard Worker {
331*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
332*8975f5c5SAndroid Build Coastguard Worker }
333*8975f5c5SAndroid Build Coastguard Worker }
334*8975f5c5SAndroid Build Coastguard Worker
335*8975f5c5SAndroid Build Coastguard Worker // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable,
336*8975f5c5SAndroid Build Coastguard Worker // even in ES2 contexts.
TEST_P(WebGLCompatibilityTest,DepthStencilBindingPoint)337*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
338*8975f5c5SAndroid Build Coastguard Worker {
339*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
340*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
341*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
342*8975f5c5SAndroid Build Coastguard Worker
343*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
344*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
345*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
346*8975f5c5SAndroid Build Coastguard Worker renderbuffer);
347*8975f5c5SAndroid Build Coastguard Worker
348*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
349*8975f5c5SAndroid Build Coastguard Worker }
350*8975f5c5SAndroid Build Coastguard Worker
351*8975f5c5SAndroid Build Coastguard Worker // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest,EnableExtensionValidation)352*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
353*8975f5c5SAndroid Build Coastguard Worker {
354*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("invalid_extension_string");
355*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
356*8975f5c5SAndroid Build Coastguard Worker }
357*8975f5c5SAndroid Build Coastguard Worker
358*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest,EnableExtensionUintIndices)359*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
360*8975f5c5SAndroid Build Coastguard Worker {
361*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() != 2)
362*8975f5c5SAndroid Build Coastguard Worker {
363*8975f5c5SAndroid Build Coastguard Worker // This test only works on ES2 where uint indices are not available by default
364*8975f5c5SAndroid Build Coastguard Worker return;
365*8975f5c5SAndroid Build Coastguard Worker }
366*8975f5c5SAndroid Build Coastguard Worker
367*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
368*8975f5c5SAndroid Build Coastguard Worker
369*8975f5c5SAndroid Build Coastguard Worker GLBuffer indexBuffer;
370*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
371*8975f5c5SAndroid Build Coastguard Worker
372*8975f5c5SAndroid Build Coastguard Worker GLuint data[] = {0, 1, 2, 1, 3, 2};
373*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
374*8975f5c5SAndroid Build Coastguard Worker
375*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
376*8975f5c5SAndroid Build Coastguard Worker "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
377*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
378*8975f5c5SAndroid Build Coastguard Worker
379*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
380*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
381*8975f5c5SAndroid Build Coastguard Worker
382*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_element_index_uint"))
383*8975f5c5SAndroid Build Coastguard Worker {
384*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_element_index_uint");
385*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
386*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
387*8975f5c5SAndroid Build Coastguard Worker
388*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
389*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
390*8975f5c5SAndroid Build Coastguard Worker }
391*8975f5c5SAndroid Build Coastguard Worker }
392*8975f5c5SAndroid Build Coastguard Worker
393*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest,EnableExtensionStandardDerivitives)394*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
395*8975f5c5SAndroid Build Coastguard Worker {
396*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
397*8975f5c5SAndroid Build Coastguard Worker
398*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
399*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_OES_standard_derivatives : require
400*8975f5c5SAndroid Build Coastguard Worker void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); })";
401*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
402*8975f5c5SAndroid Build Coastguard Worker
403*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_standard_derivatives"))
404*8975f5c5SAndroid Build Coastguard Worker {
405*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_standard_derivatives");
406*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
407*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
408*8975f5c5SAndroid Build Coastguard Worker
409*8975f5c5SAndroid Build Coastguard Worker GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
410*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, shader);
411*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(shader);
412*8975f5c5SAndroid Build Coastguard Worker }
413*8975f5c5SAndroid Build Coastguard Worker }
414*8975f5c5SAndroid Build Coastguard Worker
415*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureLOD)416*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
417*8975f5c5SAndroid Build Coastguard Worker {
418*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
419*8975f5c5SAndroid Build Coastguard Worker
420*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
421*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_shader_texture_lod : require
422*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D u_texture;
423*8975f5c5SAndroid Build Coastguard Worker void main() {
424*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0,
425*8975f5c5SAndroid Build Coastguard Worker 0.0));
426*8975f5c5SAndroid Build Coastguard Worker })";
427*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
428*8975f5c5SAndroid Build Coastguard Worker
429*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_shader_texture_lod"))
430*8975f5c5SAndroid Build Coastguard Worker {
431*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
432*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
433*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
434*8975f5c5SAndroid Build Coastguard Worker
435*8975f5c5SAndroid Build Coastguard Worker GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
436*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, shader);
437*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(shader);
438*8975f5c5SAndroid Build Coastguard Worker }
439*8975f5c5SAndroid Build Coastguard Worker }
440*8975f5c5SAndroid Build Coastguard Worker
441*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest,EnableExtensionFragDepth)442*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
443*8975f5c5SAndroid Build Coastguard Worker {
444*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
445*8975f5c5SAndroid Build Coastguard Worker
446*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
447*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_frag_depth : require
448*8975f5c5SAndroid Build Coastguard Worker void main() {
449*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
450*8975f5c5SAndroid Build Coastguard Worker gl_FragDepthEXT = 1.0;
451*8975f5c5SAndroid Build Coastguard Worker })";
452*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
453*8975f5c5SAndroid Build Coastguard Worker
454*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_frag_depth"))
455*8975f5c5SAndroid Build Coastguard Worker {
456*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_frag_depth");
457*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
458*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
459*8975f5c5SAndroid Build Coastguard Worker
460*8975f5c5SAndroid Build Coastguard Worker GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
461*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, shader);
462*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(shader);
463*8975f5c5SAndroid Build Coastguard Worker }
464*8975f5c5SAndroid Build Coastguard Worker }
465*8975f5c5SAndroid Build Coastguard Worker
466*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureFilterAnisotropic)467*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
468*8975f5c5SAndroid Build Coastguard Worker {
469*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
470*8975f5c5SAndroid Build Coastguard Worker
471*8975f5c5SAndroid Build Coastguard Worker GLfloat maxAnisotropy = 0.0f;
472*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
473*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
474*8975f5c5SAndroid Build Coastguard Worker
475*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
476*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
477*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
478*8975f5c5SAndroid Build Coastguard Worker
479*8975f5c5SAndroid Build Coastguard Worker glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
480*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
481*8975f5c5SAndroid Build Coastguard Worker
482*8975f5c5SAndroid Build Coastguard Worker GLfloat currentAnisotropy = 0.0f;
483*8975f5c5SAndroid Build Coastguard Worker glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ¤tAnisotropy);
484*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
485*8975f5c5SAndroid Build Coastguard Worker
486*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_filter_anisotropic"))
487*8975f5c5SAndroid Build Coastguard Worker {
488*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
489*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
490*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
491*8975f5c5SAndroid Build Coastguard Worker
492*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
493*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
494*8975f5c5SAndroid Build Coastguard Worker EXPECT_GE(maxAnisotropy, 2.0f);
495*8975f5c5SAndroid Build Coastguard Worker
496*8975f5c5SAndroid Build Coastguard Worker glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ¤tAnisotropy);
497*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
498*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(1.0f, currentAnisotropy);
499*8975f5c5SAndroid Build Coastguard Worker
500*8975f5c5SAndroid Build Coastguard Worker glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
501*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
502*8975f5c5SAndroid Build Coastguard Worker }
503*8975f5c5SAndroid Build Coastguard Worker }
504*8975f5c5SAndroid Build Coastguard Worker
505*8975f5c5SAndroid Build Coastguard Worker // Test enabling the EGL image extensions
TEST_P(WebGLCompatibilityTest,EnableExtensionEGLImage)506*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableExtensionEGLImage)
507*8975f5c5SAndroid Build Coastguard Worker {
508*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image"));
509*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
510*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
511*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("NV_EGL_stream_consumer_external"));
512*8975f5c5SAndroid Build Coastguard Worker
513*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSES2[] =
514*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_OES_EGL_image_external : require
515*8975f5c5SAndroid Build Coastguard Worker precision highp float;
516*8975f5c5SAndroid Build Coastguard Worker uniform samplerExternalOES sampler;
517*8975f5c5SAndroid Build Coastguard Worker void main()
518*8975f5c5SAndroid Build Coastguard Worker {
519*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(sampler, vec2(0, 0));
520*8975f5c5SAndroid Build Coastguard Worker })";
521*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
522*8975f5c5SAndroid Build Coastguard Worker
523*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSES3[] =
524*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
525*8975f5c5SAndroid Build Coastguard Worker #extension GL_OES_EGL_image_external_essl3 : require
526*8975f5c5SAndroid Build Coastguard Worker precision highp float;
527*8975f5c5SAndroid Build Coastguard Worker uniform samplerExternalOES sampler;
528*8975f5c5SAndroid Build Coastguard Worker out vec4 my_FragColor;
529*8975f5c5SAndroid Build Coastguard Worker void main()
530*8975f5c5SAndroid Build Coastguard Worker {
531*8975f5c5SAndroid Build Coastguard Worker my_FragColor = texture(sampler, vec2(0, 0));
532*8975f5c5SAndroid Build Coastguard Worker })";
533*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
534*8975f5c5SAndroid Build Coastguard Worker {
535*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
536*8975f5c5SAndroid Build Coastguard Worker }
537*8975f5c5SAndroid Build Coastguard Worker
538*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
539*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
540*8975f5c5SAndroid Build Coastguard Worker
541*8975f5c5SAndroid Build Coastguard Worker GLint result;
542*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
543*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
544*8975f5c5SAndroid Build Coastguard Worker
545*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_EGL_image_external"))
546*8975f5c5SAndroid Build Coastguard Worker {
547*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_EGL_image_external");
548*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
549*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
550*8975f5c5SAndroid Build Coastguard Worker
551*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
552*8975f5c5SAndroid Build Coastguard Worker
553*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
554*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
555*8975f5c5SAndroid Build Coastguard Worker
556*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
557*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
558*8975f5c5SAndroid Build Coastguard Worker
559*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 &&
560*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionRequestable("GL_OES_EGL_image_external_essl3"))
561*8975f5c5SAndroid Build Coastguard Worker {
562*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_EGL_image_external_essl3");
563*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
564*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
565*8975f5c5SAndroid Build Coastguard Worker
566*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
567*8975f5c5SAndroid Build Coastguard Worker }
568*8975f5c5SAndroid Build Coastguard Worker else
569*8975f5c5SAndroid Build Coastguard Worker {
570*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
571*8975f5c5SAndroid Build Coastguard Worker }
572*8975f5c5SAndroid Build Coastguard Worker }
573*8975f5c5SAndroid Build Coastguard Worker }
574*8975f5c5SAndroid Build Coastguard Worker
575*8975f5c5SAndroid Build Coastguard Worker // Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest,ExtensionCompilerSpec)576*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
577*8975f5c5SAndroid Build Coastguard Worker {
578*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
579*8975f5c5SAndroid Build Coastguard Worker
580*8975f5c5SAndroid Build Coastguard Worker // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
581*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
582*8975f5c5SAndroid Build Coastguard Worker R"(struct Foo {
583*8975f5c5SAndroid Build Coastguard Worker int _webgl_bar;
584*8975f5c5SAndroid Build Coastguard Worker };
585*8975f5c5SAndroid Build Coastguard Worker void main()
586*8975f5c5SAndroid Build Coastguard Worker {
587*8975f5c5SAndroid Build Coastguard Worker Foo foo = Foo(1);
588*8975f5c5SAndroid Build Coastguard Worker })";
589*8975f5c5SAndroid Build Coastguard Worker
590*8975f5c5SAndroid Build Coastguard Worker // Default fragement shader.
591*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
592*8975f5c5SAndroid Build Coastguard Worker R"(void main()
593*8975f5c5SAndroid Build Coastguard Worker {
594*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0,0.0,0.0,1.0);
595*8975f5c5SAndroid Build Coastguard Worker })";
596*8975f5c5SAndroid Build Coastguard Worker
597*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(kVS, kFS);
598*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
599*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
600*8975f5c5SAndroid Build Coastguard Worker }
601*8975f5c5SAndroid Build Coastguard Worker
602*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest,EnablePixelBufferObjectExtensions)603*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
604*8975f5c5SAndroid Build Coastguard Worker {
605*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
606*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
607*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
608*8975f5c5SAndroid Build Coastguard Worker
609*8975f5c5SAndroid Build Coastguard Worker // These extensions become core in in ES3/WebGL2.
610*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
611*8975f5c5SAndroid Build Coastguard Worker
612*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/40644771
613*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsMac() && IsIntelUHD630Mobile() && IsDesktopOpenGL());
614*8975f5c5SAndroid Build Coastguard Worker
615*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
616*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
617*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
618*8975f5c5SAndroid Build Coastguard Worker
619*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_NV_pixel_buffer_object"))
620*8975f5c5SAndroid Build Coastguard Worker {
621*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
622*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
623*8975f5c5SAndroid Build Coastguard Worker
624*8975f5c5SAndroid Build Coastguard Worker // Create a framebuffer to read from
625*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
626*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
627*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
628*8975f5c5SAndroid Build Coastguard Worker
629*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
630*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
631*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
632*8975f5c5SAndroid Build Coastguard Worker renderbuffer);
633*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
634*8975f5c5SAndroid Build Coastguard Worker
635*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
636*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
637*8975f5c5SAndroid Build Coastguard Worker
638*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
639*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
640*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
641*8975f5c5SAndroid Build Coastguard Worker }
642*8975f5c5SAndroid Build Coastguard Worker }
643*8975f5c5SAndroid Build Coastguard Worker
644*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_texture_storage extension
TEST_P(WebGLCompatibilityTest,EnableTextureStorage)645*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableTextureStorage)
646*8975f5c5SAndroid Build Coastguard Worker {
647*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
648*8975f5c5SAndroid Build Coastguard Worker
649*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
650*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
651*8975f5c5SAndroid Build Coastguard Worker
652*8975f5c5SAndroid Build Coastguard Worker GLint result;
653*8975f5c5SAndroid Build Coastguard Worker glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
654*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
655*8975f5c5SAndroid Build Coastguard Worker {
656*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
657*8975f5c5SAndroid Build Coastguard Worker }
658*8975f5c5SAndroid Build Coastguard Worker else
659*8975f5c5SAndroid Build Coastguard Worker {
660*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
661*8975f5c5SAndroid Build Coastguard Worker }
662*8975f5c5SAndroid Build Coastguard Worker
663*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
664*8975f5c5SAndroid Build Coastguard Worker {
665*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_storage");
666*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
667*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
668*8975f5c5SAndroid Build Coastguard Worker
669*8975f5c5SAndroid Build Coastguard Worker glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
670*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
671*8975f5c5SAndroid Build Coastguard Worker
672*8975f5c5SAndroid Build Coastguard Worker const GLenum alwaysAcceptableFormats[] = {
673*8975f5c5SAndroid Build Coastguard Worker GL_ALPHA8_EXT,
674*8975f5c5SAndroid Build Coastguard Worker GL_LUMINANCE8_EXT,
675*8975f5c5SAndroid Build Coastguard Worker GL_LUMINANCE8_ALPHA8_EXT,
676*8975f5c5SAndroid Build Coastguard Worker };
677*8975f5c5SAndroid Build Coastguard Worker for (const auto &acceptableFormat : alwaysAcceptableFormats)
678*8975f5c5SAndroid Build Coastguard Worker {
679*8975f5c5SAndroid Build Coastguard Worker GLTexture localTexture;
680*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, localTexture);
681*8975f5c5SAndroid Build Coastguard Worker glTexStorage2DEXT(GL_TEXTURE_2D, 1, acceptableFormat, 1, 1);
682*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
683*8975f5c5SAndroid Build Coastguard Worker }
684*8975f5c5SAndroid Build Coastguard Worker }
685*8975f5c5SAndroid Build Coastguard Worker }
686*8975f5c5SAndroid Build Coastguard Worker
687*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest,EnableMapBufferExtensions)688*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
689*8975f5c5SAndroid Build Coastguard Worker {
690*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
691*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
692*8975f5c5SAndroid Build Coastguard Worker
693*8975f5c5SAndroid Build Coastguard Worker // These extensions become core in in ES3/WebGL2.
694*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
695*8975f5c5SAndroid Build Coastguard Worker
696*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
697*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
698*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
699*8975f5c5SAndroid Build Coastguard Worker
700*8975f5c5SAndroid Build Coastguard Worker glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
701*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
702*8975f5c5SAndroid Build Coastguard Worker
703*8975f5c5SAndroid Build Coastguard Worker glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
704*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
705*8975f5c5SAndroid Build Coastguard Worker
706*8975f5c5SAndroid Build Coastguard Worker GLint access = 0;
707*8975f5c5SAndroid Build Coastguard Worker glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
708*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
709*8975f5c5SAndroid Build Coastguard Worker
710*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_mapbuffer"))
711*8975f5c5SAndroid Build Coastguard Worker {
712*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_mapbuffer");
713*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
714*8975f5c5SAndroid Build Coastguard Worker
715*8975f5c5SAndroid Build Coastguard Worker glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
716*8975f5c5SAndroid Build Coastguard Worker glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
717*8975f5c5SAndroid Build Coastguard Worker glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
718*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
719*8975f5c5SAndroid Build Coastguard Worker }
720*8975f5c5SAndroid Build Coastguard Worker
721*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_map_buffer_range"))
722*8975f5c5SAndroid Build Coastguard Worker {
723*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_map_buffer_range");
724*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
725*8975f5c5SAndroid Build Coastguard Worker
726*8975f5c5SAndroid Build Coastguard Worker glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
727*8975f5c5SAndroid Build Coastguard Worker glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
728*8975f5c5SAndroid Build Coastguard Worker glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
729*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
730*8975f5c5SAndroid Build Coastguard Worker }
731*8975f5c5SAndroid Build Coastguard Worker }
732*8975f5c5SAndroid Build Coastguard Worker
733*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest,EnableRenderMipmapExtension)734*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
735*8975f5c5SAndroid Build Coastguard Worker {
736*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_fbo_render_mipmap"));
737*8975f5c5SAndroid Build Coastguard Worker
738*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
739*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
740*8975f5c5SAndroid Build Coastguard Worker
741*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
742*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
743*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
744*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
745*8975f5c5SAndroid Build Coastguard Worker
746*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
747*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
748*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
749*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
750*8975f5c5SAndroid Build Coastguard Worker
751*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
752*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
753*8975f5c5SAndroid Build Coastguard Worker
754*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_fbo_render_mipmap"))
755*8975f5c5SAndroid Build Coastguard Worker {
756*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
757*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
758*8975f5c5SAndroid Build Coastguard Worker
759*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
760*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
761*8975f5c5SAndroid Build Coastguard Worker }
762*8975f5c5SAndroid Build Coastguard Worker }
763*8975f5c5SAndroid Build Coastguard Worker
764*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest,EnableBlendMinMaxExtension)765*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
766*8975f5c5SAndroid Build Coastguard Worker {
767*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_blend_minmax"));
768*8975f5c5SAndroid Build Coastguard Worker
769*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
770*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
771*8975f5c5SAndroid Build Coastguard Worker
772*8975f5c5SAndroid Build Coastguard Worker glBlendEquation(GL_MIN);
773*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
774*8975f5c5SAndroid Build Coastguard Worker
775*8975f5c5SAndroid Build Coastguard Worker glBlendEquation(GL_MAX);
776*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
777*8975f5c5SAndroid Build Coastguard Worker
778*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_blend_minmax"))
779*8975f5c5SAndroid Build Coastguard Worker {
780*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_blend_minmax");
781*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
782*8975f5c5SAndroid Build Coastguard Worker
783*8975f5c5SAndroid Build Coastguard Worker glBlendEquation(GL_MIN);
784*8975f5c5SAndroid Build Coastguard Worker glBlendEquation(GL_MAX);
785*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
786*8975f5c5SAndroid Build Coastguard Worker }
787*8975f5c5SAndroid Build Coastguard Worker }
788*8975f5c5SAndroid Build Coastguard Worker
789*8975f5c5SAndroid Build Coastguard Worker // Test enabling the query extensions
TEST_P(WebGLCompatibilityTest,EnableQueryExtensions)790*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
791*8975f5c5SAndroid Build Coastguard Worker {
792*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
793*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
794*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_CHROMIUM_sync_query"));
795*8975f5c5SAndroid Build Coastguard Worker
796*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
797*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
798*8975f5c5SAndroid Build Coastguard Worker
799*8975f5c5SAndroid Build Coastguard Worker GLQueryEXT badQuery;
800*8975f5c5SAndroid Build Coastguard Worker
801*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
802*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
803*8975f5c5SAndroid Build Coastguard Worker
804*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
805*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
806*8975f5c5SAndroid Build Coastguard Worker
807*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
808*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
809*8975f5c5SAndroid Build Coastguard Worker
810*8975f5c5SAndroid Build Coastguard Worker glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
811*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
812*8975f5c5SAndroid Build Coastguard Worker
813*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
814*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
815*8975f5c5SAndroid Build Coastguard Worker
816*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_occlusion_query_boolean"))
817*8975f5c5SAndroid Build Coastguard Worker {
818*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
819*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
820*8975f5c5SAndroid Build Coastguard Worker
821*8975f5c5SAndroid Build Coastguard Worker GLQueryEXT query;
822*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
823*8975f5c5SAndroid Build Coastguard Worker glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
824*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
825*8975f5c5SAndroid Build Coastguard Worker }
826*8975f5c5SAndroid Build Coastguard Worker
827*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_disjoint_timer_query"))
828*8975f5c5SAndroid Build Coastguard Worker {
829*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
830*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
831*8975f5c5SAndroid Build Coastguard Worker
832*8975f5c5SAndroid Build Coastguard Worker GLQueryEXT query1;
833*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
834*8975f5c5SAndroid Build Coastguard Worker glEndQueryEXT(GL_TIME_ELAPSED_EXT);
835*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
836*8975f5c5SAndroid Build Coastguard Worker
837*8975f5c5SAndroid Build Coastguard Worker GLQueryEXT query2;
838*8975f5c5SAndroid Build Coastguard Worker glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
839*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
840*8975f5c5SAndroid Build Coastguard Worker }
841*8975f5c5SAndroid Build Coastguard Worker
842*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_CHROMIUM_sync_query"))
843*8975f5c5SAndroid Build Coastguard Worker {
844*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
845*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
846*8975f5c5SAndroid Build Coastguard Worker
847*8975f5c5SAndroid Build Coastguard Worker GLQueryEXT query;
848*8975f5c5SAndroid Build Coastguard Worker glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
849*8975f5c5SAndroid Build Coastguard Worker glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
850*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
851*8975f5c5SAndroid Build Coastguard Worker }
852*8975f5c5SAndroid Build Coastguard Worker }
853*8975f5c5SAndroid Build Coastguard Worker
854*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferMultisampleExtension)855*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
856*8975f5c5SAndroid Build Coastguard Worker {
857*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample"));
858*8975f5c5SAndroid Build Coastguard Worker
859*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
860*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
861*8975f5c5SAndroid Build Coastguard Worker
862*8975f5c5SAndroid Build Coastguard Worker GLint maxSamples = 0;
863*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
864*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
865*8975f5c5SAndroid Build Coastguard Worker
866*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
867*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
868*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
869*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
870*8975f5c5SAndroid Build Coastguard Worker
871*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_multisample"))
872*8975f5c5SAndroid Build Coastguard Worker {
873*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
874*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
875*8975f5c5SAndroid Build Coastguard Worker
876*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
877*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
878*8975f5c5SAndroid Build Coastguard Worker
879*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
880*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
881*8975f5c5SAndroid Build Coastguard Worker }
882*8975f5c5SAndroid Build Coastguard Worker }
883*8975f5c5SAndroid Build Coastguard Worker
884*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionANGLE)885*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionANGLE)
886*8975f5c5SAndroid Build Coastguard Worker {
887*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
888*8975f5c5SAndroid Build Coastguard Worker
889*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
890*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
891*8975f5c5SAndroid Build Coastguard Worker
892*8975f5c5SAndroid Build Coastguard Worker GLint divisor = 0;
893*8975f5c5SAndroid Build Coastguard Worker glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
894*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
895*8975f5c5SAndroid Build Coastguard Worker
896*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorANGLE(0, 1);
897*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
898*8975f5c5SAndroid Build Coastguard Worker
899*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"))
900*8975f5c5SAndroid Build Coastguard Worker {
901*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
902*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
903*8975f5c5SAndroid Build Coastguard Worker
904*8975f5c5SAndroid Build Coastguard Worker glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
905*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorANGLE(0, 1);
906*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
907*8975f5c5SAndroid Build Coastguard Worker }
908*8975f5c5SAndroid Build Coastguard Worker }
909*8975f5c5SAndroid Build Coastguard Worker
910*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionEXT)911*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionEXT)
912*8975f5c5SAndroid Build Coastguard Worker {
913*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
914*8975f5c5SAndroid Build Coastguard Worker
915*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
916*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
917*8975f5c5SAndroid Build Coastguard Worker
918*8975f5c5SAndroid Build Coastguard Worker GLint divisor = 0;
919*8975f5c5SAndroid Build Coastguard Worker glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
920*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
921*8975f5c5SAndroid Build Coastguard Worker
922*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorEXT(0, 1);
923*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
924*8975f5c5SAndroid Build Coastguard Worker
925*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_instanced_arrays"))
926*8975f5c5SAndroid Build Coastguard Worker {
927*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_instanced_arrays");
928*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
929*8975f5c5SAndroid Build Coastguard Worker
930*8975f5c5SAndroid Build Coastguard Worker glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
931*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorEXT(0, 1);
932*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
933*8975f5c5SAndroid Build Coastguard Worker }
934*8975f5c5SAndroid Build Coastguard Worker }
935*8975f5c5SAndroid Build Coastguard Worker
936*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest,EnablePackReverseRowOrderExtension)937*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
938*8975f5c5SAndroid Build Coastguard Worker {
939*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_pack_reverse_row_order"));
940*8975f5c5SAndroid Build Coastguard Worker
941*8975f5c5SAndroid Build Coastguard Worker GLint result = 0;
942*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
943*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
944*8975f5c5SAndroid Build Coastguard Worker
945*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
946*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
947*8975f5c5SAndroid Build Coastguard Worker
948*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_pack_reverse_row_order"))
949*8975f5c5SAndroid Build Coastguard Worker {
950*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
951*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
952*8975f5c5SAndroid Build Coastguard Worker
953*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
954*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
955*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
956*8975f5c5SAndroid Build Coastguard Worker }
957*8975f5c5SAndroid Build Coastguard Worker }
958*8975f5c5SAndroid Build Coastguard Worker
959*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackUnpackSubImageExtension)960*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
961*8975f5c5SAndroid Build Coastguard Worker {
962*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
963*8975f5c5SAndroid Build Coastguard Worker
964*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
965*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
966*8975f5c5SAndroid Build Coastguard Worker
967*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum parameters[] = {
968*8975f5c5SAndroid Build Coastguard Worker GL_UNPACK_ROW_LENGTH_EXT,
969*8975f5c5SAndroid Build Coastguard Worker GL_UNPACK_SKIP_ROWS_EXT,
970*8975f5c5SAndroid Build Coastguard Worker GL_UNPACK_SKIP_PIXELS_EXT,
971*8975f5c5SAndroid Build Coastguard Worker };
972*8975f5c5SAndroid Build Coastguard Worker
973*8975f5c5SAndroid Build Coastguard Worker for (GLenum param : parameters)
974*8975f5c5SAndroid Build Coastguard Worker {
975*8975f5c5SAndroid Build Coastguard Worker GLint resultI = 0;
976*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(param, &resultI);
977*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
978*8975f5c5SAndroid Build Coastguard Worker
979*8975f5c5SAndroid Build Coastguard Worker GLfloat resultF = 0.0f;
980*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(param, &resultF);
981*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
982*8975f5c5SAndroid Build Coastguard Worker
983*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(param, 0);
984*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
985*8975f5c5SAndroid Build Coastguard Worker }
986*8975f5c5SAndroid Build Coastguard Worker
987*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_unpack_subimage"))
988*8975f5c5SAndroid Build Coastguard Worker {
989*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_unpack_subimage");
990*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
991*8975f5c5SAndroid Build Coastguard Worker
992*8975f5c5SAndroid Build Coastguard Worker for (GLenum param : parameters)
993*8975f5c5SAndroid Build Coastguard Worker {
994*8975f5c5SAndroid Build Coastguard Worker GLint resultI = 0;
995*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(param, &resultI);
996*8975f5c5SAndroid Build Coastguard Worker
997*8975f5c5SAndroid Build Coastguard Worker GLfloat resultF = 0.0f;
998*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(param, &resultF);
999*8975f5c5SAndroid Build Coastguard Worker
1000*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(param, 0);
1001*8975f5c5SAndroid Build Coastguard Worker
1002*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1003*8975f5c5SAndroid Build Coastguard Worker }
1004*8975f5c5SAndroid Build Coastguard Worker }
1005*8975f5c5SAndroid Build Coastguard Worker }
1006*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,EnableTextureRectangle)1007*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
1008*8975f5c5SAndroid Build Coastguard Worker {
1009*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1010*8975f5c5SAndroid Build Coastguard Worker
1011*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1012*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1013*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1014*8975f5c5SAndroid Build Coastguard Worker
1015*8975f5c5SAndroid Build Coastguard Worker GLint minFilter = 0;
1016*8975f5c5SAndroid Build Coastguard Worker glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
1017*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1018*8975f5c5SAndroid Build Coastguard Worker
1019*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_texture_rectangle"))
1020*8975f5c5SAndroid Build Coastguard Worker {
1021*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
1022*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1023*8975f5c5SAndroid Build Coastguard Worker
1024*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1025*8975f5c5SAndroid Build Coastguard Worker
1026*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1027*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1028*8975f5c5SAndroid Build Coastguard Worker
1029*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1030*8975f5c5SAndroid Build Coastguard Worker nullptr);
1031*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1032*8975f5c5SAndroid Build Coastguard Worker
1033*8975f5c5SAndroid Build Coastguard Worker glDisableExtensionANGLE("GL_ANGLE_texture_rectangle");
1034*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1035*8975f5c5SAndroid Build Coastguard Worker
1036*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1037*8975f5c5SAndroid Build Coastguard Worker
1038*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1039*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1040*8975f5c5SAndroid Build Coastguard Worker }
1041*8975f5c5SAndroid Build Coastguard Worker }
1042*8975f5c5SAndroid Build Coastguard Worker
1043*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackPackSubImageExtension)1044*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
1045*8975f5c5SAndroid Build Coastguard Worker {
1046*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pack_subimage"));
1047*8975f5c5SAndroid Build Coastguard Worker
1048*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
1049*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1050*8975f5c5SAndroid Build Coastguard Worker
1051*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum parameters[] = {
1052*8975f5c5SAndroid Build Coastguard Worker GL_PACK_ROW_LENGTH,
1053*8975f5c5SAndroid Build Coastguard Worker GL_PACK_SKIP_ROWS,
1054*8975f5c5SAndroid Build Coastguard Worker GL_PACK_SKIP_PIXELS,
1055*8975f5c5SAndroid Build Coastguard Worker };
1056*8975f5c5SAndroid Build Coastguard Worker
1057*8975f5c5SAndroid Build Coastguard Worker for (GLenum param : parameters)
1058*8975f5c5SAndroid Build Coastguard Worker {
1059*8975f5c5SAndroid Build Coastguard Worker GLint resultI = 0;
1060*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(param, &resultI);
1061*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1062*8975f5c5SAndroid Build Coastguard Worker
1063*8975f5c5SAndroid Build Coastguard Worker GLfloat resultF = 0.0f;
1064*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(param, &resultF);
1065*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1066*8975f5c5SAndroid Build Coastguard Worker
1067*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(param, 0);
1068*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1069*8975f5c5SAndroid Build Coastguard Worker }
1070*8975f5c5SAndroid Build Coastguard Worker
1071*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_NV_pack_subimage"))
1072*8975f5c5SAndroid Build Coastguard Worker {
1073*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_NV_pack_subimage");
1074*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1075*8975f5c5SAndroid Build Coastguard Worker
1076*8975f5c5SAndroid Build Coastguard Worker for (GLenum param : parameters)
1077*8975f5c5SAndroid Build Coastguard Worker {
1078*8975f5c5SAndroid Build Coastguard Worker GLint resultI = 0;
1079*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(param, &resultI);
1080*8975f5c5SAndroid Build Coastguard Worker
1081*8975f5c5SAndroid Build Coastguard Worker GLfloat resultF = 0.0f;
1082*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(param, &resultF);
1083*8975f5c5SAndroid Build Coastguard Worker
1084*8975f5c5SAndroid Build Coastguard Worker glPixelStorei(param, 0);
1085*8975f5c5SAndroid Build Coastguard Worker
1086*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1087*8975f5c5SAndroid Build Coastguard Worker }
1088*8975f5c5SAndroid Build Coastguard Worker }
1089*8975f5c5SAndroid Build Coastguard Worker }
1090*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,EnableRGB8RGBA8Extension)1091*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
1092*8975f5c5SAndroid Build Coastguard Worker {
1093*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1094*8975f5c5SAndroid Build Coastguard Worker
1095*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
1096*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1097*8975f5c5SAndroid Build Coastguard Worker
1098*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
1099*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1100*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1101*8975f5c5SAndroid Build Coastguard Worker
1102*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1103*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1104*8975f5c5SAndroid Build Coastguard Worker
1105*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1106*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1107*8975f5c5SAndroid Build Coastguard Worker
1108*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
1109*8975f5c5SAndroid Build Coastguard Worker {
1110*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
1111*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1112*8975f5c5SAndroid Build Coastguard Worker
1113*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1114*8975f5c5SAndroid Build Coastguard Worker
1115*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1116*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1117*8975f5c5SAndroid Build Coastguard Worker
1118*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1119*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1120*8975f5c5SAndroid Build Coastguard Worker }
1121*8975f5c5SAndroid Build Coastguard Worker }
1122*8975f5c5SAndroid Build Coastguard Worker
1123*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferBlitExtension)1124*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
1125*8975f5c5SAndroid Build Coastguard Worker {
1126*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
1127*8975f5c5SAndroid Build Coastguard Worker
1128*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
1129*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1130*8975f5c5SAndroid Build Coastguard Worker
1131*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
1132*8975f5c5SAndroid Build Coastguard Worker
1133*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1134*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1135*8975f5c5SAndroid Build Coastguard Worker
1136*8975f5c5SAndroid Build Coastguard Worker GLint result;
1137*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1138*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1139*8975f5c5SAndroid Build Coastguard Worker
1140*8975f5c5SAndroid Build Coastguard Worker glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1141*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1142*8975f5c5SAndroid Build Coastguard Worker
1143*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_blit"))
1144*8975f5c5SAndroid Build Coastguard Worker {
1145*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
1146*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1147*8975f5c5SAndroid Build Coastguard Worker
1148*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1149*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1150*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1151*8975f5c5SAndroid Build Coastguard Worker }
1152*8975f5c5SAndroid Build Coastguard Worker }
1153*8975f5c5SAndroid Build Coastguard Worker
1154*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest,EnableProgramBinaryExtension)1155*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
1156*8975f5c5SAndroid Build Coastguard Worker {
1157*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_get_program_binary"));
1158*8975f5c5SAndroid Build Coastguard Worker
1159*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
1160*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1161*8975f5c5SAndroid Build Coastguard Worker
1162*8975f5c5SAndroid Build Coastguard Worker GLint result = 0;
1163*8975f5c5SAndroid Build Coastguard Worker GLint numBinaryFormats = 0;
1164*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1165*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1166*8975f5c5SAndroid Build Coastguard Worker
1167*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1168*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1169*8975f5c5SAndroid Build Coastguard Worker
1170*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1171*8975f5c5SAndroid Build Coastguard Worker R"(void main()
1172*8975f5c5SAndroid Build Coastguard Worker {
1173*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
1174*8975f5c5SAndroid Build Coastguard Worker })";
1175*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1176*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
1177*8975f5c5SAndroid Build Coastguard Worker void main()
1178*8975f5c5SAndroid Build Coastguard Worker {
1179*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0);
1180*8975f5c5SAndroid Build Coastguard Worker })";
1181*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
1182*8975f5c5SAndroid Build Coastguard Worker
1183*8975f5c5SAndroid Build Coastguard Worker glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
1184*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1185*8975f5c5SAndroid Build Coastguard Worker
1186*8975f5c5SAndroid Build Coastguard Worker uint8_t tempArray[512];
1187*8975f5c5SAndroid Build Coastguard Worker GLenum tempFormat = 0;
1188*8975f5c5SAndroid Build Coastguard Worker GLsizei tempLength = 0;
1189*8975f5c5SAndroid Build Coastguard Worker glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
1190*8975f5c5SAndroid Build Coastguard Worker &tempFormat, tempArray);
1191*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1192*8975f5c5SAndroid Build Coastguard Worker
1193*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_get_program_binary"))
1194*8975f5c5SAndroid Build Coastguard Worker {
1195*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_get_program_binary");
1196*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1197*8975f5c5SAndroid Build Coastguard Worker
1198*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1199*8975f5c5SAndroid Build Coastguard Worker // No use to test further if no binary formats are supported
1200*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(numBinaryFormats < 1);
1201*8975f5c5SAndroid Build Coastguard Worker
1202*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1203*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1204*8975f5c5SAndroid Build Coastguard Worker
1205*8975f5c5SAndroid Build Coastguard Worker GLint binaryLength = 0;
1206*8975f5c5SAndroid Build Coastguard Worker glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
1207*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1208*8975f5c5SAndroid Build Coastguard Worker
1209*8975f5c5SAndroid Build Coastguard Worker GLenum binaryFormat;
1210*8975f5c5SAndroid Build Coastguard Worker GLsizei writeLength = 0;
1211*8975f5c5SAndroid Build Coastguard Worker std::vector<uint8_t> binary(binaryLength);
1212*8975f5c5SAndroid Build Coastguard Worker glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
1213*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1214*8975f5c5SAndroid Build Coastguard Worker
1215*8975f5c5SAndroid Build Coastguard Worker glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
1216*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1217*8975f5c5SAndroid Build Coastguard Worker }
1218*8975f5c5SAndroid Build Coastguard Worker }
1219*8975f5c5SAndroid Build Coastguard Worker
1220*8975f5c5SAndroid Build Coastguard Worker // Test enabling the GL_OES_vertex_array_object extension
TEST_P(WebGLCompatibilityTest,EnableVertexArrayExtension)1221*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableVertexArrayExtension)
1222*8975f5c5SAndroid Build Coastguard Worker {
1223*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1224*8975f5c5SAndroid Build Coastguard Worker
1225*8975f5c5SAndroid Build Coastguard Worker // This extensions become core in in ES3/WebGL2.
1226*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1227*8975f5c5SAndroid Build Coastguard Worker
1228*8975f5c5SAndroid Build Coastguard Worker GLint result = 0;
1229*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1230*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1231*8975f5c5SAndroid Build Coastguard Worker
1232*8975f5c5SAndroid Build Coastguard Worker // Expect that GL_OES_vertex_array_object is always available. It is implemented in the GL
1233*8975f5c5SAndroid Build Coastguard Worker // frontend.
1234*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionRequestable("GL_OES_vertex_array_object"));
1235*8975f5c5SAndroid Build Coastguard Worker
1236*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_vertex_array_object");
1237*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1238*8975f5c5SAndroid Build Coastguard Worker
1239*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1240*8975f5c5SAndroid Build Coastguard Worker
1241*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1242*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1243*8975f5c5SAndroid Build Coastguard Worker
1244*8975f5c5SAndroid Build Coastguard Worker GLuint vao = 0;
1245*8975f5c5SAndroid Build Coastguard Worker glGenVertexArraysOES(0, &vao);
1246*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1247*8975f5c5SAndroid Build Coastguard Worker
1248*8975f5c5SAndroid Build Coastguard Worker glBindVertexArrayOES(vao);
1249*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1250*8975f5c5SAndroid Build Coastguard Worker
1251*8975f5c5SAndroid Build Coastguard Worker glDeleteVertexArraysOES(1, &vao);
1252*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1253*8975f5c5SAndroid Build Coastguard Worker }
1254*8975f5c5SAndroid Build Coastguard Worker
1255*8975f5c5SAndroid Build Coastguard Worker // Verify that the context generates the correct error when the framebuffer attachments are
1256*8975f5c5SAndroid Build Coastguard Worker // different sizes
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentSizeMismatch)1257*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
1258*8975f5c5SAndroid Build Coastguard Worker {
1259*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
1260*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1261*8975f5c5SAndroid Build Coastguard Worker
1262*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[2];
1263*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[0]);
1264*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1265*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
1266*8975f5c5SAndroid Build Coastguard Worker
1267*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1268*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1269*8975f5c5SAndroid Build Coastguard Worker
1270*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
1271*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1272*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
1273*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
1274*8975f5c5SAndroid Build Coastguard Worker
1275*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1276*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1277*8975f5c5SAndroid Build Coastguard Worker glCheckFramebufferStatus(GL_FRAMEBUFFER));
1278*8975f5c5SAndroid Build Coastguard Worker
1279*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
1280*8975f5c5SAndroid Build Coastguard Worker {
1281*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_draw_buffers");
1282*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1283*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
1284*8975f5c5SAndroid Build Coastguard Worker
1285*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[1]);
1286*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1287*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
1288*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1289*8975f5c5SAndroid Build Coastguard Worker
1290*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1291*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1292*8975f5c5SAndroid Build Coastguard Worker glCheckFramebufferStatus(GL_FRAMEBUFFER));
1293*8975f5c5SAndroid Build Coastguard Worker
1294*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1295*8975f5c5SAndroid Build Coastguard Worker
1296*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1297*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1298*8975f5c5SAndroid Build Coastguard Worker
1299*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1300*8975f5c5SAndroid Build Coastguard Worker
1301*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1302*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1303*8975f5c5SAndroid Build Coastguard Worker glCheckFramebufferStatus(GL_FRAMEBUFFER));
1304*8975f5c5SAndroid Build Coastguard Worker }
1305*8975f5c5SAndroid Build Coastguard Worker }
1306*8975f5c5SAndroid Build Coastguard Worker
1307*8975f5c5SAndroid Build Coastguard Worker // Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBuffer)1308*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
1309*8975f5c5SAndroid Build Coastguard Worker {
1310*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1311*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec3 a_pos;
1312*8975f5c5SAndroid Build Coastguard Worker void main()
1313*8975f5c5SAndroid Build Coastguard Worker {
1314*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, 1.0);
1315*8975f5c5SAndroid Build Coastguard Worker })";
1316*8975f5c5SAndroid Build Coastguard Worker
1317*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1318*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
1319*8975f5c5SAndroid Build Coastguard Worker void main()
1320*8975f5c5SAndroid Build Coastguard Worker {
1321*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0);
1322*8975f5c5SAndroid Build Coastguard Worker })";
1323*8975f5c5SAndroid Build Coastguard Worker
1324*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
1325*8975f5c5SAndroid Build Coastguard Worker
1326*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1327*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1328*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1329*8975f5c5SAndroid Build Coastguard Worker
1330*8975f5c5SAndroid Build Coastguard Worker const auto &vertices = GetQuadVertices();
1331*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1332*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1333*8975f5c5SAndroid Build Coastguard Worker
1334*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1335*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1336*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1337*8975f5c5SAndroid Build Coastguard Worker }
1338*8975f5c5SAndroid Build Coastguard Worker
1339*8975f5c5SAndroid Build Coastguard Worker // Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideElementBuffer)1340*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
1341*8975f5c5SAndroid Build Coastguard Worker {
1342*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1343*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec3 a_pos;
1344*8975f5c5SAndroid Build Coastguard Worker void main()
1345*8975f5c5SAndroid Build Coastguard Worker {
1346*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, 1.0);
1347*8975f5c5SAndroid Build Coastguard Worker })";
1348*8975f5c5SAndroid Build Coastguard Worker
1349*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1350*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
1351*8975f5c5SAndroid Build Coastguard Worker void main()
1352*8975f5c5SAndroid Build Coastguard Worker {
1353*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0);
1354*8975f5c5SAndroid Build Coastguard Worker })";
1355*8975f5c5SAndroid Build Coastguard Worker
1356*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
1357*8975f5c5SAndroid Build Coastguard Worker
1358*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1359*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1360*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1361*8975f5c5SAndroid Build Coastguard Worker
1362*8975f5c5SAndroid Build Coastguard Worker const auto &vertices = GetQuadVertices();
1363*8975f5c5SAndroid Build Coastguard Worker
1364*8975f5c5SAndroid Build Coastguard Worker GLBuffer vertexBuffer;
1365*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1366*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
1367*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
1368*8975f5c5SAndroid Build Coastguard Worker
1369*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
1370*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1371*8975f5c5SAndroid Build Coastguard Worker
1372*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1373*8975f5c5SAndroid Build Coastguard Worker
1374*8975f5c5SAndroid Build Coastguard Worker // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
1375*8975f5c5SAndroid Build Coastguard Worker // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
1376*8975f5c5SAndroid Build Coastguard Worker // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
1377*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(intptr_t(1)));
1378*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1379*8975f5c5SAndroid Build Coastguard Worker }
1380*8975f5c5SAndroid Build Coastguard Worker
1381*8975f5c5SAndroid Build Coastguard Worker // Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBufferEvenNotUsedOnes)1382*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
1383*8975f5c5SAndroid Build Coastguard Worker {
1384*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1385*8975f5c5SAndroid Build Coastguard Worker R"(void main()
1386*8975f5c5SAndroid Build Coastguard Worker {
1387*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(1.0);
1388*8975f5c5SAndroid Build Coastguard Worker })";
1389*8975f5c5SAndroid Build Coastguard Worker
1390*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1391*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
1392*8975f5c5SAndroid Build Coastguard Worker void main()
1393*8975f5c5SAndroid Build Coastguard Worker {
1394*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0);
1395*8975f5c5SAndroid Build Coastguard Worker })";
1396*8975f5c5SAndroid Build Coastguard Worker
1397*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
1398*8975f5c5SAndroid Build Coastguard Worker
1399*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1400*8975f5c5SAndroid Build Coastguard Worker
1401*8975f5c5SAndroid Build Coastguard Worker const auto &vertices = GetQuadVertices();
1402*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1403*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
1404*8975f5c5SAndroid Build Coastguard Worker
1405*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1406*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1407*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1408*8975f5c5SAndroid Build Coastguard Worker }
1409*8975f5c5SAndroid Build Coastguard Worker
1410*8975f5c5SAndroid Build Coastguard Worker // Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest,NullPixelDataForSubImage)1411*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
1412*8975f5c5SAndroid Build Coastguard Worker {
1413*8975f5c5SAndroid Build Coastguard Worker // glTexSubImage2D
1414*8975f5c5SAndroid Build Coastguard Worker {
1415*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1416*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
1417*8975f5c5SAndroid Build Coastguard Worker
1418*8975f5c5SAndroid Build Coastguard Worker // TexImage with null data - OK
1419*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1420*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1421*8975f5c5SAndroid Build Coastguard Worker
1422*8975f5c5SAndroid Build Coastguard Worker // TexSubImage with zero size and null data - OK
1423*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1424*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1425*8975f5c5SAndroid Build Coastguard Worker
1426*8975f5c5SAndroid Build Coastguard Worker // TexSubImage with non-zero size and null data - Invalid value
1427*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1428*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
1429*8975f5c5SAndroid Build Coastguard Worker }
1430*8975f5c5SAndroid Build Coastguard Worker
1431*8975f5c5SAndroid Build Coastguard Worker // glTexSubImage3D
1432*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
1433*8975f5c5SAndroid Build Coastguard Worker {
1434*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
1435*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
1436*8975f5c5SAndroid Build Coastguard Worker
1437*8975f5c5SAndroid Build Coastguard Worker // TexImage with null data - OK
1438*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1439*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1440*8975f5c5SAndroid Build Coastguard Worker
1441*8975f5c5SAndroid Build Coastguard Worker // TexSubImage with zero size and null data - OK
1442*8975f5c5SAndroid Build Coastguard Worker glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1443*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1444*8975f5c5SAndroid Build Coastguard Worker
1445*8975f5c5SAndroid Build Coastguard Worker // TexSubImage with non-zero size and null data - Invalid value
1446*8975f5c5SAndroid Build Coastguard Worker glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1447*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
1448*8975f5c5SAndroid Build Coastguard Worker }
1449*8975f5c5SAndroid Build Coastguard Worker }
1450*8975f5c5SAndroid Build Coastguard Worker
1451*8975f5c5SAndroid Build Coastguard Worker // Tests the WebGL requirement of having the same stencil mask, writemask and ref for front and back
1452*8975f5c5SAndroid Build Coastguard Worker // (when stencil testing is enabled)
TestDifferentStencilMaskAndRef(GLenum errIfMismatch)1453*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::TestDifferentStencilMaskAndRef(GLenum errIfMismatch)
1454*8975f5c5SAndroid Build Coastguard Worker {
1455*8975f5c5SAndroid Build Coastguard Worker // Run the test in an FBO to make sure we have some stencil bits.
1456*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
1457*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1458*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
1459*8975f5c5SAndroid Build Coastguard Worker
1460*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
1461*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1462*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1463*8975f5c5SAndroid Build Coastguard Worker renderbuffer);
1464*8975f5c5SAndroid Build Coastguard Worker
1465*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
1466*8975f5c5SAndroid Build Coastguard Worker "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
1467*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1468*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1469*8975f5c5SAndroid Build Coastguard Worker
1470*8975f5c5SAndroid Build Coastguard Worker // Having ref and mask the same for front and back is valid.
1471*8975f5c5SAndroid Build Coastguard Worker glStencilMask(255);
1472*8975f5c5SAndroid Build Coastguard Worker glStencilFunc(GL_ALWAYS, 0, 255);
1473*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1474*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1475*8975f5c5SAndroid Build Coastguard Worker
1476*8975f5c5SAndroid Build Coastguard Worker // Having a different front - back write mask generates an error.
1477*8975f5c5SAndroid Build Coastguard Worker glStencilMaskSeparate(GL_FRONT, 1);
1478*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1479*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(errIfMismatch);
1480*8975f5c5SAndroid Build Coastguard Worker
1481*8975f5c5SAndroid Build Coastguard Worker // Setting both write masks separately to the same value is valid.
1482*8975f5c5SAndroid Build Coastguard Worker glStencilMaskSeparate(GL_BACK, 1);
1483*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1484*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1485*8975f5c5SAndroid Build Coastguard Worker
1486*8975f5c5SAndroid Build Coastguard Worker // Having a different stencil front - back mask generates an error
1487*8975f5c5SAndroid Build Coastguard Worker glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
1488*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1489*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(errIfMismatch);
1490*8975f5c5SAndroid Build Coastguard Worker
1491*8975f5c5SAndroid Build Coastguard Worker // Setting both masks separately to the same value is valid.
1492*8975f5c5SAndroid Build Coastguard Worker glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
1493*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1494*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1495*8975f5c5SAndroid Build Coastguard Worker
1496*8975f5c5SAndroid Build Coastguard Worker // Having a different stencil front - back reference generates an error
1497*8975f5c5SAndroid Build Coastguard Worker glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
1498*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1499*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(errIfMismatch);
1500*8975f5c5SAndroid Build Coastguard Worker
1501*8975f5c5SAndroid Build Coastguard Worker // Setting both references separately to the same value is valid.
1502*8975f5c5SAndroid Build Coastguard Worker glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
1503*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1504*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1505*8975f5c5SAndroid Build Coastguard Worker
1506*8975f5c5SAndroid Build Coastguard Worker // Using different stencil funcs, everything being equal is valid.
1507*8975f5c5SAndroid Build Coastguard Worker glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
1508*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
1509*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1510*8975f5c5SAndroid Build Coastguard Worker }
1511*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,StencilTestEnabledDisallowsDifferentStencilMaskAndRef)1512*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, StencilTestEnabledDisallowsDifferentStencilMaskAndRef)
1513*8975f5c5SAndroid Build Coastguard Worker {
1514*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_STENCIL_TEST);
1515*8975f5c5SAndroid Build Coastguard Worker TestDifferentStencilMaskAndRef(GL_INVALID_OPERATION);
1516*8975f5c5SAndroid Build Coastguard Worker }
1517*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,StencilTestDisabledAllowsDifferentStencilMaskAndRef)1518*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, StencilTestDisabledAllowsDifferentStencilMaskAndRef)
1519*8975f5c5SAndroid Build Coastguard Worker {
1520*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_STENCIL_TEST);
1521*8975f5c5SAndroid Build Coastguard Worker TestDifferentStencilMaskAndRef(GL_NO_ERROR);
1522*8975f5c5SAndroid Build Coastguard Worker }
1523*8975f5c5SAndroid Build Coastguard Worker
1524*8975f5c5SAndroid Build Coastguard Worker // Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest,ForbidsGLFixed)1525*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
1526*8975f5c5SAndroid Build Coastguard Worker {
1527*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
1528*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
1529*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1530*8975f5c5SAndroid Build Coastguard Worker
1531*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
1532*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1533*8975f5c5SAndroid Build Coastguard Worker
1534*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
1535*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
1536*8975f5c5SAndroid Build Coastguard Worker }
1537*8975f5c5SAndroid Build Coastguard Worker
1538*8975f5c5SAndroid Build Coastguard Worker // Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest,MaxStride)1539*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, MaxStride)
1540*8975f5c5SAndroid Build Coastguard Worker {
1541*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
1542*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
1543*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
1544*8975f5c5SAndroid Build Coastguard Worker
1545*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
1546*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1547*8975f5c5SAndroid Build Coastguard Worker
1548*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
1549*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
1550*8975f5c5SAndroid Build Coastguard Worker }
1551*8975f5c5SAndroid Build Coastguard Worker
1552*8975f5c5SAndroid Build Coastguard Worker // Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsNonInstanced)1553*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
1554*8975f5c5SAndroid Build Coastguard Worker {
1555*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1556*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1557*8975f5c5SAndroid Build Coastguard Worker void main()
1558*8975f5c5SAndroid Build Coastguard Worker {
1559*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1560*8975f5c5SAndroid Build Coastguard Worker })";
1561*8975f5c5SAndroid Build Coastguard Worker
1562*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1563*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1564*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1565*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1566*8975f5c5SAndroid Build Coastguard Worker
1567*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
1568*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
1569*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1570*8975f5c5SAndroid Build Coastguard Worker
1571*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1572*8975f5c5SAndroid Build Coastguard Worker
1573*8975f5c5SAndroid Build Coastguard Worker const uint8_t *zeroOffset = nullptr;
1574*8975f5c5SAndroid Build Coastguard Worker
1575*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid.
1576*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1577*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 4);
1578*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1579*8975f5c5SAndroid Build Coastguard Worker
1580*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid.
1581*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1582*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 4);
1583*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1584*8975f5c5SAndroid Build Coastguard Worker
1585*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid, using a stride.
1586*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1587*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 4);
1588*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1589*8975f5c5SAndroid Build Coastguard Worker
1590*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid, using a stride.
1591*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1592*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 4);
1593*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1594*8975f5c5SAndroid Build Coastguard Worker
1595*8975f5c5SAndroid Build Coastguard Worker // Test any offset is valid if no vertices are drawn.
1596*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1597*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 0);
1598*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1599*8975f5c5SAndroid Build Coastguard Worker
1600*8975f5c5SAndroid Build Coastguard Worker // Test a case of overflow that could give a max vertex that's negative
1601*8975f5c5SAndroid Build Coastguard Worker constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
1602*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 0);
1603*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, kIntMax, kIntMax);
1604*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1605*8975f5c5SAndroid Build Coastguard Worker }
1606*8975f5c5SAndroid Build Coastguard Worker
1607*8975f5c5SAndroid Build Coastguard Worker // Test that index values outside of the 32-bit integer range do not read out of bounds
TEST_P(WebGLCompatibilityTest,LargeIndexRange)1608*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, LargeIndexRange)
1609*8975f5c5SAndroid Build Coastguard Worker {
1610*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_element_index_uint"));
1611*8975f5c5SAndroid Build Coastguard Worker
1612*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1613*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 a_Position;
1614*8975f5c5SAndroid Build Coastguard Worker void main()
1615*8975f5c5SAndroid Build Coastguard Worker {
1616*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_Position;
1617*8975f5c5SAndroid Build Coastguard Worker })";
1618*8975f5c5SAndroid Build Coastguard Worker
1619*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1620*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1621*8975f5c5SAndroid Build Coastguard Worker
1622*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(glGetAttribLocation(program, "a_Position"));
1623*8975f5c5SAndroid Build Coastguard Worker
1624*8975f5c5SAndroid Build Coastguard Worker constexpr float kVertexData[] = {
1625*8975f5c5SAndroid Build Coastguard Worker 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*8975f5c5SAndroid Build Coastguard Worker };
1627*8975f5c5SAndroid Build Coastguard Worker
1628*8975f5c5SAndroid Build Coastguard Worker GLBuffer vertexBuffer;
1629*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1630*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STREAM_DRAW);
1631*8975f5c5SAndroid Build Coastguard Worker
1632*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint kMaxIntAsGLuint = static_cast<GLuint>(std::numeric_limits<GLint>::max());
1633*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint kIndexData[] = {
1634*8975f5c5SAndroid Build Coastguard Worker kMaxIntAsGLuint,
1635*8975f5c5SAndroid Build Coastguard Worker kMaxIntAsGLuint + 1,
1636*8975f5c5SAndroid Build Coastguard Worker kMaxIntAsGLuint + 2,
1637*8975f5c5SAndroid Build Coastguard Worker kMaxIntAsGLuint + 3,
1638*8975f5c5SAndroid Build Coastguard Worker };
1639*8975f5c5SAndroid Build Coastguard Worker
1640*8975f5c5SAndroid Build Coastguard Worker GLBuffer indexBuffer;
1641*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBuffer);
1642*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData, GL_DYNAMIC_DRAW);
1643*8975f5c5SAndroid Build Coastguard Worker
1644*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1645*8975f5c5SAndroid Build Coastguard Worker
1646*8975f5c5SAndroid Build Coastguard Worker // First index is representable as 32-bit int but second is not
1647*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, 0);
1648*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1649*8975f5c5SAndroid Build Coastguard Worker
1650*8975f5c5SAndroid Build Coastguard Worker // Neither index is representable as 32-bit int
1651*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, reinterpret_cast<void *>(sizeof(GLuint) * 2));
1652*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1653*8975f5c5SAndroid Build Coastguard Worker }
1654*8975f5c5SAndroid Build Coastguard Worker
1655*8975f5c5SAndroid Build Coastguard Worker // Test for drawing with a null index buffer
TEST_P(WebGLCompatibilityTest,NullIndexBuffer)1656*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, NullIndexBuffer)
1657*8975f5c5SAndroid Build Coastguard Worker {
1658*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1659*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1660*8975f5c5SAndroid Build Coastguard Worker void main()
1661*8975f5c5SAndroid Build Coastguard Worker {
1662*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1663*8975f5c5SAndroid Build Coastguard Worker })";
1664*8975f5c5SAndroid Build Coastguard Worker
1665*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1666*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1667*8975f5c5SAndroid Build Coastguard Worker
1668*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1669*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
1670*8975f5c5SAndroid Build Coastguard Worker
1671*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, 0);
1672*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1673*8975f5c5SAndroid Build Coastguard Worker }
1674*8975f5c5SAndroid Build Coastguard Worker
1675*8975f5c5SAndroid Build Coastguard Worker // Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest,DrawArraysBufferOutOfBoundsInstanced)1676*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
1677*8975f5c5SAndroid Build Coastguard Worker {
1678*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1679*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1680*8975f5c5SAndroid Build Coastguard Worker attribute float a_w;
1681*8975f5c5SAndroid Build Coastguard Worker void main()
1682*8975f5c5SAndroid Build Coastguard Worker {
1683*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1684*8975f5c5SAndroid Build Coastguard Worker })";
1685*8975f5c5SAndroid Build Coastguard Worker
1686*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1687*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1688*8975f5c5SAndroid Build Coastguard Worker GLint wLocation = glGetAttribLocation(program, "a_w");
1689*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1690*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, wLocation);
1691*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1692*8975f5c5SAndroid Build Coastguard Worker
1693*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
1694*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
1695*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1696*8975f5c5SAndroid Build Coastguard Worker
1697*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1698*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1699*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(posLocation, 0);
1700*8975f5c5SAndroid Build Coastguard Worker
1701*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(wLocation);
1702*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(wLocation, 1);
1703*8975f5c5SAndroid Build Coastguard Worker
1704*8975f5c5SAndroid Build Coastguard Worker const uint8_t *zeroOffset = nullptr;
1705*8975f5c5SAndroid Build Coastguard Worker
1706*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid.
1707*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1708*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1709*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1710*8975f5c5SAndroid Build Coastguard Worker
1711*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid.
1712*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1713*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1714*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1715*8975f5c5SAndroid Build Coastguard Worker
1716*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid, using a stride.
1717*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1718*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1719*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1720*8975f5c5SAndroid Build Coastguard Worker
1721*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid, using a stride.
1722*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1723*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1724*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1725*8975f5c5SAndroid Build Coastguard Worker
1726*8975f5c5SAndroid Build Coastguard Worker // Test any offset is valid if no vertices are drawn.
1727*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1728*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
1729*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1730*8975f5c5SAndroid Build Coastguard Worker
1731*8975f5c5SAndroid Build Coastguard Worker // Test any offset is valid if no primitives are drawn.
1732*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1733*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
1734*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1735*8975f5c5SAndroid Build Coastguard Worker }
1736*8975f5c5SAndroid Build Coastguard Worker
1737*8975f5c5SAndroid Build Coastguard Worker // Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsInstancedANGLE)1738*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
1739*8975f5c5SAndroid Build Coastguard Worker {
1740*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"));
1741*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
1742*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1743*8975f5c5SAndroid Build Coastguard Worker
1744*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1745*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1746*8975f5c5SAndroid Build Coastguard Worker attribute float a_w;
1747*8975f5c5SAndroid Build Coastguard Worker void main()
1748*8975f5c5SAndroid Build Coastguard Worker {
1749*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1750*8975f5c5SAndroid Build Coastguard Worker })";
1751*8975f5c5SAndroid Build Coastguard Worker
1752*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1753*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1754*8975f5c5SAndroid Build Coastguard Worker GLint wLocation = glGetAttribLocation(program, "a_w");
1755*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1756*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, wLocation);
1757*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1758*8975f5c5SAndroid Build Coastguard Worker
1759*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
1760*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
1761*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1762*8975f5c5SAndroid Build Coastguard Worker
1763*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1764*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1765*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorANGLE(posLocation, 0);
1766*8975f5c5SAndroid Build Coastguard Worker
1767*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(wLocation);
1768*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisorANGLE(wLocation, 1);
1769*8975f5c5SAndroid Build Coastguard Worker
1770*8975f5c5SAndroid Build Coastguard Worker const uint8_t *zeroOffset = nullptr;
1771*8975f5c5SAndroid Build Coastguard Worker
1772*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid.
1773*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1774*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1775*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR() << "touching the last element.";
1776*8975f5c5SAndroid Build Coastguard Worker
1777*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid.
1778*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1779*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1780*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1.";
1781*8975f5c5SAndroid Build Coastguard Worker
1782*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element is valid, using a stride.
1783*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1784*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1785*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR() << "touching the last element using a stride.";
1786*8975f5c5SAndroid Build Coastguard Worker
1787*8975f5c5SAndroid Build Coastguard Worker // Test touching the last element + 1 is invalid, using a stride.
1788*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1789*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1790*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1 using a stride.";
1791*8975f5c5SAndroid Build Coastguard Worker
1792*8975f5c5SAndroid Build Coastguard Worker // Test any offset is valid if no vertices are drawn.
1793*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1794*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
1795*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR() << "any offset with no vertices.";
1796*8975f5c5SAndroid Build Coastguard Worker
1797*8975f5c5SAndroid Build Coastguard Worker // Test any offset is valid if no primitives are drawn.
1798*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1799*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
1800*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR() << "any offset with primitives.";
1801*8975f5c5SAndroid Build Coastguard Worker }
1802*8975f5c5SAndroid Build Coastguard Worker
1803*8975f5c5SAndroid Build Coastguard Worker // Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInIndexBuffer)1804*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
1805*8975f5c5SAndroid Build Coastguard Worker {
1806*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1807*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1808*8975f5c5SAndroid Build Coastguard Worker void main()
1809*8975f5c5SAndroid Build Coastguard Worker {
1810*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1811*8975f5c5SAndroid Build Coastguard Worker })";
1812*8975f5c5SAndroid Build Coastguard Worker
1813*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1814*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1815*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1816*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1817*8975f5c5SAndroid Build Coastguard Worker
1818*8975f5c5SAndroid Build Coastguard Worker GLBuffer vertexBuffer;
1819*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1820*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1821*8975f5c5SAndroid Build Coastguard Worker
1822*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1823*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1824*8975f5c5SAndroid Build Coastguard Worker
1825*8975f5c5SAndroid Build Coastguard Worker const uint8_t *zeroOffset = nullptr;
1826*8975f5c5SAndroid Build Coastguard Worker const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
1827*8975f5c5SAndroid Build Coastguard Worker
1828*8975f5c5SAndroid Build Coastguard Worker GLBuffer indexBuffer;
1829*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1830*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
1831*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1832*8975f5c5SAndroid Build Coastguard Worker
1833*8975f5c5SAndroid Build Coastguard Worker // Test touching the last index is valid
1834*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1835*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1836*8975f5c5SAndroid Build Coastguard Worker
1837*8975f5c5SAndroid Build Coastguard Worker // Test touching the last + 1 element is invalid
1838*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
1839*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1840*8975f5c5SAndroid Build Coastguard Worker
1841*8975f5c5SAndroid Build Coastguard Worker // Test any offset if valid if count is zero
1842*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
1843*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1844*8975f5c5SAndroid Build Coastguard Worker
1845*8975f5c5SAndroid Build Coastguard Worker // Test touching the first index is valid
1846*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1847*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1848*8975f5c5SAndroid Build Coastguard Worker
1849*8975f5c5SAndroid Build Coastguard Worker // Test touching the first - 1 index is invalid
1850*8975f5c5SAndroid Build Coastguard Worker // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
1851*8975f5c5SAndroid Build Coastguard Worker // the historic behavior of WebGL implementations
1852*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
1853*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
1854*8975f5c5SAndroid Build Coastguard Worker }
1855*8975f5c5SAndroid Build Coastguard Worker
1856*8975f5c5SAndroid Build Coastguard Worker // Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInVertexBuffer)1857*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
1858*8975f5c5SAndroid Build Coastguard Worker {
1859*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1860*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
1861*8975f5c5SAndroid Build Coastguard Worker void main()
1862*8975f5c5SAndroid Build Coastguard Worker {
1863*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1864*8975f5c5SAndroid Build Coastguard Worker })";
1865*8975f5c5SAndroid Build Coastguard Worker
1866*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1867*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
1868*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
1869*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
1870*8975f5c5SAndroid Build Coastguard Worker
1871*8975f5c5SAndroid Build Coastguard Worker GLBuffer vertexBuffer;
1872*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1873*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
1874*8975f5c5SAndroid Build Coastguard Worker
1875*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
1876*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1877*8975f5c5SAndroid Build Coastguard Worker
1878*8975f5c5SAndroid Build Coastguard Worker const uint8_t *zeroOffset = nullptr;
1879*8975f5c5SAndroid Build Coastguard Worker const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
1880*8975f5c5SAndroid Build Coastguard Worker
1881*8975f5c5SAndroid Build Coastguard Worker GLBuffer indexBuffer;
1882*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1883*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
1884*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1885*8975f5c5SAndroid Build Coastguard Worker
1886*8975f5c5SAndroid Build Coastguard Worker // Test touching the end of the vertex buffer is valid
1887*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
1888*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1889*8975f5c5SAndroid Build Coastguard Worker
1890*8975f5c5SAndroid Build Coastguard Worker // Test touching just after the end of the vertex buffer is invalid
1891*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
1892*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1893*8975f5c5SAndroid Build Coastguard Worker
1894*8975f5c5SAndroid Build Coastguard Worker // Test touching the whole vertex buffer is valid
1895*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
1896*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1897*8975f5c5SAndroid Build Coastguard Worker
1898*8975f5c5SAndroid Build Coastguard Worker // Test an index that would be negative
1899*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
1900*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1901*8975f5c5SAndroid Build Coastguard Worker }
1902*8975f5c5SAndroid Build Coastguard Worker
1903*8975f5c5SAndroid Build Coastguard Worker // Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest,DepthRange)1904*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DepthRange)
1905*8975f5c5SAndroid Build Coastguard Worker {
1906*8975f5c5SAndroid Build Coastguard Worker glDepthRangef(0, 1);
1907*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1908*8975f5c5SAndroid Build Coastguard Worker
1909*8975f5c5SAndroid Build Coastguard Worker glDepthRangef(.5, .5);
1910*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
1911*8975f5c5SAndroid Build Coastguard Worker
1912*8975f5c5SAndroid Build Coastguard Worker glDepthRangef(1, 0);
1913*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1914*8975f5c5SAndroid Build Coastguard Worker }
1915*8975f5c5SAndroid Build Coastguard Worker
1916*8975f5c5SAndroid Build Coastguard Worker // Test all blend function combinations.
1917*8975f5c5SAndroid Build Coastguard Worker // In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest,BlendWithConstantColor)1918*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
1919*8975f5c5SAndroid Build Coastguard Worker {
1920*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum srcFunc[] = {
1921*8975f5c5SAndroid Build Coastguard Worker GL_ZERO,
1922*8975f5c5SAndroid Build Coastguard Worker GL_ONE,
1923*8975f5c5SAndroid Build Coastguard Worker GL_SRC_COLOR,
1924*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_SRC_COLOR,
1925*8975f5c5SAndroid Build Coastguard Worker GL_DST_COLOR,
1926*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_DST_COLOR,
1927*8975f5c5SAndroid Build Coastguard Worker GL_SRC_ALPHA,
1928*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_SRC_ALPHA,
1929*8975f5c5SAndroid Build Coastguard Worker GL_DST_ALPHA,
1930*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_DST_ALPHA,
1931*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_COLOR,
1932*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_CONSTANT_COLOR,
1933*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_ALPHA,
1934*8975f5c5SAndroid Build Coastguard Worker GL_ONE_MINUS_CONSTANT_ALPHA,
1935*8975f5c5SAndroid Build Coastguard Worker GL_SRC_ALPHA_SATURATE,
1936*8975f5c5SAndroid Build Coastguard Worker };
1937*8975f5c5SAndroid Build Coastguard Worker
1938*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum dstFunc[] = {
1939*8975f5c5SAndroid Build Coastguard Worker GL_ZERO, GL_ONE,
1940*8975f5c5SAndroid Build Coastguard Worker GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
1941*8975f5c5SAndroid Build Coastguard Worker GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
1942*8975f5c5SAndroid Build Coastguard Worker GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
1943*8975f5c5SAndroid Build Coastguard Worker GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA,
1944*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
1945*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
1946*8975f5c5SAndroid Build Coastguard Worker };
1947*8975f5c5SAndroid Build Coastguard Worker
1948*8975f5c5SAndroid Build Coastguard Worker for (GLenum src : srcFunc)
1949*8975f5c5SAndroid Build Coastguard Worker {
1950*8975f5c5SAndroid Build Coastguard Worker for (GLenum dst : dstFunc)
1951*8975f5c5SAndroid Build Coastguard Worker {
1952*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(src, dst);
1953*8975f5c5SAndroid Build Coastguard Worker CheckBlendFunctions(src, dst);
1954*8975f5c5SAndroid Build Coastguard Worker glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
1955*8975f5c5SAndroid Build Coastguard Worker CheckBlendFunctions(src, dst);
1956*8975f5c5SAndroid Build Coastguard Worker }
1957*8975f5c5SAndroid Build Coastguard Worker }
1958*8975f5c5SAndroid Build Coastguard Worker
1959*8975f5c5SAndroid Build Coastguard Worker // Ensure the same semantics for indexed blendFunc
1960*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"))
1961*8975f5c5SAndroid Build Coastguard Worker {
1962*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1963*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1964*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1965*8975f5c5SAndroid Build Coastguard Worker
1966*8975f5c5SAndroid Build Coastguard Worker for (GLenum src : srcFunc)
1967*8975f5c5SAndroid Build Coastguard Worker {
1968*8975f5c5SAndroid Build Coastguard Worker for (GLenum dst : dstFunc)
1969*8975f5c5SAndroid Build Coastguard Worker {
1970*8975f5c5SAndroid Build Coastguard Worker glBlendFunciOES(0, src, dst);
1971*8975f5c5SAndroid Build Coastguard Worker CheckBlendFunctions(src, dst);
1972*8975f5c5SAndroid Build Coastguard Worker glBlendFuncSeparateiOES(0, src, dst, GL_ONE, GL_ONE);
1973*8975f5c5SAndroid Build Coastguard Worker CheckBlendFunctions(src, dst);
1974*8975f5c5SAndroid Build Coastguard Worker }
1975*8975f5c5SAndroid Build Coastguard Worker }
1976*8975f5c5SAndroid Build Coastguard Worker }
1977*8975f5c5SAndroid Build Coastguard Worker }
1978*8975f5c5SAndroid Build Coastguard Worker
1979*8975f5c5SAndroid Build Coastguard Worker // Test draw state validation and invalidation wrt indexed blendFunc.
TEST_P(WebGLCompatibilityTest,IndexedBlendWithConstantColorInvalidation)1980*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, IndexedBlendWithConstantColorInvalidation)
1981*8975f5c5SAndroid Build Coastguard Worker {
1982*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
1983*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
1984*8975f5c5SAndroid Build Coastguard Worker
1985*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1986*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
1987*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1988*8975f5c5SAndroid Build Coastguard Worker
1989*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
1990*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
1991*8975f5c5SAndroid Build Coastguard Worker void main()
1992*8975f5c5SAndroid Build Coastguard Worker {
1993*8975f5c5SAndroid Build Coastguard Worker gl_PointSize = 1.0;
1994*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
1995*8975f5c5SAndroid Build Coastguard Worker })";
1996*8975f5c5SAndroid Build Coastguard Worker
1997*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
1998*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
1999*8975f5c5SAndroid Build Coastguard Worker precision lowp float;
2000*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 o_color0;
2001*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) out vec4 o_color1;
2002*8975f5c5SAndroid Build Coastguard Worker void main()
2003*8975f5c5SAndroid Build Coastguard Worker {
2004*8975f5c5SAndroid Build Coastguard Worker o_color0 = vec4(1, 0, 0, 1);
2005*8975f5c5SAndroid Build Coastguard Worker o_color1 = vec4(0, 1, 0, 1);
2006*8975f5c5SAndroid Build Coastguard Worker })";
2007*8975f5c5SAndroid Build Coastguard Worker
2008*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
2009*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2010*8975f5c5SAndroid Build Coastguard Worker
2011*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
2012*8975f5c5SAndroid Build Coastguard Worker glEnableiOES(GL_BLEND, 0);
2013*8975f5c5SAndroid Build Coastguard Worker glEnableiOES(GL_BLEND, 1);
2014*8975f5c5SAndroid Build Coastguard Worker
2015*8975f5c5SAndroid Build Coastguard Worker GLTexture texture1;
2016*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture1);
2017*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2018*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2019*8975f5c5SAndroid Build Coastguard Worker
2020*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
2021*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
2022*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2023*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2024*8975f5c5SAndroid Build Coastguard Worker
2025*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
2026*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2027*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
2028*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2029*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2030*8975f5c5SAndroid Build Coastguard Worker
2031*8975f5c5SAndroid Build Coastguard Worker GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
2032*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(2, drawbuffers);
2033*8975f5c5SAndroid Build Coastguard Worker
2034*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
2035*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2036*8975f5c5SAndroid Build Coastguard Worker
2037*8975f5c5SAndroid Build Coastguard Worker // Force-invalidate draw call
2038*8975f5c5SAndroid Build Coastguard Worker glBlendFuncSeparateiOES(0, GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, GL_CONSTANT_ALPHA,
2039*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_ALPHA);
2040*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2041*8975f5c5SAndroid Build Coastguard Worker
2042*8975f5c5SAndroid Build Coastguard Worker glBlendFuncSeparateiOES(1, GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA, GL_CONSTANT_COLOR,
2043*8975f5c5SAndroid Build Coastguard Worker GL_CONSTANT_COLOR);
2044*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2045*8975f5c5SAndroid Build Coastguard Worker
2046*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
2047*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2048*8975f5c5SAndroid Build Coastguard Worker }
2049*8975f5c5SAndroid Build Coastguard Worker
2050*8975f5c5SAndroid Build Coastguard Worker // Test getIndexedParameter wrt GL_OES_draw_buffers_indexed.
TEST_P(WebGLCompatibilityTest,DrawBuffersIndexedGetIndexedParameter)2051*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawBuffersIndexedGetIndexedParameter)
2052*8975f5c5SAndroid Build Coastguard Worker {
2053*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
2054*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
2055*8975f5c5SAndroid Build Coastguard Worker
2056*8975f5c5SAndroid Build Coastguard Worker GLint value;
2057*8975f5c5SAndroid Build Coastguard Worker GLboolean data[4];
2058*8975f5c5SAndroid Build Coastguard Worker
2059*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2060*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2061*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2062*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2063*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2064*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2065*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2066*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2067*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2068*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2069*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2070*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
2071*8975f5c5SAndroid Build Coastguard Worker glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
2072*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2073*8975f5c5SAndroid Build Coastguard Worker
2074*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
2075*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2076*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
2077*8975f5c5SAndroid Build Coastguard Worker
2078*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
2079*8975f5c5SAndroid Build Coastguard Worker glEnableiOES(GL_BLEND, 0);
2080*8975f5c5SAndroid Build Coastguard Worker glBlendEquationSeparateiOES(0, GL_FUNC_ADD, GL_FUNC_SUBTRACT);
2081*8975f5c5SAndroid Build Coastguard Worker glBlendFuncSeparateiOES(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ZERO);
2082*8975f5c5SAndroid Build Coastguard Worker glColorMaskiOES(0, true, false, true, false);
2083*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2084*8975f5c5SAndroid Build Coastguard Worker
2085*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(true, glIsEnablediOES(GL_BLEND, 0));
2086*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2087*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2088*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2089*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_FUNC_ADD, value);
2090*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2091*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2092*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_FUNC_SUBTRACT, value);
2093*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2094*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2095*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_SRC_ALPHA, value);
2096*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2097*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2098*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_ZERO, value);
2099*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2100*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2101*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_ONE_MINUS_SRC_ALPHA, value);
2102*8975f5c5SAndroid Build Coastguard Worker glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2103*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2104*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GL_ZERO, value);
2105*8975f5c5SAndroid Build Coastguard Worker glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
2106*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2107*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(true, data[0]);
2108*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(false, data[1]);
2109*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(true, data[2]);
2110*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(false, data[3]);
2111*8975f5c5SAndroid Build Coastguard Worker }
2112*8975f5c5SAndroid Build Coastguard Worker
2113*8975f5c5SAndroid Build Coastguard Worker // Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest,InvalidAttributeAndUniformNames)2114*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
2115*8975f5c5SAndroid Build Coastguard Worker {
2116*8975f5c5SAndroid Build Coastguard Worker const std::string validAttribName =
2117*8975f5c5SAndroid Build Coastguard Worker "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
2118*8975f5c5SAndroid Build Coastguard Worker const std::string validUniformName =
2119*8975f5c5SAndroid Build Coastguard Worker "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
2120*8975f5c5SAndroid Build Coastguard Worker std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
2121*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
2122*8975f5c5SAndroid Build Coastguard Worker {
2123*8975f5c5SAndroid Build Coastguard Worker invalidSet.push_back('\\');
2124*8975f5c5SAndroid Build Coastguard Worker }
2125*8975f5c5SAndroid Build Coastguard Worker
2126*8975f5c5SAndroid Build Coastguard Worker std::string vert = "attribute float ";
2127*8975f5c5SAndroid Build Coastguard Worker vert += validAttribName;
2128*8975f5c5SAndroid Build Coastguard Worker vert +=
2129*8975f5c5SAndroid Build Coastguard Worker R"(;
2130*8975f5c5SAndroid Build Coastguard Worker void main()
2131*8975f5c5SAndroid Build Coastguard Worker {
2132*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(1.0);
2133*8975f5c5SAndroid Build Coastguard Worker })";
2134*8975f5c5SAndroid Build Coastguard Worker
2135*8975f5c5SAndroid Build Coastguard Worker std::string frag =
2136*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
2137*8975f5c5SAndroid Build Coastguard Worker uniform vec4 )";
2138*8975f5c5SAndroid Build Coastguard Worker frag += validUniformName;
2139*8975f5c5SAndroid Build Coastguard Worker // Insert illegal characters into comments
2140*8975f5c5SAndroid Build Coastguard Worker frag +=
2141*8975f5c5SAndroid Build Coastguard Worker R"(;
2142*8975f5c5SAndroid Build Coastguard Worker // $ \" @ /*
2143*8975f5c5SAndroid Build Coastguard Worker void main()
2144*8975f5c5SAndroid Build Coastguard Worker {/*
2145*8975f5c5SAndroid Build Coastguard Worker ` @ $
2146*8975f5c5SAndroid Build Coastguard Worker */gl_FragColor = vec4(1.0);
2147*8975f5c5SAndroid Build Coastguard Worker })";
2148*8975f5c5SAndroid Build Coastguard Worker
2149*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, vert.c_str(), frag.c_str());
2150*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2151*8975f5c5SAndroid Build Coastguard Worker
2152*8975f5c5SAndroid Build Coastguard Worker for (char invalidChar : invalidSet)
2153*8975f5c5SAndroid Build Coastguard Worker {
2154*8975f5c5SAndroid Build Coastguard Worker std::string invalidName = validAttribName + invalidChar;
2155*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(program, invalidName.c_str());
2156*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE)
2157*8975f5c5SAndroid Build Coastguard Worker << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2158*8975f5c5SAndroid Build Coastguard Worker
2159*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(program, 0, invalidName.c_str());
2160*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE)
2161*8975f5c5SAndroid Build Coastguard Worker << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2162*8975f5c5SAndroid Build Coastguard Worker }
2163*8975f5c5SAndroid Build Coastguard Worker
2164*8975f5c5SAndroid Build Coastguard Worker for (char invalidChar : invalidSet)
2165*8975f5c5SAndroid Build Coastguard Worker {
2166*8975f5c5SAndroid Build Coastguard Worker std::string invalidName = validUniformName + invalidChar;
2167*8975f5c5SAndroid Build Coastguard Worker glGetUniformLocation(program, invalidName.c_str());
2168*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE)
2169*8975f5c5SAndroid Build Coastguard Worker << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2170*8975f5c5SAndroid Build Coastguard Worker }
2171*8975f5c5SAndroid Build Coastguard Worker
2172*8975f5c5SAndroid Build Coastguard Worker for (char invalidChar : invalidSet)
2173*8975f5c5SAndroid Build Coastguard Worker {
2174*8975f5c5SAndroid Build Coastguard Worker std::string invalidAttribName = validAttribName + invalidChar;
2175*8975f5c5SAndroid Build Coastguard Worker std::string invalidVert = "attribute float ";
2176*8975f5c5SAndroid Build Coastguard Worker invalidVert += invalidAttribName;
2177*8975f5c5SAndroid Build Coastguard Worker invalidVert += R"(;,
2178*8975f5c5SAndroid Build Coastguard Worker void main(),
2179*8975f5c5SAndroid Build Coastguard Worker {,
2180*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(1.0);,
2181*8975f5c5SAndroid Build Coastguard Worker })";
2182*8975f5c5SAndroid Build Coastguard Worker GLuint program_number = CompileProgram(invalidVert.c_str(), essl1_shaders::fs::Red());
2183*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program_number);
2184*8975f5c5SAndroid Build Coastguard Worker }
2185*8975f5c5SAndroid Build Coastguard Worker }
2186*8975f5c5SAndroid Build Coastguard Worker
2187*8975f5c5SAndroid Build Coastguard Worker // Test that line continuation is handled correctly when validating shader source
TEST_P(WebGLCompatibilityTest,ShaderSourceLineContinuation)2188*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
2189*8975f5c5SAndroid Build Coastguard Worker {
2190*8975f5c5SAndroid Build Coastguard Worker // With recent changes to WebGL's shader source validation in
2191*8975f5c5SAndroid Build Coastguard Worker // https://github.com/KhronosGroup/WebGL/pull/3206 and follow-ons,
2192*8975f5c5SAndroid Build Coastguard Worker // the backslash character can be used in both WebGL 1.0 and 2.0
2193*8975f5c5SAndroid Build Coastguard Worker // contexts.
2194*8975f5c5SAndroid Build Coastguard Worker
2195*8975f5c5SAndroid Build Coastguard Worker const char *validVert =
2196*8975f5c5SAndroid Build Coastguard Worker R"(#define foo this \
2197*8975f5c5SAndroid Build Coastguard Worker is a test
2198*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
2199*8975f5c5SAndroid Build Coastguard Worker void main()
2200*8975f5c5SAndroid Build Coastguard Worker {
2201*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(1.0);
2202*8975f5c5SAndroid Build Coastguard Worker })";
2203*8975f5c5SAndroid Build Coastguard Worker
2204*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(validVert, essl1_shaders::fs::Red());
2205*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
2206*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
2207*8975f5c5SAndroid Build Coastguard Worker }
2208*8975f5c5SAndroid Build Coastguard Worker
2209*8975f5c5SAndroid Build Coastguard Worker // Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest,ShaderSourceLineContinuation)2210*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
2211*8975f5c5SAndroid Build Coastguard Worker {
2212*8975f5c5SAndroid Build Coastguard Worker const char *validVert =
2213*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
2214*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
2215*8975f5c5SAndroid Build Coastguard Worker
2216*8975f5c5SAndroid Build Coastguard Worker void main ()
2217*8975f5c5SAndroid Build Coastguard Worker {
2218*8975f5c5SAndroid Build Coastguard Worker float f\
2219*8975f5c5SAndroid Build Coastguard Worker oo = 1.0;
2220*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(foo);
2221*8975f5c5SAndroid Build Coastguard Worker })";
2222*8975f5c5SAndroid Build Coastguard Worker
2223*8975f5c5SAndroid Build Coastguard Worker const char *invalidVert =
2224*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
2225*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
2226*8975f5c5SAndroid Build Coastguard Worker
2227*8975f5c5SAndroid Build Coastguard Worker void main ()
2228*8975f5c5SAndroid Build Coastguard Worker {
2229*8975f5c5SAndroid Build Coastguard Worker float f\$
2230*8975f5c5SAndroid Build Coastguard Worker oo = 1.0;
2231*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(foo);
2232*8975f5c5SAndroid Build Coastguard Worker })";
2233*8975f5c5SAndroid Build Coastguard Worker
2234*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(validVert, essl3_shaders::fs::Red());
2235*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
2236*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
2237*8975f5c5SAndroid Build Coastguard Worker
2238*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(invalidVert, essl3_shaders::fs::Red());
2239*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
2240*8975f5c5SAndroid Build Coastguard Worker }
2241*8975f5c5SAndroid Build Coastguard Worker
2242*8975f5c5SAndroid Build Coastguard Worker // Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest,BindAttribLocationLimitation)2243*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
2244*8975f5c5SAndroid Build Coastguard Worker {
2245*8975f5c5SAndroid Build Coastguard Worker constexpr int maxLocStringLength = 256;
2246*8975f5c5SAndroid Build Coastguard Worker const std::string tooLongString(maxLocStringLength + 1, '_');
2247*8975f5c5SAndroid Build Coastguard Worker
2248*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(0, 0, "_webgl_var");
2249*8975f5c5SAndroid Build Coastguard Worker
2250*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2251*8975f5c5SAndroid Build Coastguard Worker
2252*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
2253*8975f5c5SAndroid Build Coastguard Worker
2254*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
2255*8975f5c5SAndroid Build Coastguard Worker }
2256*8975f5c5SAndroid Build Coastguard Worker
2257*8975f5c5SAndroid Build Coastguard Worker // Tests getAttribLocation for reserved prefixes
TEST_P(WebGLCompatibilityTest,GetAttribLocationNameLimitation)2258*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, GetAttribLocationNameLimitation)
2259*8975f5c5SAndroid Build Coastguard Worker {
2260*8975f5c5SAndroid Build Coastguard Worker GLint attrLocation;
2261*8975f5c5SAndroid Build Coastguard Worker
2262*8975f5c5SAndroid Build Coastguard Worker attrLocation = glGetAttribLocation(0, "gl_attr");
2263*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2264*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(-1, attrLocation);
2265*8975f5c5SAndroid Build Coastguard Worker
2266*8975f5c5SAndroid Build Coastguard Worker attrLocation = glGetAttribLocation(0, "webgl_attr");
2267*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2268*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(-1, attrLocation);
2269*8975f5c5SAndroid Build Coastguard Worker
2270*8975f5c5SAndroid Build Coastguard Worker attrLocation = glGetAttribLocation(0, "_webgl_attr");
2271*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2272*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(-1, attrLocation);
2273*8975f5c5SAndroid Build Coastguard Worker }
2274*8975f5c5SAndroid Build Coastguard Worker
2275*8975f5c5SAndroid Build Coastguard Worker // Tests getAttribLocation for length limits
TEST_P(WebGLCompatibilityTest,GetAttribLocationLengthLimitation)2276*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, GetAttribLocationLengthLimitation)
2277*8975f5c5SAndroid Build Coastguard Worker {
2278*8975f5c5SAndroid Build Coastguard Worker constexpr int maxLocStringLength = 256;
2279*8975f5c5SAndroid Build Coastguard Worker const std::string tooLongString(maxLocStringLength + 1, '_');
2280*8975f5c5SAndroid Build Coastguard Worker
2281*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
2282*8975f5c5SAndroid Build Coastguard Worker
2283*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
2284*8975f5c5SAndroid Build Coastguard Worker }
2285*8975f5c5SAndroid Build Coastguard Worker
2286*8975f5c5SAndroid Build Coastguard Worker // Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest,InstancedDrawZeroDivisor)2287*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
2288*8975f5c5SAndroid Build Coastguard Worker {
2289*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2290*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a_pos;
2291*8975f5c5SAndroid Build Coastguard Worker void main()
2292*8975f5c5SAndroid Build Coastguard Worker {
2293*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
2294*8975f5c5SAndroid Build Coastguard Worker })";
2295*8975f5c5SAndroid Build Coastguard Worker
2296*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2297*8975f5c5SAndroid Build Coastguard Worker
2298*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
2299*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
2300*8975f5c5SAndroid Build Coastguard Worker
2301*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2302*8975f5c5SAndroid Build Coastguard Worker
2303*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
2304*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
2305*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
2306*8975f5c5SAndroid Build Coastguard Worker
2307*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
2308*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(posLocation, 1);
2309*8975f5c5SAndroid Build Coastguard Worker
2310*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
2311*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
2312*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2313*8975f5c5SAndroid Build Coastguard Worker }
2314*8975f5c5SAndroid Build Coastguard Worker
2315*8975f5c5SAndroid Build Coastguard Worker // Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest,NPOT)2316*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, NPOT)
2317*8975f5c5SAndroid Build Coastguard Worker {
2318*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_texture_npot"));
2319*8975f5c5SAndroid Build Coastguard Worker
2320*8975f5c5SAndroid Build Coastguard Worker // Create a texture and set an NPOT mip 0, should always be acceptable.
2321*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2322*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2323*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2324*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2325*8975f5c5SAndroid Build Coastguard Worker
2326*8975f5c5SAndroid Build Coastguard Worker // Try setting an NPOT mip 1 and verify the error if WebGL 1
2327*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2328*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
2329*8975f5c5SAndroid Build Coastguard Worker {
2330*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_VALUE);
2331*8975f5c5SAndroid Build Coastguard Worker }
2332*8975f5c5SAndroid Build Coastguard Worker else
2333*8975f5c5SAndroid Build Coastguard Worker {
2334*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2335*8975f5c5SAndroid Build Coastguard Worker }
2336*8975f5c5SAndroid Build Coastguard Worker
2337*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_texture_npot"))
2338*8975f5c5SAndroid Build Coastguard Worker {
2339*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_texture_npot");
2340*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2341*8975f5c5SAndroid Build Coastguard Worker
2342*8975f5c5SAndroid Build Coastguard Worker // Try again to set NPOT mip 1
2343*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2344*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2345*8975f5c5SAndroid Build Coastguard Worker }
2346*8975f5c5SAndroid Build Coastguard Worker }
2347*8975f5c5SAndroid Build Coastguard Worker
2348*8975f5c5SAndroid Build Coastguard Worker template <typename T>
FillTexture2D(GLuint texture,GLsizei width,GLsizei height,const T & onePixelData,GLint level,GLint internalFormat,GLenum format,GLenum type)2349*8975f5c5SAndroid Build Coastguard Worker void FillTexture2D(GLuint texture,
2350*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
2351*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
2352*8975f5c5SAndroid Build Coastguard Worker const T &onePixelData,
2353*8975f5c5SAndroid Build Coastguard Worker GLint level,
2354*8975f5c5SAndroid Build Coastguard Worker GLint internalFormat,
2355*8975f5c5SAndroid Build Coastguard Worker GLenum format,
2356*8975f5c5SAndroid Build Coastguard Worker GLenum type)
2357*8975f5c5SAndroid Build Coastguard Worker {
2358*8975f5c5SAndroid Build Coastguard Worker std::vector<T> allPixelsData(width * height, onePixelData);
2359*8975f5c5SAndroid Build Coastguard Worker
2360*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2361*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
2362*8975f5c5SAndroid Build Coastguard Worker allPixelsData.data());
2363*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2364*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2365*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2366*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2367*8975f5c5SAndroid Build Coastguard Worker }
2368*8975f5c5SAndroid Build Coastguard Worker
2369*8975f5c5SAndroid Build Coastguard Worker // Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest,DefaultPosition)2370*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DefaultPosition)
2371*8975f5c5SAndroid Build Coastguard Worker {
2372*8975f5c5SAndroid Build Coastguard Worker // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
2373*8975f5c5SAndroid Build Coastguard Worker // and green otherwise. The center of each quadrant will be red if and only if all
2374*8975f5c5SAndroid Build Coastguard Worker // four corners are red.
2375*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2376*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec3 pos;
2377*8975f5c5SAndroid Build Coastguard Worker varying vec4 color;
2378*8975f5c5SAndroid Build Coastguard Worker void main() {
2379*8975f5c5SAndroid Build Coastguard Worker if (gl_Position == vec4(0,0,0,0)) {
2380*8975f5c5SAndroid Build Coastguard Worker color = vec4(1,0,0,1);
2381*8975f5c5SAndroid Build Coastguard Worker } else {
2382*8975f5c5SAndroid Build Coastguard Worker color = vec4(0,1,0,1);
2383*8975f5c5SAndroid Build Coastguard Worker }
2384*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(pos,1);
2385*8975f5c5SAndroid Build Coastguard Worker })";
2386*8975f5c5SAndroid Build Coastguard Worker
2387*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
2388*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
2389*8975f5c5SAndroid Build Coastguard Worker varying vec4 color;
2390*8975f5c5SAndroid Build Coastguard Worker void main() {
2391*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = color;
2392*8975f5c5SAndroid Build Coastguard Worker })";
2393*8975f5c5SAndroid Build Coastguard Worker
2394*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
2395*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "pos", 0.0f, 1.0f, true);
2396*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2397*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2398*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2399*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2400*8975f5c5SAndroid Build Coastguard Worker }
2401*8975f5c5SAndroid Build Coastguard Worker
2402*8975f5c5SAndroid Build Coastguard Worker // Tests that a rendering feedback loop triggers a GL error under WebGL.
2403*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoop)2404*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
2405*8975f5c5SAndroid Build Coastguard Worker {
2406*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2407*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 a_position;
2408*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
2409*8975f5c5SAndroid Build Coastguard Worker void main() {
2410*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
2411*8975f5c5SAndroid Build Coastguard Worker v_texCoord = (a_position.xy * 0.5) + 0.5;
2412*8975f5c5SAndroid Build Coastguard Worker })";
2413*8975f5c5SAndroid Build Coastguard Worker
2414*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
2415*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
2416*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
2417*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D u_texture;
2418*8975f5c5SAndroid Build Coastguard Worker void main() {
2419*8975f5c5SAndroid Build Coastguard Worker // Shader swizzles color channels so we can tell if the draw succeeded.
2420*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
2421*8975f5c5SAndroid Build Coastguard Worker })";
2422*8975f5c5SAndroid Build Coastguard Worker
2423*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2424*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2425*8975f5c5SAndroid Build Coastguard Worker
2426*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2427*8975f5c5SAndroid Build Coastguard Worker
2428*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
2429*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2430*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2431*8975f5c5SAndroid Build Coastguard Worker
2432*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2433*8975f5c5SAndroid Build Coastguard Worker
2434*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
2435*8975f5c5SAndroid Build Coastguard Worker
2436*8975f5c5SAndroid Build Coastguard Worker GLint uniformLoc = glGetUniformLocation(program, "u_texture");
2437*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, uniformLoc);
2438*8975f5c5SAndroid Build Coastguard Worker
2439*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2440*8975f5c5SAndroid Build Coastguard Worker glUniform1i(uniformLoc, 0);
2441*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
2442*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
2443*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2444*8975f5c5SAndroid Build Coastguard Worker
2445*8975f5c5SAndroid Build Coastguard Worker // Drawing with a texture that is also bound to the current framebuffer should fail
2446*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2447*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f, 1.0f, true);
2448*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2449*8975f5c5SAndroid Build Coastguard Worker
2450*8975f5c5SAndroid Build Coastguard Worker // Ensure that the texture contents did not change after the previous render
2451*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
2452*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f, 1.0f, true);
2453*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2454*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
2455*8975f5c5SAndroid Build Coastguard Worker
2456*8975f5c5SAndroid Build Coastguard Worker // Drawing when texture is bound to an inactive uniform should succeed
2457*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
2458*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(texture2, 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2459*8975f5c5SAndroid Build Coastguard Worker
2460*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2461*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE1);
2462*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2463*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f, 1.0f, true);
2464*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2465*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2466*8975f5c5SAndroid Build Coastguard Worker }
2467*8975f5c5SAndroid Build Coastguard Worker
2468*8975f5c5SAndroid Build Coastguard Worker // Multi-context uses of textures should not cause rendering feedback loops.
TEST_P(WebGLCompatibilityTest,MultiContextNoRenderingFeedbackLoops)2469*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, MultiContextNoRenderingFeedbackLoops)
2470*8975f5c5SAndroid Build Coastguard Worker {
2471*8975f5c5SAndroid Build Coastguard Worker constexpr char kUnusedTextureVS[] =
2472*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 a_position;
2473*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
2474*8975f5c5SAndroid Build Coastguard Worker void main() {
2475*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
2476*8975f5c5SAndroid Build Coastguard Worker v_texCoord = (a_position.xy * 0.5) + 0.5;
2477*8975f5c5SAndroid Build Coastguard Worker })";
2478*8975f5c5SAndroid Build Coastguard Worker
2479*8975f5c5SAndroid Build Coastguard Worker constexpr char kUnusedTextureFS[] =
2480*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
2481*8975f5c5SAndroid Build Coastguard Worker varying vec2 v_texCoord;
2482*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D u_texture;
2483*8975f5c5SAndroid Build Coastguard Worker void main() {
2484*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
2485*8975f5c5SAndroid Build Coastguard Worker })";
2486*8975f5c5SAndroid Build Coastguard Worker
2487*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(unusedProgram, kUnusedTextureVS, kUnusedTextureFS);
2488*8975f5c5SAndroid Build Coastguard Worker
2489*8975f5c5SAndroid Build Coastguard Worker glUseProgram(unusedProgram);
2490*8975f5c5SAndroid Build Coastguard Worker GLint uniformLoc = glGetUniformLocation(unusedProgram, "u_texture");
2491*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, uniformLoc);
2492*8975f5c5SAndroid Build Coastguard Worker glUniform1i(uniformLoc, 0);
2493*8975f5c5SAndroid Build Coastguard Worker
2494*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2495*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2496*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2497*8975f5c5SAndroid Build Coastguard Worker // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
2498*8975f5c5SAndroid Build Coastguard Worker
2499*8975f5c5SAndroid Build Coastguard Worker EGLWindow *window = getEGLWindow();
2500*8975f5c5SAndroid Build Coastguard Worker EGLDisplay display = window->getDisplay();
2501*8975f5c5SAndroid Build Coastguard Worker EGLConfig config = window->getConfig();
2502*8975f5c5SAndroid Build Coastguard Worker EGLSurface surface = window->getSurface();
2503*8975f5c5SAndroid Build Coastguard Worker EGLint contextAttributes[] = {
2504*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_MAJOR_VERSION_KHR,
2505*8975f5c5SAndroid Build Coastguard Worker GetParam().majorVersion,
2506*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_MINOR_VERSION_KHR,
2507*8975f5c5SAndroid Build Coastguard Worker GetParam().minorVersion,
2508*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE,
2509*8975f5c5SAndroid Build Coastguard Worker EGL_TRUE,
2510*8975f5c5SAndroid Build Coastguard Worker EGL_NONE,
2511*8975f5c5SAndroid Build Coastguard Worker };
2512*8975f5c5SAndroid Build Coastguard Worker auto context1 = eglGetCurrentContext();
2513*8975f5c5SAndroid Build Coastguard Worker // Create context2, sharing resources with context1.
2514*8975f5c5SAndroid Build Coastguard Worker auto context2 = eglCreateContext(display, config, context1, contextAttributes);
2515*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(context2, EGL_NO_CONTEXT);
2516*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(display, surface, surface, context2);
2517*8975f5c5SAndroid Build Coastguard Worker
2518*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2519*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 a_position;
2520*8975f5c5SAndroid Build Coastguard Worker void main() {
2521*8975f5c5SAndroid Build Coastguard Worker gl_Position = a_position;
2522*8975f5c5SAndroid Build Coastguard Worker })";
2523*8975f5c5SAndroid Build Coastguard Worker
2524*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
2525*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
2526*8975f5c5SAndroid Build Coastguard Worker void main() {
2527*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
2528*8975f5c5SAndroid Build Coastguard Worker })";
2529*8975f5c5SAndroid Build Coastguard Worker
2530*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
2531*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2532*8975f5c5SAndroid Build Coastguard Worker
2533*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2534*8975f5c5SAndroid Build Coastguard Worker
2535*8975f5c5SAndroid Build Coastguard Worker // Render to the texture in context2.
2536*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
2537*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2538*8975f5c5SAndroid Build Coastguard Worker // Texture is still a valid name in context2.
2539*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2540*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2541*8975f5c5SAndroid Build Coastguard Worker // There is no rendering feedback loop at this point.
2542*8975f5c5SAndroid Build Coastguard Worker
2543*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
2544*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
2545*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2546*8975f5c5SAndroid Build Coastguard Worker
2547*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "a_position", 0.5f, 1.0f, true);
2548*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2549*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2550*8975f5c5SAndroid Build Coastguard Worker
2551*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(display, surface, surface, context1);
2552*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(display, context2);
2553*8975f5c5SAndroid Build Coastguard Worker }
2554*8975f5c5SAndroid Build Coastguard Worker
2555*8975f5c5SAndroid Build Coastguard Worker // Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest,MaxDrawBuffersAttachmentPoints)2556*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
2557*8975f5c5SAndroid Build Coastguard Worker {
2558*8975f5c5SAndroid Build Coastguard Worker // This test only applies to ES2.
2559*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() != 2)
2560*8975f5c5SAndroid Build Coastguard Worker {
2561*8975f5c5SAndroid Build Coastguard Worker return;
2562*8975f5c5SAndroid Build Coastguard Worker }
2563*8975f5c5SAndroid Build Coastguard Worker
2564*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo[2];
2565*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
2566*8975f5c5SAndroid Build Coastguard Worker
2567*8975f5c5SAndroid Build Coastguard Worker // Test that is valid when we bind with a single attachment point.
2568*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2569*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2570*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2571*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2572*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2573*8975f5c5SAndroid Build Coastguard Worker
2574*8975f5c5SAndroid Build Coastguard Worker // Test that enabling the draw buffers extension will allow us to bind with a non-zero
2575*8975f5c5SAndroid Build Coastguard Worker // attachment point.
2576*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
2577*8975f5c5SAndroid Build Coastguard Worker {
2578*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_draw_buffers");
2579*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2580*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
2581*8975f5c5SAndroid Build Coastguard Worker
2582*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
2583*8975f5c5SAndroid Build Coastguard Worker
2584*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
2585*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
2586*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2587*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2588*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2589*8975f5c5SAndroid Build Coastguard Worker }
2590*8975f5c5SAndroid Build Coastguard Worker }
2591*8975f5c5SAndroid Build Coastguard Worker
2592*8975f5c5SAndroid Build Coastguard Worker // Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest,DrawElementsOffsetRestriction)2593*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
2594*8975f5c5SAndroid Build Coastguard Worker {
2595*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2596*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec3 a_pos;
2597*8975f5c5SAndroid Build Coastguard Worker void main()
2598*8975f5c5SAndroid Build Coastguard Worker {
2599*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(a_pos, 1.0);
2600*8975f5c5SAndroid Build Coastguard Worker })";
2601*8975f5c5SAndroid Build Coastguard Worker
2602*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2603*8975f5c5SAndroid Build Coastguard Worker
2604*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, "a_pos");
2605*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLocation);
2606*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2607*8975f5c5SAndroid Build Coastguard Worker
2608*8975f5c5SAndroid Build Coastguard Worker const auto &vertices = GetQuadVertices();
2609*8975f5c5SAndroid Build Coastguard Worker
2610*8975f5c5SAndroid Build Coastguard Worker GLBuffer vertexBuffer;
2611*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
2612*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
2613*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
2614*8975f5c5SAndroid Build Coastguard Worker
2615*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
2616*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
2617*8975f5c5SAndroid Build Coastguard Worker
2618*8975f5c5SAndroid Build Coastguard Worker GLBuffer indexBuffer;
2619*8975f5c5SAndroid Build Coastguard Worker const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
2620*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
2621*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
2622*8975f5c5SAndroid Build Coastguard Worker
2623*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2624*8975f5c5SAndroid Build Coastguard Worker
2625*8975f5c5SAndroid Build Coastguard Worker const char *zeroIndices = nullptr;
2626*8975f5c5SAndroid Build Coastguard Worker
2627*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
2628*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2629*8975f5c5SAndroid Build Coastguard Worker
2630*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
2631*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2632*8975f5c5SAndroid Build Coastguard Worker
2633*8975f5c5SAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
2634*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2635*8975f5c5SAndroid Build Coastguard Worker }
2636*8975f5c5SAndroid Build Coastguard Worker
2637*8975f5c5SAndroid Build Coastguard Worker // Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
2638*8975f5c5SAndroid Build Coastguard Worker // size
TEST_P(WebGLCompatibilityTest,VertexAttribPointerOffsetRestriction)2639*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
2640*8975f5c5SAndroid Build Coastguard Worker {
2641*8975f5c5SAndroid Build Coastguard Worker const char *zeroOffset = nullptr;
2642*8975f5c5SAndroid Build Coastguard Worker
2643*8975f5c5SAndroid Build Coastguard Worker // Base case, vector of two floats
2644*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
2645*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2646*8975f5c5SAndroid Build Coastguard Worker
2647*8975f5c5SAndroid Build Coastguard Worker // Test setting a non-multiple offset
2648*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
2649*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2650*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
2651*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2652*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
2653*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2654*8975f5c5SAndroid Build Coastguard Worker
2655*8975f5c5SAndroid Build Coastguard Worker // Test setting a non-multiple stride
2656*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
2657*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2658*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
2659*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2660*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
2661*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2662*8975f5c5SAndroid Build Coastguard Worker }
2663*8975f5c5SAndroid Build Coastguard Worker
drawBuffersEXTFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2664*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
2665*8975f5c5SAndroid Build Coastguard Worker const std::array<GLenum, 2> &drawBuffers,
2666*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError)
2667*8975f5c5SAndroid Build Coastguard Worker {
2668*8975f5c5SAndroid Build Coastguard Worker glDrawBuffersEXT(2, drawBuffers.data());
2669*8975f5c5SAndroid Build Coastguard Worker
2670*8975f5c5SAndroid Build Coastguard Worker // Make sure framebuffer is complete before feedback loop detection
2671*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2672*8975f5c5SAndroid Build Coastguard Worker
2673*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2674*8975f5c5SAndroid Build Coastguard Worker
2675*8975f5c5SAndroid Build Coastguard Worker // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2676*8975f5c5SAndroid Build Coastguard Worker // it should be NO_ERROR"
2677*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(expectedError);
2678*8975f5c5SAndroid Build Coastguard Worker }
2679*8975f5c5SAndroid Build Coastguard Worker
2680*8975f5c5SAndroid Build Coastguard Worker // This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
2681*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoopWithDrawBuffersEXT)2682*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
2683*8975f5c5SAndroid Build Coastguard Worker {
2684*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2685*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 aPosition;
2686*8975f5c5SAndroid Build Coastguard Worker varying vec2 texCoord;
2687*8975f5c5SAndroid Build Coastguard Worker void main() {
2688*8975f5c5SAndroid Build Coastguard Worker gl_Position = aPosition;
2689*8975f5c5SAndroid Build Coastguard Worker texCoord = (aPosition.xy * 0.5) + 0.5;
2690*8975f5c5SAndroid Build Coastguard Worker })";
2691*8975f5c5SAndroid Build Coastguard Worker
2692*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
2693*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_draw_buffers : require
2694*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
2695*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
2696*8975f5c5SAndroid Build Coastguard Worker varying vec2 texCoord;
2697*8975f5c5SAndroid Build Coastguard Worker void main() {
2698*8975f5c5SAndroid Build Coastguard Worker gl_FragData[0] = texture2D(tex, texCoord);
2699*8975f5c5SAndroid Build Coastguard Worker gl_FragData[1] = texture2D(tex, texCoord);
2700*8975f5c5SAndroid Build Coastguard Worker })";
2701*8975f5c5SAndroid Build Coastguard Worker
2702*8975f5c5SAndroid Build Coastguard Worker GLsizei width = 8;
2703*8975f5c5SAndroid Build Coastguard Worker GLsizei height = 8;
2704*8975f5c5SAndroid Build Coastguard Worker
2705*8975f5c5SAndroid Build Coastguard Worker // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
2706*8975f5c5SAndroid Build Coastguard Worker // extension and gl_FragData semantics are changed to enforce indexing by zero always.
2707*8975f5c5SAndroid Build Coastguard Worker // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
2708*8975f5c5SAndroid Build Coastguard Worker if (/*!IsGLExtensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
2709*8975f5c5SAndroid Build Coastguard Worker {
2710*8975f5c5SAndroid Build Coastguard Worker // No WEBGL_draw_buffers support -- this is legal.
2711*8975f5c5SAndroid Build Coastguard Worker return;
2712*8975f5c5SAndroid Build Coastguard Worker }
2713*8975f5c5SAndroid Build Coastguard Worker
2714*8975f5c5SAndroid Build Coastguard Worker GLint maxDrawBuffers = 0;
2715*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2716*8975f5c5SAndroid Build Coastguard Worker
2717*8975f5c5SAndroid Build Coastguard Worker // Test skipped because MAX_DRAW_BUFFERS is too small.
2718*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(maxDrawBuffers < 2);
2719*8975f5c5SAndroid Build Coastguard Worker
2720*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
2721*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
2722*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, width, height);
2723*8975f5c5SAndroid Build Coastguard Worker
2724*8975f5c5SAndroid Build Coastguard Worker GLTexture tex0;
2725*8975f5c5SAndroid Build Coastguard Worker GLTexture tex1;
2726*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
2727*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2728*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2729*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2730*8975f5c5SAndroid Build Coastguard Worker
2731*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex1);
2732*8975f5c5SAndroid Build Coastguard Worker GLint texLoc = glGetUniformLocation(program, "tex");
2733*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, texLoc);
2734*8975f5c5SAndroid Build Coastguard Worker glUniform1i(texLoc, 0);
2735*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2736*8975f5c5SAndroid Build Coastguard Worker
2737*8975f5c5SAndroid Build Coastguard Worker // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
2738*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2739*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
2740*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
2741*8975f5c5SAndroid Build Coastguard Worker
2742*8975f5c5SAndroid Build Coastguard Worker drawBuffersEXTFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
2743*8975f5c5SAndroid Build Coastguard Worker drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
2744*8975f5c5SAndroid Build Coastguard Worker GL_INVALID_OPERATION);
2745*8975f5c5SAndroid Build Coastguard Worker // A feedback loop is formed regardless of drawBuffers settings.
2746*8975f5c5SAndroid Build Coastguard Worker drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
2747*8975f5c5SAndroid Build Coastguard Worker }
2748*8975f5c5SAndroid Build Coastguard Worker
2749*8975f5c5SAndroid Build Coastguard Worker // Test tests that texture copying feedback loops are properly rejected in WebGL.
2750*8975f5c5SAndroid Build Coastguard Worker // Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest,TextureCopyingFeedbackLoops)2751*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
2752*8975f5c5SAndroid Build Coastguard Worker {
2753*8975f5c5SAndroid Build Coastguard Worker // TODO(anglebug.com/40096747): Failing on ARM-based Apple DTKs.
2754*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2755*8975f5c5SAndroid Build Coastguard Worker
2756*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2757*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2758*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2759*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2760*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2761*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2762*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2763*8975f5c5SAndroid Build Coastguard Worker
2764*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
2765*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
2766*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2767*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2768*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2769*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2770*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2771*8975f5c5SAndroid Build Coastguard Worker
2772*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
2773*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2774*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2775*8975f5c5SAndroid Build Coastguard Worker
2776*8975f5c5SAndroid Build Coastguard Worker // framebuffer should be FRAMEBUFFER_COMPLETE.
2777*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2778*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
2779*8975f5c5SAndroid Build Coastguard Worker
2780*8975f5c5SAndroid Build Coastguard Worker // testing copyTexImage2D
2781*8975f5c5SAndroid Build Coastguard Worker
2782*8975f5c5SAndroid Build Coastguard Worker // copyTexImage2D to same texture but different level
2783*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2784*8975f5c5SAndroid Build Coastguard Worker glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2785*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2786*8975f5c5SAndroid Build Coastguard Worker
2787*8975f5c5SAndroid Build Coastguard Worker // copyTexImage2D to same texture same level, invalid feedback loop
2788*8975f5c5SAndroid Build Coastguard Worker glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2789*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2790*8975f5c5SAndroid Build Coastguard Worker
2791*8975f5c5SAndroid Build Coastguard Worker // copyTexImage2D to different texture
2792*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
2793*8975f5c5SAndroid Build Coastguard Worker glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2794*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2795*8975f5c5SAndroid Build Coastguard Worker
2796*8975f5c5SAndroid Build Coastguard Worker // testing copyTexSubImage2D
2797*8975f5c5SAndroid Build Coastguard Worker
2798*8975f5c5SAndroid Build Coastguard Worker // copyTexSubImage2D to same texture but different level
2799*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2800*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
2801*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2802*8975f5c5SAndroid Build Coastguard Worker
2803*8975f5c5SAndroid Build Coastguard Worker // copyTexSubImage2D to same texture same level, invalid feedback loop
2804*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2805*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2806*8975f5c5SAndroid Build Coastguard Worker
2807*8975f5c5SAndroid Build Coastguard Worker // copyTexSubImage2D to different texture
2808*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
2809*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2810*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2811*8975f5c5SAndroid Build Coastguard Worker }
2812*8975f5c5SAndroid Build Coastguard Worker
2813*8975f5c5SAndroid Build Coastguard Worker // Test that copying from mip 1 of a texture to mip 0 works. When the framebuffer is attached to
2814*8975f5c5SAndroid Build Coastguard Worker // mip 1 of a mip-complete texture, an image with both mips are created. When copying from the
2815*8975f5c5SAndroid Build Coastguard Worker // framebuffer to mip 0, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip1ToMip0)2816*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, CopyMip1ToMip0)
2817*8975f5c5SAndroid Build Coastguard Worker {
2818*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263391
2819*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsD3D11());
2820*8975f5c5SAndroid Build Coastguard Worker
2821*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263392
2822*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && (IsWindows() || IsMac()));
2823*8975f5c5SAndroid Build Coastguard Worker
2824*8975f5c5SAndroid Build Coastguard Worker // TODO(anglebug.com/40096747): Failing on ARM64-based Apple DTKs.
2825*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2826*8975f5c5SAndroid Build Coastguard Worker
2827*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
2828*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2829*8975f5c5SAndroid Build Coastguard Worker
2830*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2831*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2832*8975f5c5SAndroid Build Coastguard Worker
2833*8975f5c5SAndroid Build Coastguard Worker const GLColor mip0[4] = {
2834*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2835*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2836*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2837*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2838*8975f5c5SAndroid Build Coastguard Worker };
2839*8975f5c5SAndroid Build Coastguard Worker const GLColor mip1[1] = {
2840*8975f5c5SAndroid Build Coastguard Worker GLColor::green,
2841*8975f5c5SAndroid Build Coastguard Worker };
2842*8975f5c5SAndroid Build Coastguard Worker
2843*8975f5c5SAndroid Build Coastguard Worker // Create a complete mip chain in mips 0 to 2
2844*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2845*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2846*8975f5c5SAndroid Build Coastguard Worker
2847*8975f5c5SAndroid Build Coastguard Worker // Framebuffer can bind to mip 1, as the texture is mip-complete.
2848*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2849*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2850*8975f5c5SAndroid Build Coastguard Worker
2851*8975f5c5SAndroid Build Coastguard Worker // Copy to mip 0. This shouldn't crash.
2852*8975f5c5SAndroid Build Coastguard Worker glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
2853*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2854*8975f5c5SAndroid Build Coastguard Worker
2855*8975f5c5SAndroid Build Coastguard Worker // The framebuffer is now incomplete.
2856*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
2857*8975f5c5SAndroid Build Coastguard Worker glCheckFramebufferStatus(GL_FRAMEBUFFER));
2858*8975f5c5SAndroid Build Coastguard Worker
2859*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263389
2860*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
2861*8975f5c5SAndroid Build Coastguard Worker
2862*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263390
2863*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsMac());
2864*8975f5c5SAndroid Build Coastguard Worker
2865*8975f5c5SAndroid Build Coastguard Worker // Bind framebuffer to mip 0 and make sure the copy was done.
2866*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2867*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2868*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2869*8975f5c5SAndroid Build Coastguard Worker
2870*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2871*8975f5c5SAndroid Build Coastguard Worker }
2872*8975f5c5SAndroid Build Coastguard Worker
2873*8975f5c5SAndroid Build Coastguard Worker // Test that copying from mip 0 of a texture to mip 1 works. When the framebuffer is attached to
2874*8975f5c5SAndroid Build Coastguard Worker // mip 0 of a mip-complete texture, an image with both mips are created. When copying from the
2875*8975f5c5SAndroid Build Coastguard Worker // framebuffer to mip 1, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip0ToMip1)2876*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, CopyMip0ToMip1)
2877*8975f5c5SAndroid Build Coastguard Worker {
2878*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263392
2879*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
2880*8975f5c5SAndroid Build Coastguard Worker
2881*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
2882*8975f5c5SAndroid Build Coastguard Worker
2883*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
2884*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2885*8975f5c5SAndroid Build Coastguard Worker
2886*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
2887*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
2888*8975f5c5SAndroid Build Coastguard Worker
2889*8975f5c5SAndroid Build Coastguard Worker const GLColor mip0[4] = {
2890*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2891*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2892*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2893*8975f5c5SAndroid Build Coastguard Worker GLColor::red,
2894*8975f5c5SAndroid Build Coastguard Worker };
2895*8975f5c5SAndroid Build Coastguard Worker const GLColor mip1[1] = {
2896*8975f5c5SAndroid Build Coastguard Worker GLColor::green,
2897*8975f5c5SAndroid Build Coastguard Worker };
2898*8975f5c5SAndroid Build Coastguard Worker
2899*8975f5c5SAndroid Build Coastguard Worker // Create a complete mip chain in mips 0 to 2
2900*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2901*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2902*8975f5c5SAndroid Build Coastguard Worker
2903*8975f5c5SAndroid Build Coastguard Worker // Framebuffer can bind to mip 0, as the texture is mip-complete.
2904*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2905*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2906*8975f5c5SAndroid Build Coastguard Worker
2907*8975f5c5SAndroid Build Coastguard Worker // Copy to mip 1. This shouldn't crash.
2908*8975f5c5SAndroid Build Coastguard Worker glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2909*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
2910*8975f5c5SAndroid Build Coastguard Worker
2911*8975f5c5SAndroid Build Coastguard Worker // The framebuffer is still complete.
2912*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2913*8975f5c5SAndroid Build Coastguard Worker // Make sure mip 0 is untouched.
2914*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2915*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2916*8975f5c5SAndroid Build Coastguard Worker
2917*8975f5c5SAndroid Build Coastguard Worker // Bind framebuffer to mip 1 and make sure the copy was done.
2918*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2919*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2920*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2921*8975f5c5SAndroid Build Coastguard Worker
2922*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2923*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2924*8975f5c5SAndroid Build Coastguard Worker }
2925*8975f5c5SAndroid Build Coastguard Worker
drawBuffersFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2926*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
2927*8975f5c5SAndroid Build Coastguard Worker const std::array<GLenum, 2> &drawBuffers,
2928*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError)
2929*8975f5c5SAndroid Build Coastguard Worker {
2930*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(2, drawBuffers.data());
2931*8975f5c5SAndroid Build Coastguard Worker
2932*8975f5c5SAndroid Build Coastguard Worker // Make sure framebuffer is complete before feedback loop detection
2933*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2934*8975f5c5SAndroid Build Coastguard Worker
2935*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2936*8975f5c5SAndroid Build Coastguard Worker
2937*8975f5c5SAndroid Build Coastguard Worker // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2938*8975f5c5SAndroid Build Coastguard Worker // it should be NO_ERROR"
2939*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(expectedError);
2940*8975f5c5SAndroid Build Coastguard Worker }
2941*8975f5c5SAndroid Build Coastguard Worker
2942*8975f5c5SAndroid Build Coastguard Worker // Tests invariance matching rules between built in varyings.
2943*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest,BuiltInInvariant)2944*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
2945*8975f5c5SAndroid Build Coastguard Worker {
2946*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2947*8975f5c5SAndroid Build Coastguard Worker R"(varying vec4 v_varying;
2948*8975f5c5SAndroid Build Coastguard Worker void main()
2949*8975f5c5SAndroid Build Coastguard Worker {
2950*8975f5c5SAndroid Build Coastguard Worker gl_PointSize = 1.0;
2951*8975f5c5SAndroid Build Coastguard Worker gl_Position = v_varying;
2952*8975f5c5SAndroid Build Coastguard Worker })";
2953*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSInvariantGlFragCoord[] =
2954*8975f5c5SAndroid Build Coastguard Worker R"(invariant gl_FragCoord;
2955*8975f5c5SAndroid Build Coastguard Worker void main()
2956*8975f5c5SAndroid Build Coastguard Worker {
2957*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = gl_FragCoord;
2958*8975f5c5SAndroid Build Coastguard Worker })";
2959*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSInvariantGlPointCoord[] =
2960*8975f5c5SAndroid Build Coastguard Worker R"(invariant gl_PointCoord;
2961*8975f5c5SAndroid Build Coastguard Worker void main()
2962*8975f5c5SAndroid Build Coastguard Worker {
2963*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);
2964*8975f5c5SAndroid Build Coastguard Worker })";
2965*8975f5c5SAndroid Build Coastguard Worker
2966*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(kVS, kFSInvariantGlFragCoord);
2967*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
2968*8975f5c5SAndroid Build Coastguard Worker
2969*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(kVS, kFSInvariantGlPointCoord);
2970*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
2971*8975f5c5SAndroid Build Coastguard Worker }
2972*8975f5c5SAndroid Build Coastguard Worker
2973*8975f5c5SAndroid Build Coastguard Worker // Tests global namespace conflicts between uniforms and attributes.
2974*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest,GlobalNamesConflict)2975*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
2976*8975f5c5SAndroid Build Coastguard Worker {
2977*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
2978*8975f5c5SAndroid Build Coastguard Worker R"(attribute vec4 foo;
2979*8975f5c5SAndroid Build Coastguard Worker void main()
2980*8975f5c5SAndroid Build Coastguard Worker {
2981*8975f5c5SAndroid Build Coastguard Worker gl_Position = foo;
2982*8975f5c5SAndroid Build Coastguard Worker })";
2983*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
2984*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
2985*8975f5c5SAndroid Build Coastguard Worker uniform vec4 foo;
2986*8975f5c5SAndroid Build Coastguard Worker void main()
2987*8975f5c5SAndroid Build Coastguard Worker {
2988*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = foo;
2989*8975f5c5SAndroid Build Coastguard Worker })";
2990*8975f5c5SAndroid Build Coastguard Worker
2991*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(kVS, kFS);
2992*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
2993*8975f5c5SAndroid Build Coastguard Worker }
2994*8975f5c5SAndroid Build Coastguard Worker
2995*8975f5c5SAndroid Build Coastguard Worker // Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest,CompressedTextureS3TC)2996*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
2997*8975f5c5SAndroid Build Coastguard Worker {
2998*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_compression_dxt1"))
2999*8975f5c5SAndroid Build Coastguard Worker {
3000*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
3001*8975f5c5SAndroid Build Coastguard Worker }
3002*8975f5c5SAndroid Build Coastguard Worker
3003*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
3004*8975f5c5SAndroid Build Coastguard Worker
3005*8975f5c5SAndroid Build Coastguard Worker constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
3006*8975f5c5SAndroid Build Coastguard Worker
3007*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
3008*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
3009*8975f5c5SAndroid Build Coastguard Worker
3010*8975f5c5SAndroid Build Coastguard Worker // Regular case, verify that it works
3011*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3012*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3013*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3014*8975f5c5SAndroid Build Coastguard Worker
3015*8975f5c5SAndroid Build Coastguard Worker // Test various dimensions that are not valid
3016*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
3017*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3018*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3019*8975f5c5SAndroid Build Coastguard Worker
3020*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
3021*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3022*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3023*8975f5c5SAndroid Build Coastguard Worker
3024*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3025*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3026*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3027*8975f5c5SAndroid Build Coastguard Worker
3028*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3029*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3030*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3031*8975f5c5SAndroid Build Coastguard Worker
3032*8975f5c5SAndroid Build Coastguard Worker // Test various image sizes that are not valid
3033*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3034*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
3035*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_VALUE);
3036*8975f5c5SAndroid Build Coastguard Worker
3037*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3038*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
3039*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_VALUE);
3040*8975f5c5SAndroid Build Coastguard Worker
3041*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
3042*8975f5c5SAndroid Build Coastguard Worker CompressedImageDXT1);
3043*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_VALUE);
3044*8975f5c5SAndroid Build Coastguard Worker
3045*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
3046*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3047*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_VALUE);
3048*8975f5c5SAndroid Build Coastguard Worker
3049*8975f5c5SAndroid Build Coastguard Worker // Fill a full mip chain and verify that it works
3050*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3051*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3052*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3053*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3054*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3055*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3056*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3057*8975f5c5SAndroid Build Coastguard Worker
3058*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3059*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3060*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3061*8975f5c5SAndroid Build Coastguard Worker
3062*8975f5c5SAndroid Build Coastguard Worker // Test that non-block size sub-uploads are not valid for the 0 mip
3063*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3064*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3065*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3066*8975f5c5SAndroid Build Coastguard Worker
3067*8975f5c5SAndroid Build Coastguard Worker // Test that non-block size sub-uploads are valid for if they fill the whole mip
3068*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3069*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3070*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3071*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3072*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3073*8975f5c5SAndroid Build Coastguard Worker
3074*8975f5c5SAndroid Build Coastguard Worker // Test that if the format miss-matches the texture, an error is generated
3075*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3076*8975f5c5SAndroid Build Coastguard Worker sizeof(CompressedImageDXT1), CompressedImageDXT1);
3077*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3078*8975f5c5SAndroid Build Coastguard Worker }
3079*8975f5c5SAndroid Build Coastguard Worker
3080*8975f5c5SAndroid Build Coastguard Worker // Test WebGL-specific constraints on sizes of S3TC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageS3TC)3081*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, CompressedTexImageS3TC)
3082*8975f5c5SAndroid Build Coastguard Worker {
3083*8975f5c5SAndroid Build Coastguard Worker const char *extensions[] = {
3084*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_dxt1",
3085*8975f5c5SAndroid Build Coastguard Worker "GL_ANGLE_texture_compression_dxt3",
3086*8975f5c5SAndroid Build Coastguard Worker "GL_ANGLE_texture_compression_dxt5",
3087*8975f5c5SAndroid Build Coastguard Worker };
3088*8975f5c5SAndroid Build Coastguard Worker
3089*8975f5c5SAndroid Build Coastguard Worker for (const char *extension : extensions)
3090*8975f5c5SAndroid Build Coastguard Worker {
3091*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable(extension))
3092*8975f5c5SAndroid Build Coastguard Worker {
3093*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3094*8975f5c5SAndroid Build Coastguard Worker }
3095*8975f5c5SAndroid Build Coastguard Worker
3096*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled(extension));
3097*8975f5c5SAndroid Build Coastguard Worker }
3098*8975f5c5SAndroid Build Coastguard Worker
3099*8975f5c5SAndroid Build Coastguard Worker // Ported from WebGL conformance suite:
3100*8975f5c5SAndroid Build Coastguard Worker // sdk/tests/conformance/extensions/s3tc-and-srgb.html
3101*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum formats[] = {
3102*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3103*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3104*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
3105*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
3106*8975f5c5SAndroid Build Coastguard Worker };
3107*8975f5c5SAndroid Build Coastguard Worker
3108*8975f5c5SAndroid Build Coastguard Worker for (GLenum format : formats)
3109*8975f5c5SAndroid Build Coastguard Worker {
3110*8975f5c5SAndroid Build Coastguard Worker testCompressedTexImage(format);
3111*8975f5c5SAndroid Build Coastguard Worker }
3112*8975f5c5SAndroid Build Coastguard Worker }
3113*8975f5c5SAndroid Build Coastguard Worker
3114*8975f5c5SAndroid Build Coastguard Worker // Test WebGL-specific constraints on sizes of RGTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageRGTC)3115*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, CompressedTexImageRGTC)
3116*8975f5c5SAndroid Build Coastguard Worker {
3117*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_compression_rgtc"))
3118*8975f5c5SAndroid Build Coastguard Worker {
3119*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_compression_rgtc");
3120*8975f5c5SAndroid Build Coastguard Worker }
3121*8975f5c5SAndroid Build Coastguard Worker
3122*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_rgtc"));
3123*8975f5c5SAndroid Build Coastguard Worker
3124*8975f5c5SAndroid Build Coastguard Worker // Ported from WebGL conformance suite:
3125*8975f5c5SAndroid Build Coastguard Worker // sdk/tests/conformance/extensions/ext-texture-compression-rgtc.html
3126*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum formats[] = {GL_COMPRESSED_RED_RGTC1_EXT, GL_COMPRESSED_SIGNED_RED_RGTC1_EXT,
3127*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RED_GREEN_RGTC2_EXT,
3128*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT};
3129*8975f5c5SAndroid Build Coastguard Worker
3130*8975f5c5SAndroid Build Coastguard Worker for (GLenum format : formats)
3131*8975f5c5SAndroid Build Coastguard Worker {
3132*8975f5c5SAndroid Build Coastguard Worker testCompressedTexImage(format);
3133*8975f5c5SAndroid Build Coastguard Worker }
3134*8975f5c5SAndroid Build Coastguard Worker }
3135*8975f5c5SAndroid Build Coastguard Worker
3136*8975f5c5SAndroid Build Coastguard Worker // Test WebGL-specific constraints on sizes of BPTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageBPTC)3137*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, CompressedTexImageBPTC)
3138*8975f5c5SAndroid Build Coastguard Worker {
3139*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_compression_bptc"))
3140*8975f5c5SAndroid Build Coastguard Worker {
3141*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_compression_bptc");
3142*8975f5c5SAndroid Build Coastguard Worker }
3143*8975f5c5SAndroid Build Coastguard Worker
3144*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_bptc"));
3145*8975f5c5SAndroid Build Coastguard Worker
3146*8975f5c5SAndroid Build Coastguard Worker // Ported from WebGL conformance suite:
3147*8975f5c5SAndroid Build Coastguard Worker // sdk/tests/conformance/extensions/ext-texture-compression-bptc.html
3148*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum formats[] = {
3149*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGBA_BPTC_UNORM_EXT, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT,
3150*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT};
3151*8975f5c5SAndroid Build Coastguard Worker
3152*8975f5c5SAndroid Build Coastguard Worker for (GLenum format : formats)
3153*8975f5c5SAndroid Build Coastguard Worker {
3154*8975f5c5SAndroid Build Coastguard Worker testCompressedTexImage(format);
3155*8975f5c5SAndroid Build Coastguard Worker }
3156*8975f5c5SAndroid Build Coastguard Worker }
3157*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,L32FTextures)3158*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, L32FTextures)
3159*8975f5c5SAndroid Build Coastguard Worker {
3160*8975f5c5SAndroid Build Coastguard Worker constexpr float textureData[] = {15.1f, 0.0f, 0.0f, 0.0f};
3161*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
3162*8975f5c5SAndroid Build Coastguard Worker
3163*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3164*8975f5c5SAndroid Build Coastguard Worker {
3165*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3166*8975f5c5SAndroid Build Coastguard Worker {
3167*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3168*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3169*8975f5c5SAndroid Build Coastguard Worker }
3170*8975f5c5SAndroid Build Coastguard Worker
3171*8975f5c5SAndroid Build Coastguard Worker // Unsized L 32F
3172*8975f5c5SAndroid Build Coastguard Worker {
3173*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3174*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3175*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3176*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
3177*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelData);
3178*8975f5c5SAndroid Build Coastguard Worker }
3179*8975f5c5SAndroid Build Coastguard Worker
3180*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3181*8975f5c5SAndroid Build Coastguard Worker {
3182*8975f5c5SAndroid Build Coastguard Worker // Sized L 32F
3183*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3184*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage");
3185*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3186*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3187*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
3188*8975f5c5SAndroid Build Coastguard Worker render, textureData, readPixelData);
3189*8975f5c5SAndroid Build Coastguard Worker }
3190*8975f5c5SAndroid Build Coastguard Worker }
3191*8975f5c5SAndroid Build Coastguard Worker }
3192*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,A32FTextures)3193*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, A32FTextures)
3194*8975f5c5SAndroid Build Coastguard Worker {
3195*8975f5c5SAndroid Build Coastguard Worker constexpr float textureData[] = {33.33f, 0.0f, 0.0f, 0.0f};
3196*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
3197*8975f5c5SAndroid Build Coastguard Worker
3198*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3199*8975f5c5SAndroid Build Coastguard Worker {
3200*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3201*8975f5c5SAndroid Build Coastguard Worker {
3202*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3203*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3204*8975f5c5SAndroid Build Coastguard Worker }
3205*8975f5c5SAndroid Build Coastguard Worker
3206*8975f5c5SAndroid Build Coastguard Worker // Unsized A 32F
3207*8975f5c5SAndroid Build Coastguard Worker {
3208*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3209*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3210*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3211*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
3212*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelData);
3213*8975f5c5SAndroid Build Coastguard Worker }
3214*8975f5c5SAndroid Build Coastguard Worker
3215*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3216*8975f5c5SAndroid Build Coastguard Worker {
3217*8975f5c5SAndroid Build Coastguard Worker // Sized A 32F
3218*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3219*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage");
3220*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3221*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3222*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
3223*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelData);
3224*8975f5c5SAndroid Build Coastguard Worker }
3225*8975f5c5SAndroid Build Coastguard Worker }
3226*8975f5c5SAndroid Build Coastguard Worker }
3227*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,LA32FTextures)3228*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, LA32FTextures)
3229*8975f5c5SAndroid Build Coastguard Worker {
3230*8975f5c5SAndroid Build Coastguard Worker constexpr float textureData[] = {-0.21f, 15.1f, 0.0f, 0.0f};
3231*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
3232*8975f5c5SAndroid Build Coastguard Worker textureData[1]};
3233*8975f5c5SAndroid Build Coastguard Worker
3234*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3235*8975f5c5SAndroid Build Coastguard Worker {
3236*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3237*8975f5c5SAndroid Build Coastguard Worker {
3238*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3239*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3240*8975f5c5SAndroid Build Coastguard Worker }
3241*8975f5c5SAndroid Build Coastguard Worker
3242*8975f5c5SAndroid Build Coastguard Worker // Unsized LA 32F
3243*8975f5c5SAndroid Build Coastguard Worker {
3244*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3245*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3246*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3247*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3248*8975f5c5SAndroid Build Coastguard Worker filter, render, textureData, readPixelData);
3249*8975f5c5SAndroid Build Coastguard Worker }
3250*8975f5c5SAndroid Build Coastguard Worker
3251*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3252*8975f5c5SAndroid Build Coastguard Worker {
3253*8975f5c5SAndroid Build Coastguard Worker // Sized LA 32F
3254*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3255*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage");
3256*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3257*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3258*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3259*8975f5c5SAndroid Build Coastguard Worker filter, render, textureData, readPixelData);
3260*8975f5c5SAndroid Build Coastguard Worker }
3261*8975f5c5SAndroid Build Coastguard Worker }
3262*8975f5c5SAndroid Build Coastguard Worker }
3263*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,R32FTextures)3264*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, R32FTextures)
3265*8975f5c5SAndroid Build Coastguard Worker {
3266*8975f5c5SAndroid Build Coastguard Worker constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
3267*8975f5c5SAndroid Build Coastguard Worker
3268*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3269*8975f5c5SAndroid Build Coastguard Worker {
3270*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3271*8975f5c5SAndroid Build Coastguard Worker {
3272*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3273*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3274*8975f5c5SAndroid Build Coastguard Worker }
3275*8975f5c5SAndroid Build Coastguard Worker
3276*8975f5c5SAndroid Build Coastguard Worker // Unsized R 32F
3277*8975f5c5SAndroid Build Coastguard Worker {
3278*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3279*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg");
3280*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3281*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3282*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3283*8975f5c5SAndroid Build Coastguard Worker }
3284*8975f5c5SAndroid Build Coastguard Worker
3285*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3286*8975f5c5SAndroid Build Coastguard Worker {
3287*8975f5c5SAndroid Build Coastguard Worker // Sized R 32F
3288*8975f5c5SAndroid Build Coastguard Worker bool texture =
3289*8975f5c5SAndroid Build Coastguard Worker (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3290*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3291*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage"));
3292*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3293*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3294*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3295*8975f5c5SAndroid Build Coastguard Worker }
3296*8975f5c5SAndroid Build Coastguard Worker }
3297*8975f5c5SAndroid Build Coastguard Worker }
3298*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RG32FTextures)3299*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RG32FTextures)
3300*8975f5c5SAndroid Build Coastguard Worker {
3301*8975f5c5SAndroid Build Coastguard Worker constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
3302*8975f5c5SAndroid Build Coastguard Worker
3303*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3304*8975f5c5SAndroid Build Coastguard Worker {
3305*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3306*8975f5c5SAndroid Build Coastguard Worker {
3307*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3308*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3309*8975f5c5SAndroid Build Coastguard Worker }
3310*8975f5c5SAndroid Build Coastguard Worker
3311*8975f5c5SAndroid Build Coastguard Worker // Unsized RG 32F
3312*8975f5c5SAndroid Build Coastguard Worker {
3313*8975f5c5SAndroid Build Coastguard Worker bool texture = (IsGLExtensionEnabled("GL_OES_texture_float") &&
3314*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg"));
3315*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3316*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3317*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3318*8975f5c5SAndroid Build Coastguard Worker }
3319*8975f5c5SAndroid Build Coastguard Worker
3320*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3321*8975f5c5SAndroid Build Coastguard Worker {
3322*8975f5c5SAndroid Build Coastguard Worker // Sized RG 32F
3323*8975f5c5SAndroid Build Coastguard Worker bool texture =
3324*8975f5c5SAndroid Build Coastguard Worker (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3325*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3326*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage"));
3327*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3328*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3329*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3330*8975f5c5SAndroid Build Coastguard Worker }
3331*8975f5c5SAndroid Build Coastguard Worker }
3332*8975f5c5SAndroid Build Coastguard Worker }
3333*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RGB32FTextures)3334*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RGB32FTextures)
3335*8975f5c5SAndroid Build Coastguard Worker {
3336*8975f5c5SAndroid Build Coastguard Worker constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
3337*8975f5c5SAndroid Build Coastguard Worker
3338*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3339*8975f5c5SAndroid Build Coastguard Worker {
3340*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3341*8975f5c5SAndroid Build Coastguard Worker {
3342*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3343*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3344*8975f5c5SAndroid Build Coastguard Worker }
3345*8975f5c5SAndroid Build Coastguard Worker
3346*8975f5c5SAndroid Build Coastguard Worker // Unsized RGB 32F
3347*8975f5c5SAndroid Build Coastguard Worker {
3348*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3349*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3350*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3351*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
3352*8975f5c5SAndroid Build Coastguard Worker }
3353*8975f5c5SAndroid Build Coastguard Worker
3354*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3355*8975f5c5SAndroid Build Coastguard Worker {
3356*8975f5c5SAndroid Build Coastguard Worker // Sized RGB 32F
3357*8975f5c5SAndroid Build Coastguard Worker bool texture =
3358*8975f5c5SAndroid Build Coastguard Worker (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3359*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage"));
3360*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3361*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
3362*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
3363*8975f5c5SAndroid Build Coastguard Worker data);
3364*8975f5c5SAndroid Build Coastguard Worker }
3365*8975f5c5SAndroid Build Coastguard Worker }
3366*8975f5c5SAndroid Build Coastguard Worker }
3367*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RGBA32FTextures)3368*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
3369*8975f5c5SAndroid Build Coastguard Worker {
3370*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263897
3371*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3372*8975f5c5SAndroid Build Coastguard Worker
3373*8975f5c5SAndroid Build Coastguard Worker constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3374*8975f5c5SAndroid Build Coastguard Worker
3375*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3376*8975f5c5SAndroid Build Coastguard Worker {
3377*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3378*8975f5c5SAndroid Build Coastguard Worker {
3379*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3380*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3381*8975f5c5SAndroid Build Coastguard Worker }
3382*8975f5c5SAndroid Build Coastguard Worker
3383*8975f5c5SAndroid Build Coastguard Worker // Unsized RGBA 32F
3384*8975f5c5SAndroid Build Coastguard Worker {
3385*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3386*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3387*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3388*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
3389*8975f5c5SAndroid Build Coastguard Worker }
3390*8975f5c5SAndroid Build Coastguard Worker
3391*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3392*8975f5c5SAndroid Build Coastguard Worker {
3393*8975f5c5SAndroid Build Coastguard Worker // Sized RGBA 32F
3394*8975f5c5SAndroid Build Coastguard Worker bool texture =
3395*8975f5c5SAndroid Build Coastguard Worker (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3396*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_storage"));
3397*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3398*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3399*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
3400*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
3401*8975f5c5SAndroid Build Coastguard Worker data);
3402*8975f5c5SAndroid Build Coastguard Worker }
3403*8975f5c5SAndroid Build Coastguard Worker }
3404*8975f5c5SAndroid Build Coastguard Worker }
3405*8975f5c5SAndroid Build Coastguard Worker
3406*8975f5c5SAndroid Build Coastguard Worker // Test that has float color attachment caching works when color attachments change, by calling draw
3407*8975f5c5SAndroid Build Coastguard Worker // command when blending is enabled
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachment)3408*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachment)
3409*8975f5c5SAndroid Build Coastguard Worker {
3410*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3411*8975f5c5SAndroid Build Coastguard Worker {
3412*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3413*8975f5c5SAndroid Build Coastguard Worker }
3414*8975f5c5SAndroid Build Coastguard Worker else
3415*8975f5c5SAndroid Build Coastguard Worker {
3416*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3417*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3418*8975f5c5SAndroid Build Coastguard Worker }
3419*8975f5c5SAndroid Build Coastguard Worker
3420*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
3421*8975f5c5SAndroid Build Coastguard Worker R"(void main()
3422*8975f5c5SAndroid Build Coastguard Worker {
3423*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
3424*8975f5c5SAndroid Build Coastguard Worker })";
3425*8975f5c5SAndroid Build Coastguard Worker
3426*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
3427*8975f5c5SAndroid Build Coastguard Worker R"(void main()
3428*8975f5c5SAndroid Build Coastguard Worker {
3429*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0, 1, 0, 1);
3430*8975f5c5SAndroid Build Coastguard Worker })";
3431*8975f5c5SAndroid Build Coastguard Worker
3432*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
3433*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
3434*8975f5c5SAndroid Build Coastguard Worker
3435*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
3436*8975f5c5SAndroid Build Coastguard Worker
3437*8975f5c5SAndroid Build Coastguard Worker GLTexture texture1;
3438*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture1);
3439*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3440*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3441*8975f5c5SAndroid Build Coastguard Worker
3442*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
3443*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
3444*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3445*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3446*8975f5c5SAndroid Build Coastguard Worker
3447*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo1;
3448*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3449*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3450*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3451*8975f5c5SAndroid Build Coastguard Worker
3452*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo2;
3453*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3454*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3455*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3456*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3457*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3458*8975f5c5SAndroid Build Coastguard Worker
3459*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
3460*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3461*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3462*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
3463*8975f5c5SAndroid Build Coastguard Worker
3464*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3465*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3466*8975f5c5SAndroid Build Coastguard Worker
3467*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
3468*8975f5c5SAndroid Build Coastguard Worker 0); // test unbind
3469*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3470*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3471*8975f5c5SAndroid Build Coastguard Worker
3472*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3473*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3474*8975f5c5SAndroid Build Coastguard Worker
3475*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
3476*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3477*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3478*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
3479*8975f5c5SAndroid Build Coastguard Worker
3480*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
3481*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3482*8975f5c5SAndroid Build Coastguard Worker
3483*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3484*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3485*8975f5c5SAndroid Build Coastguard Worker }
3486*8975f5c5SAndroid Build Coastguard Worker
3487*8975f5c5SAndroid Build Coastguard Worker // Test that has float color attachment caching works with multiple color attachments bound to a
3488*8975f5c5SAndroid Build Coastguard Worker // Framebuffer
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachmentMRT)3489*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachmentMRT)
3490*8975f5c5SAndroid Build Coastguard Worker {
3491*8975f5c5SAndroid Build Coastguard Worker bool isWebGL2 = getClientMajorVersion() >= 3;
3492*8975f5c5SAndroid Build Coastguard Worker if (isWebGL2)
3493*8975f5c5SAndroid Build Coastguard Worker {
3494*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3495*8975f5c5SAndroid Build Coastguard Worker
3496*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
3497*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
3498*8975f5c5SAndroid Build Coastguard Worker void main()
3499*8975f5c5SAndroid Build Coastguard Worker {
3500*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
3501*8975f5c5SAndroid Build Coastguard Worker })";
3502*8975f5c5SAndroid Build Coastguard Worker
3503*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
3504*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
3505*8975f5c5SAndroid Build Coastguard Worker precision lowp float;
3506*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 o_color0;
3507*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) out vec4 o_color1;
3508*8975f5c5SAndroid Build Coastguard Worker void main()
3509*8975f5c5SAndroid Build Coastguard Worker {
3510*8975f5c5SAndroid Build Coastguard Worker o_color0 = vec4(1, 0, 0, 1);
3511*8975f5c5SAndroid Build Coastguard Worker o_color1 = vec4(0, 1, 0, 1);
3512*8975f5c5SAndroid Build Coastguard Worker })";
3513*8975f5c5SAndroid Build Coastguard Worker
3514*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
3515*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
3516*8975f5c5SAndroid Build Coastguard Worker }
3517*8975f5c5SAndroid Build Coastguard Worker else
3518*8975f5c5SAndroid Build Coastguard Worker {
3519*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3520*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3521*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
3522*8975f5c5SAndroid Build Coastguard Worker
3523*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
3524*8975f5c5SAndroid Build Coastguard Worker R"(void main()
3525*8975f5c5SAndroid Build Coastguard Worker {
3526*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
3527*8975f5c5SAndroid Build Coastguard Worker })";
3528*8975f5c5SAndroid Build Coastguard Worker
3529*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
3530*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_draw_buffers : require
3531*8975f5c5SAndroid Build Coastguard Worker precision lowp float;
3532*8975f5c5SAndroid Build Coastguard Worker void main()
3533*8975f5c5SAndroid Build Coastguard Worker {
3534*8975f5c5SAndroid Build Coastguard Worker gl_FragData[0] = vec4(1, 0, 0, 1);
3535*8975f5c5SAndroid Build Coastguard Worker gl_FragData[1] = vec4(0, 1, 0, 1);
3536*8975f5c5SAndroid Build Coastguard Worker })";
3537*8975f5c5SAndroid Build Coastguard Worker
3538*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
3539*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
3540*8975f5c5SAndroid Build Coastguard Worker }
3541*8975f5c5SAndroid Build Coastguard Worker
3542*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
3543*8975f5c5SAndroid Build Coastguard Worker
3544*8975f5c5SAndroid Build Coastguard Worker GLTexture texture1;
3545*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture1);
3546*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3547*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3548*8975f5c5SAndroid Build Coastguard Worker
3549*8975f5c5SAndroid Build Coastguard Worker GLTexture texture2;
3550*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture2);
3551*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3552*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3553*8975f5c5SAndroid Build Coastguard Worker
3554*8975f5c5SAndroid Build Coastguard Worker GLTexture textureF1;
3555*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textureF1);
3556*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3557*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3558*8975f5c5SAndroid Build Coastguard Worker
3559*8975f5c5SAndroid Build Coastguard Worker GLTexture textureF2;
3560*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textureF2);
3561*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3562*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3563*8975f5c5SAndroid Build Coastguard Worker
3564*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
3565*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3566*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3567*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3568*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3569*8975f5c5SAndroid Build Coastguard Worker
3570*8975f5c5SAndroid Build Coastguard Worker GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
3571*8975f5c5SAndroid Build Coastguard Worker if (isWebGL2)
3572*8975f5c5SAndroid Build Coastguard Worker {
3573*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(2, drawbuffers);
3574*8975f5c5SAndroid Build Coastguard Worker }
3575*8975f5c5SAndroid Build Coastguard Worker else
3576*8975f5c5SAndroid Build Coastguard Worker {
3577*8975f5c5SAndroid Build Coastguard Worker glDrawBuffersEXT(2, drawbuffers);
3578*8975f5c5SAndroid Build Coastguard Worker }
3579*8975f5c5SAndroid Build Coastguard Worker
3580*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3581*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3582*8975f5c5SAndroid Build Coastguard Worker
3583*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureF1, 0);
3584*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3585*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3586*8975f5c5SAndroid Build Coastguard Worker
3587*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textureF2, 0);
3588*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3589*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3590*8975f5c5SAndroid Build Coastguard Worker
3591*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3592*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3593*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3594*8975f5c5SAndroid Build Coastguard Worker
3595*8975f5c5SAndroid Build Coastguard Worker if (isWebGL2)
3596*8975f5c5SAndroid Build Coastguard Worker {
3597*8975f5c5SAndroid Build Coastguard Worker // WebGL 1 will report a FRAMEBUFFER_UNSUPPORTED for one unsigned_byte and one float
3598*8975f5c5SAndroid Build Coastguard Worker // attachment bound to one FBO at the same time
3599*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(1, drawbuffers);
3600*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3601*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3602*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3603*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(2, drawbuffers);
3604*8975f5c5SAndroid Build Coastguard Worker }
3605*8975f5c5SAndroid Build Coastguard Worker
3606*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3607*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
3608*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3609*8975f5c5SAndroid Build Coastguard Worker }
3610*8975f5c5SAndroid Build Coastguard Worker
TestBlendColor(const bool shouldClamp)3611*8975f5c5SAndroid Build Coastguard Worker static void TestBlendColor(const bool shouldClamp)
3612*8975f5c5SAndroid Build Coastguard Worker {
3613*8975f5c5SAndroid Build Coastguard Worker auto expected = GLColor32F(5, 0, 0, 0);
3614*8975f5c5SAndroid Build Coastguard Worker glBlendColor(expected.R, expected.G, expected.B, expected.A);
3615*8975f5c5SAndroid Build Coastguard Worker if (shouldClamp)
3616*8975f5c5SAndroid Build Coastguard Worker {
3617*8975f5c5SAndroid Build Coastguard Worker expected.R = 1;
3618*8975f5c5SAndroid Build Coastguard Worker }
3619*8975f5c5SAndroid Build Coastguard Worker
3620*8975f5c5SAndroid Build Coastguard Worker float arr[4] = {};
3621*8975f5c5SAndroid Build Coastguard Worker glGetFloatv(GL_BLEND_COLOR, arr);
3622*8975f5c5SAndroid Build Coastguard Worker const auto actual = GLColor32F(arr[0], arr[1], arr[2], arr[3]);
3623*8975f5c5SAndroid Build Coastguard Worker EXPECT_COLOR_NEAR(expected, actual, 0.001);
3624*8975f5c5SAndroid Build Coastguard Worker }
3625*8975f5c5SAndroid Build Coastguard Worker
3626*8975f5c5SAndroid Build Coastguard Worker // Test if blending of float32 color attachment generates GL_INVALID_OPERATION when
3627*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_float_blend is not enabled
TEST_P(WebGLCompatibilityTest,FloatBlend)3628*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FloatBlend)
3629*8975f5c5SAndroid Build Coastguard Worker {
3630*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3631*8975f5c5SAndroid Build Coastguard Worker {
3632*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3633*8975f5c5SAndroid Build Coastguard Worker }
3634*8975f5c5SAndroid Build Coastguard Worker else
3635*8975f5c5SAndroid Build Coastguard Worker {
3636*8975f5c5SAndroid Build Coastguard Worker TestBlendColor(true);
3637*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3638*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3639*8975f5c5SAndroid Build Coastguard Worker }
3640*8975f5c5SAndroid Build Coastguard Worker
3641*8975f5c5SAndroid Build Coastguard Worker // -
3642*8975f5c5SAndroid Build Coastguard Worker
3643*8975f5c5SAndroid Build Coastguard Worker TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, false);
3644*8975f5c5SAndroid Build Coastguard Worker
3645*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_float_blend"));
3646*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3647*8975f5c5SAndroid Build Coastguard Worker
3648*8975f5c5SAndroid Build Coastguard Worker TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, true);
3649*8975f5c5SAndroid Build Coastguard Worker }
3650*8975f5c5SAndroid Build Coastguard Worker
3651*8975f5c5SAndroid Build Coastguard Worker // Test the blending of float16 color attachments
TEST_P(WebGLCompatibilityTest,HalfFloatBlend)3652*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, HalfFloatBlend)
3653*8975f5c5SAndroid Build Coastguard Worker {
3654*8975f5c5SAndroid Build Coastguard Worker GLenum internalFormat = GL_RGBA16F;
3655*8975f5c5SAndroid Build Coastguard Worker GLenum type = GL_FLOAT;
3656*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3657*8975f5c5SAndroid Build Coastguard Worker {
3658*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3659*8975f5c5SAndroid Build Coastguard Worker }
3660*8975f5c5SAndroid Build Coastguard Worker else
3661*8975f5c5SAndroid Build Coastguard Worker {
3662*8975f5c5SAndroid Build Coastguard Worker TestBlendColor(true);
3663*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_half_float"));
3664*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
3665*8975f5c5SAndroid Build Coastguard Worker internalFormat = GL_RGBA;
3666*8975f5c5SAndroid Build Coastguard Worker type = GL_HALF_FLOAT_OES;
3667*8975f5c5SAndroid Build Coastguard Worker }
3668*8975f5c5SAndroid Build Coastguard Worker
3669*8975f5c5SAndroid Build Coastguard Worker // -
3670*8975f5c5SAndroid Build Coastguard Worker
3671*8975f5c5SAndroid Build Coastguard Worker TestExtFloatBlend(internalFormat, type, true);
3672*8975f5c5SAndroid Build Coastguard Worker }
3673*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,R16FTextures)3674*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, R16FTextures)
3675*8975f5c5SAndroid Build Coastguard Worker {
3676*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263897
3677*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3678*8975f5c5SAndroid Build Coastguard Worker
3679*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
3680*8975f5c5SAndroid Build Coastguard Worker const GLushort textureData[] = {
3681*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3682*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3683*8975f5c5SAndroid Build Coastguard Worker
3684*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3685*8975f5c5SAndroid Build Coastguard Worker {
3686*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3687*8975f5c5SAndroid Build Coastguard Worker {
3688*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3689*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3690*8975f5c5SAndroid Build Coastguard Worker }
3691*8975f5c5SAndroid Build Coastguard Worker
3692*8975f5c5SAndroid Build Coastguard Worker // Unsized R 16F (OES)
3693*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
3694*8975f5c5SAndroid Build Coastguard Worker {
3695*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3696*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg");
3697*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3698*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3699*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3700*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3701*8975f5c5SAndroid Build Coastguard Worker }
3702*8975f5c5SAndroid Build Coastguard Worker
3703*8975f5c5SAndroid Build Coastguard Worker // Unsized R 16F
3704*8975f5c5SAndroid Build Coastguard Worker {
3705*8975f5c5SAndroid Build Coastguard Worker bool texture = false;
3706*8975f5c5SAndroid Build Coastguard Worker bool filter = false;
3707*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3708*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3709*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3710*8975f5c5SAndroid Build Coastguard Worker }
3711*8975f5c5SAndroid Build Coastguard Worker
3712*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3713*8975f5c5SAndroid Build Coastguard Worker {
3714*8975f5c5SAndroid Build Coastguard Worker // Sized R 16F
3715*8975f5c5SAndroid Build Coastguard Worker bool texture = true;
3716*8975f5c5SAndroid Build Coastguard Worker bool filter = true;
3717*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3718*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3719*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3720*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3721*8975f5c5SAndroid Build Coastguard Worker }
3722*8975f5c5SAndroid Build Coastguard Worker else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3723*8975f5c5SAndroid Build Coastguard Worker {
3724*8975f5c5SAndroid Build Coastguard Worker // Sized R 16F (OES)
3725*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3726*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg");
3727*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3728*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3729*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3730*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3731*8975f5c5SAndroid Build Coastguard Worker }
3732*8975f5c5SAndroid Build Coastguard Worker }
3733*8975f5c5SAndroid Build Coastguard Worker }
3734*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RG16FTextures)3735*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RG16FTextures)
3736*8975f5c5SAndroid Build Coastguard Worker {
3737*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263897
3738*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3739*8975f5c5SAndroid Build Coastguard Worker
3740*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
3741*8975f5c5SAndroid Build Coastguard Worker const GLushort textureData[] = {
3742*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3743*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3744*8975f5c5SAndroid Build Coastguard Worker
3745*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3746*8975f5c5SAndroid Build Coastguard Worker {
3747*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3748*8975f5c5SAndroid Build Coastguard Worker {
3749*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3750*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3751*8975f5c5SAndroid Build Coastguard Worker }
3752*8975f5c5SAndroid Build Coastguard Worker
3753*8975f5c5SAndroid Build Coastguard Worker // Unsized RG 16F (OES)
3754*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
3755*8975f5c5SAndroid Build Coastguard Worker {
3756*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3757*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg");
3758*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3759*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3760*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3761*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3762*8975f5c5SAndroid Build Coastguard Worker }
3763*8975f5c5SAndroid Build Coastguard Worker
3764*8975f5c5SAndroid Build Coastguard Worker // Unsized RG 16F
3765*8975f5c5SAndroid Build Coastguard Worker {
3766*8975f5c5SAndroid Build Coastguard Worker bool texture = false;
3767*8975f5c5SAndroid Build Coastguard Worker bool filter = false;
3768*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3769*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3770*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3771*8975f5c5SAndroid Build Coastguard Worker }
3772*8975f5c5SAndroid Build Coastguard Worker
3773*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3774*8975f5c5SAndroid Build Coastguard Worker {
3775*8975f5c5SAndroid Build Coastguard Worker // Sized RG 16F
3776*8975f5c5SAndroid Build Coastguard Worker bool texture = true;
3777*8975f5c5SAndroid Build Coastguard Worker bool filter = true;
3778*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3779*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3780*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3781*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3782*8975f5c5SAndroid Build Coastguard Worker }
3783*8975f5c5SAndroid Build Coastguard Worker else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3784*8975f5c5SAndroid Build Coastguard Worker {
3785*8975f5c5SAndroid Build Coastguard Worker // Sized RG 16F (OES)
3786*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3787*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_texture_rg");
3788*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3789*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3790*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3791*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3792*8975f5c5SAndroid Build Coastguard Worker }
3793*8975f5c5SAndroid Build Coastguard Worker }
3794*8975f5c5SAndroid Build Coastguard Worker }
3795*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RGB16FTextures)3796*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RGB16FTextures)
3797*8975f5c5SAndroid Build Coastguard Worker {
3798*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263897
3799*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3800*8975f5c5SAndroid Build Coastguard Worker
3801*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3802*8975f5c5SAndroid Build Coastguard Worker
3803*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
3804*8975f5c5SAndroid Build Coastguard Worker const GLushort textureData[] = {
3805*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3806*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3807*8975f5c5SAndroid Build Coastguard Worker
3808*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3809*8975f5c5SAndroid Build Coastguard Worker {
3810*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3811*8975f5c5SAndroid Build Coastguard Worker {
3812*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3813*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3814*8975f5c5SAndroid Build Coastguard Worker }
3815*8975f5c5SAndroid Build Coastguard Worker
3816*8975f5c5SAndroid Build Coastguard Worker // Unsized RGB 16F (OES)
3817*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
3818*8975f5c5SAndroid Build Coastguard Worker {
3819*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3820*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3821*8975f5c5SAndroid Build Coastguard Worker // WebGL says that Unsized RGB 16F (OES) can be renderable with
3822*8975f5c5SAndroid Build Coastguard Worker // GL_EXT_color_buffer_half_float.
3823*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3824*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3825*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3826*8975f5c5SAndroid Build Coastguard Worker }
3827*8975f5c5SAndroid Build Coastguard Worker
3828*8975f5c5SAndroid Build Coastguard Worker // Unsized RGB 16F
3829*8975f5c5SAndroid Build Coastguard Worker {
3830*8975f5c5SAndroid Build Coastguard Worker bool texture = false;
3831*8975f5c5SAndroid Build Coastguard Worker bool filter = false;
3832*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3833*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3834*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3835*8975f5c5SAndroid Build Coastguard Worker }
3836*8975f5c5SAndroid Build Coastguard Worker
3837*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3838*8975f5c5SAndroid Build Coastguard Worker {
3839*8975f5c5SAndroid Build Coastguard Worker // Sized RGB 16F
3840*8975f5c5SAndroid Build Coastguard Worker bool texture = true;
3841*8975f5c5SAndroid Build Coastguard Worker bool filter = true;
3842*8975f5c5SAndroid Build Coastguard Worker // Renderability of RGB is forbidden by GL_EXT_color_buffer_half_float in WebGL 2.
3843*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3844*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3845*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3846*8975f5c5SAndroid Build Coastguard Worker }
3847*8975f5c5SAndroid Build Coastguard Worker else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3848*8975f5c5SAndroid Build Coastguard Worker {
3849*8975f5c5SAndroid Build Coastguard Worker // Sized RGB 16F (OES)
3850*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3851*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3852*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3853*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3854*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3855*8975f5c5SAndroid Build Coastguard Worker }
3856*8975f5c5SAndroid Build Coastguard Worker }
3857*8975f5c5SAndroid Build Coastguard Worker }
3858*8975f5c5SAndroid Build Coastguard Worker
TEST_P(WebGLCompatibilityTest,RGBA16FTextures)3859*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
3860*8975f5c5SAndroid Build Coastguard Worker {
3861*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263897
3862*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3863*8975f5c5SAndroid Build Coastguard Worker
3864*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3865*8975f5c5SAndroid Build Coastguard Worker
3866*8975f5c5SAndroid Build Coastguard Worker constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3867*8975f5c5SAndroid Build Coastguard Worker const GLushort textureData[] = {
3868*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3869*8975f5c5SAndroid Build Coastguard Worker gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3870*8975f5c5SAndroid Build Coastguard Worker
3871*8975f5c5SAndroid Build Coastguard Worker for (auto extension : FloatingPointTextureExtensions)
3872*8975f5c5SAndroid Build Coastguard Worker {
3873*8975f5c5SAndroid Build Coastguard Worker if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3874*8975f5c5SAndroid Build Coastguard Worker {
3875*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extension);
3876*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3877*8975f5c5SAndroid Build Coastguard Worker }
3878*8975f5c5SAndroid Build Coastguard Worker
3879*8975f5c5SAndroid Build Coastguard Worker // Unsized RGBA 16F (OES)
3880*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
3881*8975f5c5SAndroid Build Coastguard Worker {
3882*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3883*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3884*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3885*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3886*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3887*8975f5c5SAndroid Build Coastguard Worker }
3888*8975f5c5SAndroid Build Coastguard Worker
3889*8975f5c5SAndroid Build Coastguard Worker // Unsized RGBA 16F
3890*8975f5c5SAndroid Build Coastguard Worker {
3891*8975f5c5SAndroid Build Coastguard Worker bool texture = false;
3892*8975f5c5SAndroid Build Coastguard Worker bool filter = false;
3893*8975f5c5SAndroid Build Coastguard Worker bool render = false;
3894*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3895*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3896*8975f5c5SAndroid Build Coastguard Worker }
3897*8975f5c5SAndroid Build Coastguard Worker
3898*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
3899*8975f5c5SAndroid Build Coastguard Worker {
3900*8975f5c5SAndroid Build Coastguard Worker // Sized RGBA 16F
3901*8975f5c5SAndroid Build Coastguard Worker bool texture = true;
3902*8975f5c5SAndroid Build Coastguard Worker bool filter = true;
3903*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3904*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3905*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3906*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3907*8975f5c5SAndroid Build Coastguard Worker }
3908*8975f5c5SAndroid Build Coastguard Worker else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3909*8975f5c5SAndroid Build Coastguard Worker {
3910*8975f5c5SAndroid Build Coastguard Worker // Sized RGBA 16F (OES)
3911*8975f5c5SAndroid Build Coastguard Worker bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3912*8975f5c5SAndroid Build Coastguard Worker bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3913*8975f5c5SAndroid Build Coastguard Worker bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3914*8975f5c5SAndroid Build Coastguard Worker TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3915*8975f5c5SAndroid Build Coastguard Worker textureData, readPixelsData);
3916*8975f5c5SAndroid Build Coastguard Worker }
3917*8975f5c5SAndroid Build Coastguard Worker }
3918*8975f5c5SAndroid Build Coastguard Worker }
3919*8975f5c5SAndroid Build Coastguard Worker
3920*8975f5c5SAndroid Build Coastguard Worker // Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
3921*8975f5c5SAndroid Build Coastguard Worker // accepted by glTexImage2D
TEST_P(WebGLCompatibilityTest,SizedRGBA32FFormats)3922*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
3923*8975f5c5SAndroid Build Coastguard Worker {
3924*8975f5c5SAndroid Build Coastguard Worker // Test skipped because it is only valid for WebGL1 contexts.
3925*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
3926*8975f5c5SAndroid Build Coastguard Worker
3927*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_texture_float"));
3928*8975f5c5SAndroid Build Coastguard Worker
3929*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_texture_float");
3930*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3931*8975f5c5SAndroid Build Coastguard Worker
3932*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
3933*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
3934*8975f5c5SAndroid Build Coastguard Worker
3935*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3936*8975f5c5SAndroid Build Coastguard Worker // dEQP implicitly defines error code ordering
3937*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
3938*8975f5c5SAndroid Build Coastguard Worker
3939*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3940*8975f5c5SAndroid Build Coastguard Worker // dEQP implicitly defines error code ordering
3941*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
3942*8975f5c5SAndroid Build Coastguard Worker
3943*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
3944*8975f5c5SAndroid Build Coastguard Worker {
3945*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
3946*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3947*8975f5c5SAndroid Build Coastguard Worker
3948*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3949*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3950*8975f5c5SAndroid Build Coastguard Worker }
3951*8975f5c5SAndroid Build Coastguard Worker
3952*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
3953*8975f5c5SAndroid Build Coastguard Worker {
3954*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
3955*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
3956*8975f5c5SAndroid Build Coastguard Worker
3957*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3958*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3959*8975f5c5SAndroid Build Coastguard Worker }
3960*8975f5c5SAndroid Build Coastguard Worker }
3961*8975f5c5SAndroid Build Coastguard Worker
3962*8975f5c5SAndroid Build Coastguard Worker // Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point.
TEST_P(WebGLCompatibilityTest,DepthStencilAttachment)3963*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DepthStencilAttachment)
3964*8975f5c5SAndroid Build Coastguard Worker {
3965*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
3966*8975f5c5SAndroid Build Coastguard Worker
3967*8975f5c5SAndroid Build Coastguard Worker // Test that attaching a bound texture succeeds.
3968*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
3969*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
3970*8975f5c5SAndroid Build Coastguard Worker
3971*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
3972*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3973*8975f5c5SAndroid Build Coastguard Worker
3974*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0);
3975*8975f5c5SAndroid Build Coastguard Worker
3976*8975f5c5SAndroid Build Coastguard Worker GLint attachmentType = 0;
3977*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3978*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
3979*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
3980*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType);
3981*8975f5c5SAndroid Build Coastguard Worker
3982*8975f5c5SAndroid Build Coastguard Worker // Test when if no attach object at the named attachment point and pname is not OBJECT_TYPE.
3983*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo2;
3984*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3985*8975f5c5SAndroid Build Coastguard Worker
3986*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3987*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &attachmentType);
3988*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
3989*8975f5c5SAndroid Build Coastguard Worker }
3990*8975f5c5SAndroid Build Coastguard Worker
3991*8975f5c5SAndroid Build Coastguard Worker // Verify framebuffer attachments return expected types when in an inconsistant state.
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentConsistancy)3992*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FramebufferAttachmentConsistancy)
3993*8975f5c5SAndroid Build Coastguard Worker {
3994*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
3995*8975f5c5SAndroid Build Coastguard Worker
3996*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
3997*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3998*8975f5c5SAndroid Build Coastguard Worker
3999*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rb1;
4000*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rb1);
4001*8975f5c5SAndroid Build Coastguard Worker
4002*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1);
4003*8975f5c5SAndroid Build Coastguard Worker
4004*8975f5c5SAndroid Build Coastguard Worker GLint attachmentType = 0;
4005*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
4006*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4007*8975f5c5SAndroid Build Coastguard Worker
4008*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4009*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4010*8975f5c5SAndroid Build Coastguard Worker
4011*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rb2;
4012*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rb2);
4013*8975f5c5SAndroid Build Coastguard Worker
4014*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4015*8975f5c5SAndroid Build Coastguard Worker
4016*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
4017*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4018*8975f5c5SAndroid Build Coastguard Worker
4019*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4020*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4021*8975f5c5SAndroid Build Coastguard Worker
4022*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb2);
4023*8975f5c5SAndroid Build Coastguard Worker
4024*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4025*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4026*8975f5c5SAndroid Build Coastguard Worker
4027*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4028*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4029*8975f5c5SAndroid Build Coastguard Worker
4030*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4031*8975f5c5SAndroid Build Coastguard Worker
4032*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4033*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4034*8975f5c5SAndroid Build Coastguard Worker
4035*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4036*8975f5c5SAndroid Build Coastguard Worker EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4037*8975f5c5SAndroid Build Coastguard Worker }
4038*8975f5c5SAndroid Build Coastguard Worker
4039*8975f5c5SAndroid Build Coastguard Worker // This tests that rendering feedback loops works as expected with WebGL 2.
4040*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDrawBuffers)4041*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
4042*8975f5c5SAndroid Build Coastguard Worker {
4043*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
4044*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4045*8975f5c5SAndroid Build Coastguard Worker in vec4 aPosition;
4046*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
4047*8975f5c5SAndroid Build Coastguard Worker void main() {
4048*8975f5c5SAndroid Build Coastguard Worker gl_Position = aPosition;
4049*8975f5c5SAndroid Build Coastguard Worker texCoord = (aPosition.xy * 0.5) + 0.5;
4050*8975f5c5SAndroid Build Coastguard Worker })";
4051*8975f5c5SAndroid Build Coastguard Worker
4052*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
4053*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4054*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
4055*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
4056*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
4057*8975f5c5SAndroid Build Coastguard Worker out vec4 oColor;
4058*8975f5c5SAndroid Build Coastguard Worker void main() {
4059*8975f5c5SAndroid Build Coastguard Worker oColor = texture(tex, texCoord);
4060*8975f5c5SAndroid Build Coastguard Worker })";
4061*8975f5c5SAndroid Build Coastguard Worker
4062*8975f5c5SAndroid Build Coastguard Worker GLsizei width = 8;
4063*8975f5c5SAndroid Build Coastguard Worker GLsizei height = 8;
4064*8975f5c5SAndroid Build Coastguard Worker
4065*8975f5c5SAndroid Build Coastguard Worker GLint maxDrawBuffers = 0;
4066*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4067*8975f5c5SAndroid Build Coastguard Worker // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
4068*8975f5c5SAndroid Build Coastguard Worker ASSERT_GE(maxDrawBuffers, 2);
4069*8975f5c5SAndroid Build Coastguard Worker
4070*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
4071*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
4072*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, width, height);
4073*8975f5c5SAndroid Build Coastguard Worker
4074*8975f5c5SAndroid Build Coastguard Worker GLTexture tex0;
4075*8975f5c5SAndroid Build Coastguard Worker GLTexture tex1;
4076*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
4077*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4078*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4079*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4080*8975f5c5SAndroid Build Coastguard Worker
4081*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex1);
4082*8975f5c5SAndroid Build Coastguard Worker GLint texLoc = glGetUniformLocation(program, "tex");
4083*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, texLoc);
4084*8975f5c5SAndroid Build Coastguard Worker glUniform1i(texLoc, 0);
4085*8975f5c5SAndroid Build Coastguard Worker
4086*8975f5c5SAndroid Build Coastguard Worker // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
4087*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4088*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4089*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
4090*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4091*8975f5c5SAndroid Build Coastguard Worker
4092*8975f5c5SAndroid Build Coastguard Worker drawBuffersFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
4093*8975f5c5SAndroid Build Coastguard Worker drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
4094*8975f5c5SAndroid Build Coastguard Worker GL_INVALID_OPERATION);
4095*8975f5c5SAndroid Build Coastguard Worker // A feedback loop is formed regardless of drawBuffers settings.
4096*8975f5c5SAndroid Build Coastguard Worker drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
4097*8975f5c5SAndroid Build Coastguard Worker }
4098*8975f5c5SAndroid Build Coastguard Worker
4099*8975f5c5SAndroid Build Coastguard Worker // This tests that texture base level for immutable textures is clamped to the valid range, unlike
4100*8975f5c5SAndroid Build Coastguard Worker // for non-immutable textures, for purposes of validation. Related to WebGL test
4101*8975f5c5SAndroid Build Coastguard Worker // conformance2/textures/misc/immutable-tex-render-feedback.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)4102*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)
4103*8975f5c5SAndroid Build Coastguard Worker {
4104*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
4105*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4106*8975f5c5SAndroid Build Coastguard Worker in vec4 aPosition;
4107*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
4108*8975f5c5SAndroid Build Coastguard Worker void main() {
4109*8975f5c5SAndroid Build Coastguard Worker gl_Position = aPosition;
4110*8975f5c5SAndroid Build Coastguard Worker texCoord = (aPosition.xy * 0.5) + 0.5;
4111*8975f5c5SAndroid Build Coastguard Worker })";
4112*8975f5c5SAndroid Build Coastguard Worker
4113*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
4114*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4115*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
4116*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
4117*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
4118*8975f5c5SAndroid Build Coastguard Worker out vec4 oColor;
4119*8975f5c5SAndroid Build Coastguard Worker void main() {
4120*8975f5c5SAndroid Build Coastguard Worker oColor = texture(tex, texCoord);
4121*8975f5c5SAndroid Build Coastguard Worker })";
4122*8975f5c5SAndroid Build Coastguard Worker
4123*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4124*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4125*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
4126*8975f5c5SAndroid Build Coastguard Worker std::vector<GLColor> texData(4 * 4, GLColor::green);
4127*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, texData.data());
4128*8975f5c5SAndroid Build Coastguard Worker // Set a base level greater than the max level. It should be clamped to the actual max level.
4129*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
4130*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
4131*8975f5c5SAndroid Build Coastguard Worker
4132*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4133*8975f5c5SAndroid Build Coastguard Worker
4134*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
4135*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4136*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4137*8975f5c5SAndroid Build Coastguard Worker
4138*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4139*8975f5c5SAndroid Build Coastguard Worker
4140*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
4141*8975f5c5SAndroid Build Coastguard Worker
4142*8975f5c5SAndroid Build Coastguard Worker GLint uniformLoc = glGetUniformLocation(program, "tex");
4143*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, uniformLoc);
4144*8975f5c5SAndroid Build Coastguard Worker
4145*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
4146*8975f5c5SAndroid Build Coastguard Worker glUniform1i(uniformLoc, 0);
4147*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_BLEND);
4148*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
4149*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4150*8975f5c5SAndroid Build Coastguard Worker
4151*8975f5c5SAndroid Build Coastguard Worker // Ensure that the texture can be used for rendering.
4152*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
4153*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4154*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4155*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4156*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
4157*8975f5c5SAndroid Build Coastguard Worker
4158*8975f5c5SAndroid Build Coastguard Worker // Ensure that the texture can't be used to create a feedback loop.
4159*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4160*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4161*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4162*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4163*8975f5c5SAndroid Build Coastguard Worker }
4164*8975f5c5SAndroid Build Coastguard Worker
4165*8975f5c5SAndroid Build Coastguard Worker // This test covers detection of rendering feedback loops between the FBO and a depth Texture.
4166*8975f5c5SAndroid Build Coastguard Worker // Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDepthStencil)4167*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
4168*8975f5c5SAndroid Build Coastguard Worker {
4169*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
4170*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4171*8975f5c5SAndroid Build Coastguard Worker in vec4 aPosition;
4172*8975f5c5SAndroid Build Coastguard Worker out vec2 texCoord;
4173*8975f5c5SAndroid Build Coastguard Worker void main() {
4174*8975f5c5SAndroid Build Coastguard Worker gl_Position = aPosition;
4175*8975f5c5SAndroid Build Coastguard Worker texCoord = (aPosition.xy * 0.5) + 0.5;
4176*8975f5c5SAndroid Build Coastguard Worker })";
4177*8975f5c5SAndroid Build Coastguard Worker
4178*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
4179*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4180*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
4181*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D tex;
4182*8975f5c5SAndroid Build Coastguard Worker in vec2 texCoord;
4183*8975f5c5SAndroid Build Coastguard Worker out vec4 oColor;
4184*8975f5c5SAndroid Build Coastguard Worker void main() {
4185*8975f5c5SAndroid Build Coastguard Worker oColor = texture(tex, texCoord);
4186*8975f5c5SAndroid Build Coastguard Worker })";
4187*8975f5c5SAndroid Build Coastguard Worker
4188*8975f5c5SAndroid Build Coastguard Worker GLsizei width = 8;
4189*8975f5c5SAndroid Build Coastguard Worker GLsizei height = 8;
4190*8975f5c5SAndroid Build Coastguard Worker
4191*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
4192*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
4193*8975f5c5SAndroid Build Coastguard Worker
4194*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, width, height);
4195*8975f5c5SAndroid Build Coastguard Worker
4196*8975f5c5SAndroid Build Coastguard Worker GLint texLoc = glGetUniformLocation(program, "tex");
4197*8975f5c5SAndroid Build Coastguard Worker glUniform1i(texLoc, 0);
4198*8975f5c5SAndroid Build Coastguard Worker
4199*8975f5c5SAndroid Build Coastguard Worker // Create textures and allocate storage
4200*8975f5c5SAndroid Build Coastguard Worker GLTexture tex0;
4201*8975f5c5SAndroid Build Coastguard Worker GLTexture tex1;
4202*8975f5c5SAndroid Build Coastguard Worker GLTexture tex2;
4203*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex0, width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4204*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex1, width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
4205*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_INT);
4206*8975f5c5SAndroid Build Coastguard Worker FillTexture2D(tex2, width, height, 0x40, 0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
4207*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_INT_24_8);
4208*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4209*8975f5c5SAndroid Build Coastguard Worker
4210*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
4211*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4212*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4213*8975f5c5SAndroid Build Coastguard Worker
4214*8975f5c5SAndroid Build Coastguard Worker // Test rendering and sampling feedback loop for depth buffer
4215*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex1);
4216*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1, 0);
4217*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4218*8975f5c5SAndroid Build Coastguard Worker
4219*8975f5c5SAndroid Build Coastguard Worker // The same image is used as depth buffer during rendering.
4220*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
4221*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4222*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as depth buffer should fail";
4223*8975f5c5SAndroid Build Coastguard Worker
4224*8975f5c5SAndroid Build Coastguard Worker // The same image is used as depth buffer. But depth mask is false.
4225*8975f5c5SAndroid Build Coastguard Worker // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4226*8975f5c5SAndroid Build Coastguard Worker glDepthMask(GL_FALSE);
4227*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4228*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth writes disabled should still fail";
4229*8975f5c5SAndroid Build Coastguard Worker
4230*8975f5c5SAndroid Build Coastguard Worker // The same image is used as depth buffer. But depth test is not enabled during rendering.
4231*8975f5c5SAndroid Build Coastguard Worker // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4232*8975f5c5SAndroid Build Coastguard Worker glDepthMask(GL_TRUE);
4233*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
4234*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4235*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth read disabled should still fail";
4236*8975f5c5SAndroid Build Coastguard Worker
4237*8975f5c5SAndroid Build Coastguard Worker // Test rendering and sampling feedback loop for stencil buffer
4238*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex2);
4239*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
4240*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex2, 0);
4241*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4242*8975f5c5SAndroid Build Coastguard Worker constexpr GLint stencilClearValue = 0x40;
4243*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
4244*8975f5c5SAndroid Build Coastguard Worker
4245*8975f5c5SAndroid Build Coastguard Worker // The same image is used as stencil buffer during rendering.
4246*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_STENCIL_TEST);
4247*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4248*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as stencil buffer should fail";
4249*8975f5c5SAndroid Build Coastguard Worker
4250*8975f5c5SAndroid Build Coastguard Worker // The same image is used as stencil buffer. But stencil mask is zero.
4251*8975f5c5SAndroid Build Coastguard Worker // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4252*8975f5c5SAndroid Build Coastguard Worker glStencilMask(0x0);
4253*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4254*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil mask zero should still fail";
4255*8975f5c5SAndroid Build Coastguard Worker
4256*8975f5c5SAndroid Build Coastguard Worker // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
4257*8975f5c5SAndroid Build Coastguard Worker // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4258*8975f5c5SAndroid Build Coastguard Worker glStencilMask(0xffff);
4259*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_STENCIL_TEST);
4260*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4261*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil test disabled should still fail";
4262*8975f5c5SAndroid Build Coastguard Worker }
4263*8975f5c5SAndroid Build Coastguard Worker
4264*8975f5c5SAndroid Build Coastguard Worker // The source and the target for CopyTexSubImage3D are the same 3D texture.
4265*8975f5c5SAndroid Build Coastguard Worker // But the level of the 3D texture != the level of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLevels)4266*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
4267*8975f5c5SAndroid Build Coastguard Worker {
4268*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4269*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
4270*8975f5c5SAndroid Build Coastguard Worker
4271*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
4272*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4273*8975f5c5SAndroid Build Coastguard Worker
4274*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4275*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4276*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
4277*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4278*8975f5c5SAndroid Build Coastguard Worker
4279*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4280*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4281*8975f5c5SAndroid Build Coastguard Worker }
4282*8975f5c5SAndroid Build Coastguard Worker
4283*8975f5c5SAndroid Build Coastguard Worker // The source and the target for CopyTexSubImage3D are the same 3D texture.
4284*8975f5c5SAndroid Build Coastguard Worker // But the zoffset of the 3D texture != the layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLayers)4285*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
4286*8975f5c5SAndroid Build Coastguard Worker {
4287*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4288*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
4289*8975f5c5SAndroid Build Coastguard Worker
4290*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
4291*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4292*8975f5c5SAndroid Build Coastguard Worker
4293*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4294*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 1);
4295*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4296*8975f5c5SAndroid Build Coastguard Worker
4297*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
4298*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4299*8975f5c5SAndroid Build Coastguard Worker }
4300*8975f5c5SAndroid Build Coastguard Worker
4301*8975f5c5SAndroid Build Coastguard Worker // The source and the target for CopyTexSubImage3D are the same 3D texture.
4302*8975f5c5SAndroid Build Coastguard Worker // And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,TextureCopyingFeedbackLoop3D)4303*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
4304*8975f5c5SAndroid Build Coastguard Worker {
4305*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4306*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
4307*8975f5c5SAndroid Build Coastguard Worker
4308*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, texture);
4309*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4310*8975f5c5SAndroid Build Coastguard Worker
4311*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4312*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4313*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4314*8975f5c5SAndroid Build Coastguard Worker glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 1, 0);
4315*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4316*8975f5c5SAndroid Build Coastguard Worker
4317*8975f5c5SAndroid Build Coastguard Worker glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4318*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4319*8975f5c5SAndroid Build Coastguard Worker }
4320*8975f5c5SAndroid Build Coastguard Worker
4321*8975f5c5SAndroid Build Coastguard Worker // Verify that errors are generated when there isn't a defined conversion between the clear type and
4322*8975f5c5SAndroid Build Coastguard Worker // the buffer type.
TEST_P(WebGL2CompatibilityTest,ClearBufferTypeCompatibity)4323*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
4324*8975f5c5SAndroid Build Coastguard Worker {
4325*8975f5c5SAndroid Build Coastguard Worker // Test skipped for D3D11 because it generates D3D11 runtime warnings.
4326*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsD3D11());
4327*8975f5c5SAndroid Build Coastguard Worker
4328*8975f5c5SAndroid Build Coastguard Worker constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4329*8975f5c5SAndroid Build Coastguard Worker constexpr int clearInt[] = {0, 0, 0, 0};
4330*8975f5c5SAndroid Build Coastguard Worker constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4331*8975f5c5SAndroid Build Coastguard Worker
4332*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4333*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
4334*8975f5c5SAndroid Build Coastguard Worker
4335*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4336*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4337*8975f5c5SAndroid Build Coastguard Worker
4338*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4339*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4340*8975f5c5SAndroid Build Coastguard Worker
4341*8975f5c5SAndroid Build Coastguard Worker // Unsigned integer buffer
4342*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
4343*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4344*8975f5c5SAndroid Build Coastguard Worker
4345*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 0, clearFloat);
4346*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4347*8975f5c5SAndroid Build Coastguard Worker
4348*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, clearInt);
4349*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4350*8975f5c5SAndroid Build Coastguard Worker
4351*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 0, clearUint);
4352*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4353*8975f5c5SAndroid Build Coastguard Worker
4354*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4355*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4356*8975f5c5SAndroid Build Coastguard Worker
4357*8975f5c5SAndroid Build Coastguard Worker // Integer buffer
4358*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
4359*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4360*8975f5c5SAndroid Build Coastguard Worker
4361*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 0, clearFloat);
4362*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4363*8975f5c5SAndroid Build Coastguard Worker
4364*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, clearInt);
4365*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4366*8975f5c5SAndroid Build Coastguard Worker
4367*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 0, clearUint);
4368*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4369*8975f5c5SAndroid Build Coastguard Worker
4370*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4371*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4372*8975f5c5SAndroid Build Coastguard Worker
4373*8975f5c5SAndroid Build Coastguard Worker // Float buffer
4374*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4375*8975f5c5SAndroid Build Coastguard Worker {
4376*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4377*8975f5c5SAndroid Build Coastguard Worker }
4378*8975f5c5SAndroid Build Coastguard Worker
4379*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4380*8975f5c5SAndroid Build Coastguard Worker {
4381*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
4382*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4383*8975f5c5SAndroid Build Coastguard Worker
4384*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 0, clearFloat);
4385*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4386*8975f5c5SAndroid Build Coastguard Worker
4387*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, clearInt);
4388*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4389*8975f5c5SAndroid Build Coastguard Worker
4390*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 0, clearUint);
4391*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4392*8975f5c5SAndroid Build Coastguard Worker
4393*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4394*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4395*8975f5c5SAndroid Build Coastguard Worker }
4396*8975f5c5SAndroid Build Coastguard Worker
4397*8975f5c5SAndroid Build Coastguard Worker // Normalized uint buffer
4398*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4399*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4400*8975f5c5SAndroid Build Coastguard Worker
4401*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 0, clearFloat);
4402*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4403*8975f5c5SAndroid Build Coastguard Worker
4404*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, clearInt);
4405*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4406*8975f5c5SAndroid Build Coastguard Worker
4407*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 0, clearUint);
4408*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4409*8975f5c5SAndroid Build Coastguard Worker
4410*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4411*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4412*8975f5c5SAndroid Build Coastguard Worker }
4413*8975f5c5SAndroid Build Coastguard Worker
4414*8975f5c5SAndroid Build Coastguard Worker // Test the interaction of WebGL compatibility clears with default framebuffers
TEST_P(WebGL2CompatibilityTest,ClearBufferDefaultFramebuffer)4415*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
4416*8975f5c5SAndroid Build Coastguard Worker {
4417*8975f5c5SAndroid Build Coastguard Worker constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4418*8975f5c5SAndroid Build Coastguard Worker constexpr int clearInt[] = {0, 0, 0, 0};
4419*8975f5c5SAndroid Build Coastguard Worker constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4420*8975f5c5SAndroid Build Coastguard Worker
4421*8975f5c5SAndroid Build Coastguard Worker // glClear works as usual, this is also a regression test for a bug where we
4422*8975f5c5SAndroid Build Coastguard Worker // iterated on maxDrawBuffers for default framebuffers, triggering an assert
4423*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4424*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4425*8975f5c5SAndroid Build Coastguard Worker
4426*8975f5c5SAndroid Build Coastguard Worker // Default framebuffers are normalized uints, so only glClearBufferfv works.
4427*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 0, clearFloat);
4428*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4429*8975f5c5SAndroid Build Coastguard Worker
4430*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 0, clearInt);
4431*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4432*8975f5c5SAndroid Build Coastguard Worker
4433*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 0, clearUint);
4434*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4435*8975f5c5SAndroid Build Coastguard Worker }
4436*8975f5c5SAndroid Build Coastguard Worker
4437*8975f5c5SAndroid Build Coastguard Worker // Test that clearing a non-existent drawbuffer of the default
4438*8975f5c5SAndroid Build Coastguard Worker // framebuffer does not cause an assertion in WebGL validation
TEST_P(WebGL2CompatibilityTest,ClearBuffer1OnDefaultFramebufferNoAssert)4439*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ClearBuffer1OnDefaultFramebufferNoAssert)
4440*8975f5c5SAndroid Build Coastguard Worker {
4441*8975f5c5SAndroid Build Coastguard Worker constexpr float clearFloat[] = {0.0f, 0.0f, 0.0f, 0.0f};
4442*8975f5c5SAndroid Build Coastguard Worker constexpr int32_t clearInt[] = {0, 0, 0, 0};
4443*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t clearUint[] = {0, 0, 0, 0};
4444*8975f5c5SAndroid Build Coastguard Worker
4445*8975f5c5SAndroid Build Coastguard Worker glClearBufferfv(GL_COLOR, 1, clearFloat);
4446*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4447*8975f5c5SAndroid Build Coastguard Worker
4448*8975f5c5SAndroid Build Coastguard Worker glClearBufferiv(GL_COLOR, 1, clearInt);
4449*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4450*8975f5c5SAndroid Build Coastguard Worker
4451*8975f5c5SAndroid Build Coastguard Worker glClearBufferuiv(GL_COLOR, 1, clearUint);
4452*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4453*8975f5c5SAndroid Build Coastguard Worker }
4454*8975f5c5SAndroid Build Coastguard Worker
4455*8975f5c5SAndroid Build Coastguard Worker // Verify that errors are generate when trying to blit from an image to itself
TEST_P(WebGL2CompatibilityTest,BlitFramebufferSameImage)4456*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
4457*8975f5c5SAndroid Build Coastguard Worker {
4458*8975f5c5SAndroid Build Coastguard Worker GLTexture textures[2];
4459*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[0]);
4460*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4461*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, textures[1]);
4462*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4463*8975f5c5SAndroid Build Coastguard Worker
4464*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffers[2];
4465*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
4466*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4467*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
4468*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4469*8975f5c5SAndroid Build Coastguard Worker
4470*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffers[2];
4471*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
4472*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
4473*8975f5c5SAndroid Build Coastguard Worker
4474*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4475*8975f5c5SAndroid Build Coastguard Worker
4476*8975f5c5SAndroid Build Coastguard Worker // Same texture
4477*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4478*8975f5c5SAndroid Build Coastguard Worker 0);
4479*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4480*8975f5c5SAndroid Build Coastguard Worker 0);
4481*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4482*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4483*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4484*8975f5c5SAndroid Build Coastguard Worker
4485*8975f5c5SAndroid Build Coastguard Worker // Same textures but different renderbuffers
4486*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4487*8975f5c5SAndroid Build Coastguard Worker renderbuffers[0]);
4488*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4489*8975f5c5SAndroid Build Coastguard Worker renderbuffers[1]);
4490*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4491*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
4492*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4493*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4494*8975f5c5SAndroid Build Coastguard Worker GL_NEAREST);
4495*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4496*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4497*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4498*8975f5c5SAndroid Build Coastguard Worker GL_NEAREST);
4499*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4500*8975f5c5SAndroid Build Coastguard Worker
4501*8975f5c5SAndroid Build Coastguard Worker // Same renderbuffers but different textures
4502*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4503*8975f5c5SAndroid Build Coastguard Worker 0);
4504*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
4505*8975f5c5SAndroid Build Coastguard Worker 0);
4506*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4507*8975f5c5SAndroid Build Coastguard Worker renderbuffers[0]);
4508*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4509*8975f5c5SAndroid Build Coastguard Worker renderbuffers[0]);
4510*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4511*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4512*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4513*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4514*8975f5c5SAndroid Build Coastguard Worker GL_NEAREST);
4515*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4516*8975f5c5SAndroid Build Coastguard Worker glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4517*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4518*8975f5c5SAndroid Build Coastguard Worker GL_NEAREST);
4519*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4520*8975f5c5SAndroid Build Coastguard Worker }
4521*8975f5c5SAndroid Build Coastguard Worker
4522*8975f5c5SAndroid Build Coastguard Worker // Verify that errors are generated when the fragment shader output doesn't match the bound color
4523*8975f5c5SAndroid Build Coastguard Worker // buffer types
TEST_P(WebGL2CompatibilityTest,FragmentShaderColorBufferTypeMissmatch)4524*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
4525*8975f5c5SAndroid Build Coastguard Worker {
4526*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
4527*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4528*8975f5c5SAndroid Build Coastguard Worker void main() {
4529*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 1);
4530*8975f5c5SAndroid Build Coastguard Worker })";
4531*8975f5c5SAndroid Build Coastguard Worker
4532*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
4533*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4534*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
4535*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 floatOutput;
4536*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) out uvec4 uintOutput;
4537*8975f5c5SAndroid Build Coastguard Worker layout(location = 2) out ivec4 intOutput;
4538*8975f5c5SAndroid Build Coastguard Worker void main() {
4539*8975f5c5SAndroid Build Coastguard Worker floatOutput = vec4(0, 0, 0, 1);
4540*8975f5c5SAndroid Build Coastguard Worker uintOutput = uvec4(0, 0, 0, 1);
4541*8975f5c5SAndroid Build Coastguard Worker intOutput = ivec4(0, 0, 0, 1);
4542*8975f5c5SAndroid Build Coastguard Worker })";
4543*8975f5c5SAndroid Build Coastguard Worker
4544*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
4545*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
4546*8975f5c5SAndroid Build Coastguard Worker
4547*8975f5c5SAndroid Build Coastguard Worker GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
4548*8975f5c5SAndroid Build Coastguard Worker GLuint uintLocation = glGetFragDataLocation(program, "uintOutput");
4549*8975f5c5SAndroid Build Coastguard Worker GLuint intLocation = glGetFragDataLocation(program, "intOutput");
4550*8975f5c5SAndroid Build Coastguard Worker
4551*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
4552*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4553*8975f5c5SAndroid Build Coastguard Worker
4554*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer floatRenderbuffer;
4555*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
4556*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
4557*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4558*8975f5c5SAndroid Build Coastguard Worker floatRenderbuffer);
4559*8975f5c5SAndroid Build Coastguard Worker
4560*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer uintRenderbuffer;
4561*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
4562*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
4563*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4564*8975f5c5SAndroid Build Coastguard Worker uintRenderbuffer);
4565*8975f5c5SAndroid Build Coastguard Worker
4566*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer intRenderbuffer;
4567*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
4568*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
4569*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4570*8975f5c5SAndroid Build Coastguard Worker intRenderbuffer);
4571*8975f5c5SAndroid Build Coastguard Worker
4572*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4573*8975f5c5SAndroid Build Coastguard Worker
4574*8975f5c5SAndroid Build Coastguard Worker GLint maxDrawBuffers = 0;
4575*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4576*8975f5c5SAndroid Build Coastguard Worker std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
4577*8975f5c5SAndroid Build Coastguard Worker drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
4578*8975f5c5SAndroid Build Coastguard Worker drawBuffers[uintLocation] = GL_COLOR_ATTACHMENT0 + uintLocation;
4579*8975f5c5SAndroid Build Coastguard Worker drawBuffers[intLocation] = GL_COLOR_ATTACHMENT0 + intLocation;
4580*8975f5c5SAndroid Build Coastguard Worker
4581*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(maxDrawBuffers, drawBuffers.data());
4582*8975f5c5SAndroid Build Coastguard Worker
4583*8975f5c5SAndroid Build Coastguard Worker // Check that the correct case generates no errors
4584*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4585*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4586*8975f5c5SAndroid Build Coastguard Worker
4587*8975f5c5SAndroid Build Coastguard Worker // Unbind some buffers and verify that there are still no errors
4588*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4589*8975f5c5SAndroid Build Coastguard Worker 0);
4590*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4591*8975f5c5SAndroid Build Coastguard Worker 0);
4592*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4593*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4594*8975f5c5SAndroid Build Coastguard Worker
4595*8975f5c5SAndroid Build Coastguard Worker // Swap the int and uint buffers to and verify that an error is generated
4596*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4597*8975f5c5SAndroid Build Coastguard Worker intRenderbuffer);
4598*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4599*8975f5c5SAndroid Build Coastguard Worker uintRenderbuffer);
4600*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4601*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4602*8975f5c5SAndroid Build Coastguard Worker
4603*8975f5c5SAndroid Build Coastguard Worker // Swap the float and uint buffers to and verify that an error is generated
4604*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4605*8975f5c5SAndroid Build Coastguard Worker floatRenderbuffer);
4606*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4607*8975f5c5SAndroid Build Coastguard Worker uintRenderbuffer);
4608*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4609*8975f5c5SAndroid Build Coastguard Worker intRenderbuffer);
4610*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4611*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4612*8975f5c5SAndroid Build Coastguard Worker }
4613*8975f5c5SAndroid Build Coastguard Worker
4614*8975f5c5SAndroid Build Coastguard Worker // Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
4615*8975f5c5SAndroid Build Coastguard Worker // types
TEST_P(WebGL2CompatibilityTest,VertexShaderAttributeTypeMismatch)4616*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
4617*8975f5c5SAndroid Build Coastguard Worker {
4618*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
4619*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4620*8975f5c5SAndroid Build Coastguard Worker in vec4 floatInput;
4621*8975f5c5SAndroid Build Coastguard Worker in uvec4 uintInput;
4622*8975f5c5SAndroid Build Coastguard Worker in ivec4 intInput;
4623*8975f5c5SAndroid Build Coastguard Worker void main() {
4624*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);
4625*8975f5c5SAndroid Build Coastguard Worker })";
4626*8975f5c5SAndroid Build Coastguard Worker
4627*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
4628*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4629*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
4630*8975f5c5SAndroid Build Coastguard Worker out vec4 outputColor;
4631*8975f5c5SAndroid Build Coastguard Worker void main() {
4632*8975f5c5SAndroid Build Coastguard Worker outputColor = vec4(0, 0, 0, 1);
4633*8975f5c5SAndroid Build Coastguard Worker })";
4634*8975f5c5SAndroid Build Coastguard Worker
4635*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
4636*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
4637*8975f5c5SAndroid Build Coastguard Worker
4638*8975f5c5SAndroid Build Coastguard Worker GLint floatLocation = glGetAttribLocation(program, "floatInput");
4639*8975f5c5SAndroid Build Coastguard Worker GLint uintLocation = glGetAttribLocation(program, "uintInput");
4640*8975f5c5SAndroid Build Coastguard Worker GLint intLocation = glGetAttribLocation(program, "intInput");
4641*8975f5c5SAndroid Build Coastguard Worker
4642*8975f5c5SAndroid Build Coastguard Worker // Default attributes are of float types
4643*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4644*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4645*8975f5c5SAndroid Build Coastguard Worker
4646*8975f5c5SAndroid Build Coastguard Worker // Set the default attributes to the correct types, should succeed
4647*8975f5c5SAndroid Build Coastguard Worker glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
4648*8975f5c5SAndroid Build Coastguard Worker glVertexAttribI4i(intLocation, 0, 0, 0, 1);
4649*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4650*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4651*8975f5c5SAndroid Build Coastguard Worker
4652*8975f5c5SAndroid Build Coastguard Worker // Change the default float attribute to an integer, should fail
4653*8975f5c5SAndroid Build Coastguard Worker glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
4654*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4655*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4656*8975f5c5SAndroid Build Coastguard Worker
4657*8975f5c5SAndroid Build Coastguard Worker // Use a buffer for some attributes
4658*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
4659*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
4660*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
4661*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(floatLocation);
4662*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4663*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4664*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4665*8975f5c5SAndroid Build Coastguard Worker
4666*8975f5c5SAndroid Build Coastguard Worker // Use a float pointer attrib for a uint input
4667*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(uintLocation);
4668*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4669*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4670*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4671*8975f5c5SAndroid Build Coastguard Worker
4672*8975f5c5SAndroid Build Coastguard Worker // Use a uint pointer for the uint input
4673*8975f5c5SAndroid Build Coastguard Worker glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
4674*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
4675*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4676*8975f5c5SAndroid Build Coastguard Worker }
4677*8975f5c5SAndroid Build Coastguard Worker
4678*8975f5c5SAndroid Build Coastguard Worker // Test that it's not possible to query the non-zero color attachments without the drawbuffers
4679*8975f5c5SAndroid Build Coastguard Worker // extension in WebGL1
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentQuery)4680*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, FramebufferAttachmentQuery)
4681*8975f5c5SAndroid Build Coastguard Worker {
4682*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
4683*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
4684*8975f5c5SAndroid Build Coastguard Worker
4685*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
4686*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4687*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4688*8975f5c5SAndroid Build Coastguard Worker
4689*8975f5c5SAndroid Build Coastguard Worker GLint result;
4690*8975f5c5SAndroid Build Coastguard Worker glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
4691*8975f5c5SAndroid Build Coastguard Worker GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &result);
4692*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
4693*8975f5c5SAndroid Build Coastguard Worker
4694*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
4695*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
4696*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4697*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbuffer);
4698*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
4699*8975f5c5SAndroid Build Coastguard Worker }
4700*8975f5c5SAndroid Build Coastguard Worker
4701*8975f5c5SAndroid Build Coastguard Worker // Tests WebGL reports INVALID_OPERATION for mismatch of drawbuffers and fragment output
TEST_P(WebGLCompatibilityTest,DrawBuffers)4702*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawBuffers)
4703*8975f5c5SAndroid Build Coastguard Worker {
4704*8975f5c5SAndroid Build Coastguard Worker // Make sure we can use at least 4 attachments for the tests.
4705*8975f5c5SAndroid Build Coastguard Worker bool useEXT = false;
4706*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() < 3)
4707*8975f5c5SAndroid Build Coastguard Worker {
4708*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_EXT_draw_buffers"));
4709*8975f5c5SAndroid Build Coastguard Worker
4710*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_draw_buffers");
4711*8975f5c5SAndroid Build Coastguard Worker useEXT = true;
4712*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4713*8975f5c5SAndroid Build Coastguard Worker }
4714*8975f5c5SAndroid Build Coastguard Worker
4715*8975f5c5SAndroid Build Coastguard Worker GLint maxDrawBuffers = 0;
4716*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4717*8975f5c5SAndroid Build Coastguard Worker // Test skipped because MAX_DRAW_BUFFERS is too small.
4718*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
4719*8975f5c5SAndroid Build Coastguard Worker
4720*8975f5c5SAndroid Build Coastguard Worker // Clears all the renderbuffers to red.
4721*8975f5c5SAndroid Build Coastguard Worker auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
4722*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer clearFBO;
4723*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
4724*8975f5c5SAndroid Build Coastguard Worker
4725*8975f5c5SAndroid Build Coastguard Worker glClearColor(1, 0, 0, 1);
4726*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i)
4727*8975f5c5SAndroid Build Coastguard Worker {
4728*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4729*8975f5c5SAndroid Build Coastguard Worker renderbuffers[i]);
4730*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
4731*8975f5c5SAndroid Build Coastguard Worker }
4732*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4733*8975f5c5SAndroid Build Coastguard Worker };
4734*8975f5c5SAndroid Build Coastguard Worker
4735*8975f5c5SAndroid Build Coastguard Worker // Checks that the renderbuffers specified by mask have the correct color
4736*8975f5c5SAndroid Build Coastguard Worker auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
4737*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer readFBO;
4738*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
4739*8975f5c5SAndroid Build Coastguard Worker
4740*8975f5c5SAndroid Build Coastguard Worker for (int attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
4741*8975f5c5SAndroid Build Coastguard Worker {
4742*8975f5c5SAndroid Build Coastguard Worker if (mask & (1 << attachmentIndex))
4743*8975f5c5SAndroid Build Coastguard Worker {
4744*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4745*8975f5c5SAndroid Build Coastguard Worker renderbuffers[attachmentIndex]);
4746*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, color) << "attachment " << attachmentIndex;
4747*8975f5c5SAndroid Build Coastguard Worker }
4748*8975f5c5SAndroid Build Coastguard Worker }
4749*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4750*8975f5c5SAndroid Build Coastguard Worker };
4751*8975f5c5SAndroid Build Coastguard Worker
4752*8975f5c5SAndroid Build Coastguard Worker // Depending on whether we are using the extension or ES3, a different entrypoint must be called
4753*8975f5c5SAndroid Build Coastguard Worker auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
4754*8975f5c5SAndroid Build Coastguard Worker if (useEXT)
4755*8975f5c5SAndroid Build Coastguard Worker {
4756*8975f5c5SAndroid Build Coastguard Worker glDrawBuffersEXT(numBuffers, buffers);
4757*8975f5c5SAndroid Build Coastguard Worker }
4758*8975f5c5SAndroid Build Coastguard Worker else
4759*8975f5c5SAndroid Build Coastguard Worker {
4760*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(numBuffers, buffers);
4761*8975f5c5SAndroid Build Coastguard Worker }
4762*8975f5c5SAndroid Build Coastguard Worker };
4763*8975f5c5SAndroid Build Coastguard Worker
4764*8975f5c5SAndroid Build Coastguard Worker // Initialized the test framebuffer
4765*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer drawFBO;
4766*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4767*8975f5c5SAndroid Build Coastguard Worker
4768*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffers[4];
4769*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i)
4770*8975f5c5SAndroid Build Coastguard Worker {
4771*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
4772*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4773*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
4774*8975f5c5SAndroid Build Coastguard Worker renderbuffers[i]);
4775*8975f5c5SAndroid Build Coastguard Worker }
4776*8975f5c5SAndroid Build Coastguard Worker
4777*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4778*8975f5c5SAndroid Build Coastguard Worker
4779*8975f5c5SAndroid Build Coastguard Worker GLenum allDrawBuffers[] = {
4780*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT0,
4781*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
4782*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT2,
4783*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
4784*8975f5c5SAndroid Build Coastguard Worker };
4785*8975f5c5SAndroid Build Coastguard Worker
4786*8975f5c5SAndroid Build Coastguard Worker GLenum halfDrawBuffers[] = {
4787*8975f5c5SAndroid Build Coastguard Worker GL_NONE,
4788*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT1,
4789*8975f5c5SAndroid Build Coastguard Worker GL_NONE,
4790*8975f5c5SAndroid Build Coastguard Worker GL_COLOR_ATTACHMENT3,
4791*8975f5c5SAndroid Build Coastguard Worker };
4792*8975f5c5SAndroid Build Coastguard Worker
4793*8975f5c5SAndroid Build Coastguard Worker // Test that when using gl_FragColor with no-array
4794*8975f5c5SAndroid Build Coastguard Worker const char *fragESSL1 =
4795*8975f5c5SAndroid Build Coastguard Worker R"(precision highp float;
4796*8975f5c5SAndroid Build Coastguard Worker void main()
4797*8975f5c5SAndroid Build Coastguard Worker {
4798*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
4799*8975f5c5SAndroid Build Coastguard Worker })";
4800*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(programESSL1, essl1_shaders::vs::Simple(), fragESSL1);
4801*8975f5c5SAndroid Build Coastguard Worker
4802*8975f5c5SAndroid Build Coastguard Worker {
4803*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4804*8975f5c5SAndroid Build Coastguard Worker DrawBuffers(useEXT, 4, allDrawBuffers);
4805*8975f5c5SAndroid Build Coastguard Worker drawQuad(programESSL1, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
4806*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4807*8975f5c5SAndroid Build Coastguard Worker }
4808*8975f5c5SAndroid Build Coastguard Worker
4809*8975f5c5SAndroid Build Coastguard Worker // Test what happens when rendering to a subset of the outputs. There is a behavior difference
4810*8975f5c5SAndroid Build Coastguard Worker // between the extension and ES3. In the extension gl_FragData is implicitly declared as an
4811*8975f5c5SAndroid Build Coastguard Worker // array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
4812*8975f5c5SAndroid Build Coastguard Worker // should default to 0. On the contrary, in ES3 outputs are specified one by one, so
4813*8975f5c5SAndroid Build Coastguard Worker // attachments not declared in the shader should not be written to.
4814*8975f5c5SAndroid Build Coastguard Worker const char *positionAttrib;
4815*8975f5c5SAndroid Build Coastguard Worker const char *writeOddOutputsVert;
4816*8975f5c5SAndroid Build Coastguard Worker const char *writeOddOutputsFrag;
4817*8975f5c5SAndroid Build Coastguard Worker if (useEXT)
4818*8975f5c5SAndroid Build Coastguard Worker {
4819*8975f5c5SAndroid Build Coastguard Worker positionAttrib = essl1_shaders::PositionAttrib();
4820*8975f5c5SAndroid Build Coastguard Worker writeOddOutputsVert = essl1_shaders::vs::Simple();
4821*8975f5c5SAndroid Build Coastguard Worker writeOddOutputsFrag =
4822*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_draw_buffers : require
4823*8975f5c5SAndroid Build Coastguard Worker precision highp float;
4824*8975f5c5SAndroid Build Coastguard Worker void main()
4825*8975f5c5SAndroid Build Coastguard Worker {
4826*8975f5c5SAndroid Build Coastguard Worker gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);
4827*8975f5c5SAndroid Build Coastguard Worker gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);
4828*8975f5c5SAndroid Build Coastguard Worker })";
4829*8975f5c5SAndroid Build Coastguard Worker }
4830*8975f5c5SAndroid Build Coastguard Worker else
4831*8975f5c5SAndroid Build Coastguard Worker {
4832*8975f5c5SAndroid Build Coastguard Worker positionAttrib = essl3_shaders::PositionAttrib();
4833*8975f5c5SAndroid Build Coastguard Worker writeOddOutputsVert = essl3_shaders::vs::Simple();
4834*8975f5c5SAndroid Build Coastguard Worker writeOddOutputsFrag =
4835*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
4836*8975f5c5SAndroid Build Coastguard Worker precision highp float;
4837*8975f5c5SAndroid Build Coastguard Worker layout(location = 1) out vec4 output1;
4838*8975f5c5SAndroid Build Coastguard Worker layout(location = 3) out vec4 output2;
4839*8975f5c5SAndroid Build Coastguard Worker void main()
4840*8975f5c5SAndroid Build Coastguard Worker {
4841*8975f5c5SAndroid Build Coastguard Worker output1 = vec4(0.0, 1.0, 0.0, 1.0);
4842*8975f5c5SAndroid Build Coastguard Worker output2 = vec4(0.0, 1.0, 0.0, 1.0);
4843*8975f5c5SAndroid Build Coastguard Worker })";
4844*8975f5c5SAndroid Build Coastguard Worker }
4845*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
4846*8975f5c5SAndroid Build Coastguard Worker
4847*8975f5c5SAndroid Build Coastguard Worker // Test that attachments not written to get the "unwritten" color (useEXT)
4848*8975f5c5SAndroid Build Coastguard Worker // Or INVALID_OPERATION is generated if there's active draw buffer receive no output
4849*8975f5c5SAndroid Build Coastguard Worker {
4850*8975f5c5SAndroid Build Coastguard Worker ClearEverythingToRed(renderbuffers);
4851*8975f5c5SAndroid Build Coastguard Worker
4852*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4853*8975f5c5SAndroid Build Coastguard Worker DrawBuffers(useEXT, 4, allDrawBuffers);
4854*8975f5c5SAndroid Build Coastguard Worker drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4855*8975f5c5SAndroid Build Coastguard Worker
4856*8975f5c5SAndroid Build Coastguard Worker if (useEXT)
4857*8975f5c5SAndroid Build Coastguard Worker {
4858*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4859*8975f5c5SAndroid Build Coastguard Worker CheckColors(renderbuffers, 0b1010, GLColor::green);
4860*8975f5c5SAndroid Build Coastguard Worker // In the extension, when an attachment isn't written to, it should get 0's
4861*8975f5c5SAndroid Build Coastguard Worker CheckColors(renderbuffers, 0b0101, GLColor(0, 0, 0, 0));
4862*8975f5c5SAndroid Build Coastguard Worker }
4863*8975f5c5SAndroid Build Coastguard Worker else
4864*8975f5c5SAndroid Build Coastguard Worker {
4865*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4866*8975f5c5SAndroid Build Coastguard Worker }
4867*8975f5c5SAndroid Build Coastguard Worker }
4868*8975f5c5SAndroid Build Coastguard Worker
4869*8975f5c5SAndroid Build Coastguard Worker // Test that attachments written to get the correct color from shader output but that even when
4870*8975f5c5SAndroid Build Coastguard Worker // the extension is used, disabled attachments are not written at all and stay red.
4871*8975f5c5SAndroid Build Coastguard Worker {
4872*8975f5c5SAndroid Build Coastguard Worker ClearEverythingToRed(renderbuffers);
4873*8975f5c5SAndroid Build Coastguard Worker
4874*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4875*8975f5c5SAndroid Build Coastguard Worker DrawBuffers(useEXT, 4, halfDrawBuffers);
4876*8975f5c5SAndroid Build Coastguard Worker drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4877*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4878*8975f5c5SAndroid Build Coastguard Worker
4879*8975f5c5SAndroid Build Coastguard Worker CheckColors(renderbuffers, 0b1010, GLColor::green);
4880*8975f5c5SAndroid Build Coastguard Worker CheckColors(renderbuffers, 0b0101, GLColor::red);
4881*8975f5c5SAndroid Build Coastguard Worker }
4882*8975f5c5SAndroid Build Coastguard Worker }
4883*8975f5c5SAndroid Build Coastguard Worker
4884*8975f5c5SAndroid Build Coastguard Worker // Test that it's possible to generate mipmaps on unsized floating point textures once the
4885*8975f5c5SAndroid Build Coastguard Worker // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapUnsizedFloatingPointTexture)4886*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
4887*8975f5c5SAndroid Build Coastguard Worker {
4888*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_texture_float");
4889*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
4890*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4891*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
4892*8975f5c5SAndroid Build Coastguard Worker
4893*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4894*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4895*8975f5c5SAndroid Build Coastguard Worker
4896*8975f5c5SAndroid Build Coastguard Worker constexpr GLColor32F data[4] = {
4897*8975f5c5SAndroid Build Coastguard Worker kFloatRed,
4898*8975f5c5SAndroid Build Coastguard Worker kFloatRed,
4899*8975f5c5SAndroid Build Coastguard Worker kFloatGreen,
4900*8975f5c5SAndroid Build Coastguard Worker kFloatBlue,
4901*8975f5c5SAndroid Build Coastguard Worker };
4902*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_FLOAT, data);
4903*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4904*8975f5c5SAndroid Build Coastguard Worker
4905*8975f5c5SAndroid Build Coastguard Worker glGenerateMipmap(GL_TEXTURE_2D);
4906*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4907*8975f5c5SAndroid Build Coastguard Worker }
4908*8975f5c5SAndroid Build Coastguard Worker // Test that it's possible to generate mipmaps on unsized floating point textures once the
4909*8975f5c5SAndroid Build Coastguard Worker // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapSizedFloatingPointTexture)4910*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
4911*8975f5c5SAndroid Build Coastguard Worker {
4912*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_OES_texture_float"))
4913*8975f5c5SAndroid Build Coastguard Worker {
4914*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_OES_texture_float");
4915*8975f5c5SAndroid Build Coastguard Worker }
4916*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4917*8975f5c5SAndroid Build Coastguard Worker
4918*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
4919*8975f5c5SAndroid Build Coastguard Worker {
4920*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_storage");
4921*8975f5c5SAndroid Build Coastguard Worker }
4922*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
4923*8975f5c5SAndroid Build Coastguard Worker
4924*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4925*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4926*8975f5c5SAndroid Build Coastguard Worker
4927*8975f5c5SAndroid Build Coastguard Worker constexpr GLColor32F data[4] = {
4928*8975f5c5SAndroid Build Coastguard Worker kFloatRed,
4929*8975f5c5SAndroid Build Coastguard Worker kFloatRed,
4930*8975f5c5SAndroid Build Coastguard Worker kFloatGreen,
4931*8975f5c5SAndroid Build Coastguard Worker kFloatBlue,
4932*8975f5c5SAndroid Build Coastguard Worker };
4933*8975f5c5SAndroid Build Coastguard Worker glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
4934*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
4935*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4936*8975f5c5SAndroid Build Coastguard Worker
4937*8975f5c5SAndroid Build Coastguard Worker glGenerateMipmap(GL_TEXTURE_2D);
4938*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4939*8975f5c5SAndroid Build Coastguard Worker
4940*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4941*8975f5c5SAndroid Build Coastguard Worker {
4942*8975f5c5SAndroid Build Coastguard Worker // Format is renderable but not filterable
4943*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4944*8975f5c5SAndroid Build Coastguard Worker glGenerateMipmap(GL_TEXTURE_2D);
4945*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4946*8975f5c5SAndroid Build Coastguard Worker }
4947*8975f5c5SAndroid Build Coastguard Worker
4948*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_color_buffer_float_linear"))
4949*8975f5c5SAndroid Build Coastguard Worker {
4950*8975f5c5SAndroid Build Coastguard Worker // Format is renderable but not filterable
4951*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
4952*8975f5c5SAndroid Build Coastguard Worker
4953*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4954*8975f5c5SAndroid Build Coastguard Worker {
4955*8975f5c5SAndroid Build Coastguard Worker // Format is filterable and renderable
4956*8975f5c5SAndroid Build Coastguard Worker glGenerateMipmap(GL_TEXTURE_2D);
4957*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
4958*8975f5c5SAndroid Build Coastguard Worker }
4959*8975f5c5SAndroid Build Coastguard Worker else
4960*8975f5c5SAndroid Build Coastguard Worker {
4961*8975f5c5SAndroid Build Coastguard Worker // Format is filterable but not renderable
4962*8975f5c5SAndroid Build Coastguard Worker glGenerateMipmap(GL_TEXTURE_2D);
4963*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4964*8975f5c5SAndroid Build Coastguard Worker }
4965*8975f5c5SAndroid Build Coastguard Worker }
4966*8975f5c5SAndroid Build Coastguard Worker }
4967*8975f5c5SAndroid Build Coastguard Worker
4968*8975f5c5SAndroid Build Coastguard Worker // Verify that a texture format is only allowed with extension enabled.
validateTexImageExtensionFormat(GLenum format,const std::string & extName)4969*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::validateTexImageExtensionFormat(GLenum format,
4970*8975f5c5SAndroid Build Coastguard Worker const std::string &extName)
4971*8975f5c5SAndroid Build Coastguard Worker {
4972*8975f5c5SAndroid Build Coastguard Worker // Verify texture format fails by default.
4973*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4974*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
4975*8975f5c5SAndroid Build Coastguard Worker
4976*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable(extName))
4977*8975f5c5SAndroid Build Coastguard Worker {
4978*8975f5c5SAndroid Build Coastguard Worker // Verify texture format is allowed once extension is enabled.
4979*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extName.c_str());
4980*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled(extName));
4981*8975f5c5SAndroid Build Coastguard Worker
4982*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4983*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4984*8975f5c5SAndroid Build Coastguard Worker }
4985*8975f5c5SAndroid Build Coastguard Worker }
4986*8975f5c5SAndroid Build Coastguard Worker
4987*8975f5c5SAndroid Build Coastguard Worker // Test enabling various non-compressed texture format extensions
TEST_P(WebGLCompatibilityTest,EnableTextureFormatExtensions)4988*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableTextureFormatExtensions)
4989*8975f5c5SAndroid Build Coastguard Worker {
4990*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsOzone());
4991*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
4992*8975f5c5SAndroid Build Coastguard Worker
4993*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
4994*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
4995*8975f5c5SAndroid Build Coastguard Worker
4996*8975f5c5SAndroid Build Coastguard Worker // Verify valid format is allowed.
4997*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4998*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
4999*8975f5c5SAndroid Build Coastguard Worker
5000*8975f5c5SAndroid Build Coastguard Worker // Verify invalid format fails.
5001*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA32F, GL_UNSIGNED_BYTE, nullptr);
5002*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
5003*8975f5c5SAndroid Build Coastguard Worker
5004*8975f5c5SAndroid Build Coastguard Worker // Verify formats from enableable extensions.
5005*8975f5c5SAndroid Build Coastguard Worker if (!IsOpenGLES())
5006*8975f5c5SAndroid Build Coastguard Worker {
5007*8975f5c5SAndroid Build Coastguard Worker validateTexImageExtensionFormat(GL_RED_EXT, "GL_EXT_texture_rg");
5008*8975f5c5SAndroid Build Coastguard Worker }
5009*8975f5c5SAndroid Build Coastguard Worker
5010*8975f5c5SAndroid Build Coastguard Worker validateTexImageExtensionFormat(GL_SRGB_EXT, "GL_EXT_texture_sRGB");
5011*8975f5c5SAndroid Build Coastguard Worker validateTexImageExtensionFormat(GL_BGRA_EXT, "GL_EXT_texture_format_BGRA8888");
5012*8975f5c5SAndroid Build Coastguard Worker }
5013*8975f5c5SAndroid Build Coastguard Worker
validateCompressedTexImageExtensionFormat(GLenum format,GLsizei width,GLsizei height,GLsizei blockSize,const std::string & extName,bool subImageAllowed)5014*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::validateCompressedTexImageExtensionFormat(GLenum format,
5015*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
5016*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
5017*8975f5c5SAndroid Build Coastguard Worker GLsizei blockSize,
5018*8975f5c5SAndroid Build Coastguard Worker const std::string &extName,
5019*8975f5c5SAndroid Build Coastguard Worker bool subImageAllowed)
5020*8975f5c5SAndroid Build Coastguard Worker {
5021*8975f5c5SAndroid Build Coastguard Worker std::vector<GLubyte> data(blockSize, 0u);
5022*8975f5c5SAndroid Build Coastguard Worker
5023*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
5024*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
5025*8975f5c5SAndroid Build Coastguard Worker
5026*8975f5c5SAndroid Build Coastguard Worker // Verify texture format fails by default.
5027*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5028*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
5029*8975f5c5SAndroid Build Coastguard Worker
5030*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable(extName))
5031*8975f5c5SAndroid Build Coastguard Worker {
5032*8975f5c5SAndroid Build Coastguard Worker // Verify texture format is allowed once extension is enabled.
5033*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE(extName.c_str());
5034*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(IsGLExtensionEnabled(extName));
5035*8975f5c5SAndroid Build Coastguard Worker
5036*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5037*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5038*8975f5c5SAndroid Build Coastguard Worker
5039*8975f5c5SAndroid Build Coastguard Worker glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, blockSize,
5040*8975f5c5SAndroid Build Coastguard Worker data.data());
5041*8975f5c5SAndroid Build Coastguard Worker if (subImageAllowed)
5042*8975f5c5SAndroid Build Coastguard Worker {
5043*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5044*8975f5c5SAndroid Build Coastguard Worker }
5045*8975f5c5SAndroid Build Coastguard Worker else
5046*8975f5c5SAndroid Build Coastguard Worker {
5047*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5048*8975f5c5SAndroid Build Coastguard Worker }
5049*8975f5c5SAndroid Build Coastguard Worker }
5050*8975f5c5SAndroid Build Coastguard Worker }
5051*8975f5c5SAndroid Build Coastguard Worker
expectedByteLength(GLenum format,GLsizei width,GLsizei height)5052*8975f5c5SAndroid Build Coastguard Worker GLint WebGLCompatibilityTest::expectedByteLength(GLenum format, GLsizei width, GLsizei height)
5053*8975f5c5SAndroid Build Coastguard Worker {
5054*8975f5c5SAndroid Build Coastguard Worker switch (format)
5055*8975f5c5SAndroid Build Coastguard Worker {
5056*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
5057*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
5058*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RED_RGTC1_EXT:
5059*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
5060*8975f5c5SAndroid Build Coastguard Worker return ((width + 3) / 4) * ((height + 3) / 4) * 8;
5061*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
5062*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
5063*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
5064*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
5065*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGBA_BPTC_UNORM_EXT:
5066*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:
5067*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT:
5068*8975f5c5SAndroid Build Coastguard Worker case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT:
5069*8975f5c5SAndroid Build Coastguard Worker return ((width + 3) / 4) * ((height + 3) / 4) * 16;
5070*8975f5c5SAndroid Build Coastguard Worker }
5071*8975f5c5SAndroid Build Coastguard Worker
5072*8975f5c5SAndroid Build Coastguard Worker UNREACHABLE();
5073*8975f5c5SAndroid Build Coastguard Worker return 0;
5074*8975f5c5SAndroid Build Coastguard Worker }
5075*8975f5c5SAndroid Build Coastguard Worker
testCompressedTexLevelDimension(GLenum format,GLint level,GLsizei width,GLsizei height,GLsizei expectedByteLength,GLenum expectedError,const char * explanation)5076*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::testCompressedTexLevelDimension(GLenum format,
5077*8975f5c5SAndroid Build Coastguard Worker GLint level,
5078*8975f5c5SAndroid Build Coastguard Worker GLsizei width,
5079*8975f5c5SAndroid Build Coastguard Worker GLsizei height,
5080*8975f5c5SAndroid Build Coastguard Worker GLsizei expectedByteLength,
5081*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError,
5082*8975f5c5SAndroid Build Coastguard Worker const char *explanation)
5083*8975f5c5SAndroid Build Coastguard Worker {
5084*8975f5c5SAndroid Build Coastguard Worker std::vector<uint8_t> tempVector(expectedByteLength, 0);
5085*8975f5c5SAndroid Build Coastguard Worker
5086*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5087*8975f5c5SAndroid Build Coastguard Worker
5088*8975f5c5SAndroid Build Coastguard Worker GLTexture sourceTexture;
5089*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, sourceTexture);
5090*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height, 0, expectedByteLength,
5091*8975f5c5SAndroid Build Coastguard Worker tempVector.data());
5092*8975f5c5SAndroid Build Coastguard Worker if (expectedError == 0)
5093*8975f5c5SAndroid Build Coastguard Worker {
5094*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR() << explanation;
5095*8975f5c5SAndroid Build Coastguard Worker }
5096*8975f5c5SAndroid Build Coastguard Worker else
5097*8975f5c5SAndroid Build Coastguard Worker {
5098*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(expectedError) << explanation;
5099*8975f5c5SAndroid Build Coastguard Worker }
5100*8975f5c5SAndroid Build Coastguard Worker
5101*8975f5c5SAndroid Build Coastguard Worker if (level == 0 && width > 0)
5102*8975f5c5SAndroid Build Coastguard Worker {
5103*8975f5c5SAndroid Build Coastguard Worker GLTexture sourceTextureStorage;
5104*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, sourceTextureStorage);
5105*8975f5c5SAndroid Build Coastguard Worker
5106*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
5107*8975f5c5SAndroid Build Coastguard Worker {
5108*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, format, width, height);
5109*8975f5c5SAndroid Build Coastguard Worker if (expectedError == 0)
5110*8975f5c5SAndroid Build Coastguard Worker {
5111*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR() << explanation << " (texStorage2D)";
5112*8975f5c5SAndroid Build Coastguard Worker }
5113*8975f5c5SAndroid Build Coastguard Worker else
5114*8975f5c5SAndroid Build Coastguard Worker {
5115*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2D)";
5116*8975f5c5SAndroid Build Coastguard Worker }
5117*8975f5c5SAndroid Build Coastguard Worker }
5118*8975f5c5SAndroid Build Coastguard Worker else
5119*8975f5c5SAndroid Build Coastguard Worker {
5120*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
5121*8975f5c5SAndroid Build Coastguard Worker {
5122*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_EXT_texture_storage");
5123*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
5124*8975f5c5SAndroid Build Coastguard Worker
5125*8975f5c5SAndroid Build Coastguard Worker glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, width, height);
5126*8975f5c5SAndroid Build Coastguard Worker if (expectedError == 0)
5127*8975f5c5SAndroid Build Coastguard Worker {
5128*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR() << explanation << " (texStorage2DEXT)";
5129*8975f5c5SAndroid Build Coastguard Worker }
5130*8975f5c5SAndroid Build Coastguard Worker else
5131*8975f5c5SAndroid Build Coastguard Worker {
5132*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2DEXT)";
5133*8975f5c5SAndroid Build Coastguard Worker }
5134*8975f5c5SAndroid Build Coastguard Worker }
5135*8975f5c5SAndroid Build Coastguard Worker }
5136*8975f5c5SAndroid Build Coastguard Worker }
5137*8975f5c5SAndroid Build Coastguard Worker }
5138*8975f5c5SAndroid Build Coastguard Worker
testCompressedTexImage(GLenum format)5139*8975f5c5SAndroid Build Coastguard Worker void WebGLCompatibilityTest::testCompressedTexImage(GLenum format)
5140*8975f5c5SAndroid Build Coastguard Worker {
5141*8975f5c5SAndroid Build Coastguard Worker struct TestCase
5142*8975f5c5SAndroid Build Coastguard Worker {
5143*8975f5c5SAndroid Build Coastguard Worker GLint level;
5144*8975f5c5SAndroid Build Coastguard Worker GLsizei width;
5145*8975f5c5SAndroid Build Coastguard Worker GLsizei height;
5146*8975f5c5SAndroid Build Coastguard Worker GLenum expectedError;
5147*8975f5c5SAndroid Build Coastguard Worker const char *explanation;
5148*8975f5c5SAndroid Build Coastguard Worker };
5149*8975f5c5SAndroid Build Coastguard Worker
5150*8975f5c5SAndroid Build Coastguard Worker constexpr TestCase testCases[] = {
5151*8975f5c5SAndroid Build Coastguard Worker {0, 4, 3, GL_INVALID_OPERATION, "level is 0, height is not a multiple of 4"},
5152*8975f5c5SAndroid Build Coastguard Worker {0, 3, 4, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5153*8975f5c5SAndroid Build Coastguard Worker {0, 2, 2, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5154*8975f5c5SAndroid Build Coastguard Worker {0, 4, 4, GL_NO_ERROR, "is valid"},
5155*8975f5c5SAndroid Build Coastguard Worker {1, 1, 1, GL_INVALID_OPERATION, "implied base mip 2x2 is invalid"},
5156*8975f5c5SAndroid Build Coastguard Worker {1, 1, 2, GL_INVALID_OPERATION, "implied base mip 2x4 is invalid"},
5157*8975f5c5SAndroid Build Coastguard Worker {1, 2, 1, GL_INVALID_OPERATION, "implied base mip 4x2 is invalid"},
5158*8975f5c5SAndroid Build Coastguard Worker {1, 2, 2, GL_NO_ERROR, "implied base mip 4x4 is valid"},
5159*8975f5c5SAndroid Build Coastguard Worker };
5160*8975f5c5SAndroid Build Coastguard Worker
5161*8975f5c5SAndroid Build Coastguard Worker constexpr TestCase webgl2TestCases[] = {
5162*8975f5c5SAndroid Build Coastguard Worker {0, 0, 0, GL_NO_ERROR, "0: 0x0 is valid"},
5163*8975f5c5SAndroid Build Coastguard Worker {0, 1, 1, GL_INVALID_OPERATION, "0: 1x1 is invalid"},
5164*8975f5c5SAndroid Build Coastguard Worker {0, 2, 2, GL_INVALID_OPERATION, "0: 2x2 is invalid"},
5165*8975f5c5SAndroid Build Coastguard Worker {0, 3, 3, GL_INVALID_OPERATION, "0: 3x3 is invalid"},
5166*8975f5c5SAndroid Build Coastguard Worker {0, 10, 10, GL_INVALID_OPERATION, "0: 10x10 is invalid"},
5167*8975f5c5SAndroid Build Coastguard Worker {0, 11, 11, GL_INVALID_OPERATION, "0: 11x11 is invalid"},
5168*8975f5c5SAndroid Build Coastguard Worker {0, 11, 12, GL_INVALID_OPERATION, "0: 11x12 is invalid"},
5169*8975f5c5SAndroid Build Coastguard Worker {0, 12, 11, GL_INVALID_OPERATION, "0: 12x11 is invalid"},
5170*8975f5c5SAndroid Build Coastguard Worker {0, 12, 12, GL_NO_ERROR, "0: 12x12 is valid"},
5171*8975f5c5SAndroid Build Coastguard Worker {1, 0, 0, GL_NO_ERROR, "1: 0x0 is valid"},
5172*8975f5c5SAndroid Build Coastguard Worker {1, 3, 3, GL_INVALID_OPERATION, "1: 3x3 is invalid"},
5173*8975f5c5SAndroid Build Coastguard Worker {1, 5, 5, GL_INVALID_OPERATION, "1: 5x5 is invalid"},
5174*8975f5c5SAndroid Build Coastguard Worker {1, 5, 6, GL_INVALID_OPERATION, "1: 5x6 is invalid"},
5175*8975f5c5SAndroid Build Coastguard Worker {1, 6, 5, GL_INVALID_OPERATION, "1: 6x5 is invalid"},
5176*8975f5c5SAndroid Build Coastguard Worker {1, 6, 6, GL_NO_ERROR, "1: 6x6 is valid"},
5177*8975f5c5SAndroid Build Coastguard Worker {2, 0, 0, GL_NO_ERROR, "2: 0x0 is valid"},
5178*8975f5c5SAndroid Build Coastguard Worker {2, 3, 3, GL_NO_ERROR, "2: 3x3 is valid"},
5179*8975f5c5SAndroid Build Coastguard Worker {3, 1, 3, GL_NO_ERROR, "3: 1x3 is valid"},
5180*8975f5c5SAndroid Build Coastguard Worker {3, 1, 1, GL_NO_ERROR, "3: 1x1 is valid"},
5181*8975f5c5SAndroid Build Coastguard Worker {2, 1, 3, GL_NO_ERROR, "implied base mip 4x12 is valid"},
5182*8975f5c5SAndroid Build Coastguard Worker };
5183*8975f5c5SAndroid Build Coastguard Worker
5184*8975f5c5SAndroid Build Coastguard Worker for (const TestCase &test : testCases)
5185*8975f5c5SAndroid Build Coastguard Worker {
5186*8975f5c5SAndroid Build Coastguard Worker testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5187*8975f5c5SAndroid Build Coastguard Worker expectedByteLength(format, test.width, test.height),
5188*8975f5c5SAndroid Build Coastguard Worker test.expectedError, test.explanation);
5189*8975f5c5SAndroid Build Coastguard Worker }
5190*8975f5c5SAndroid Build Coastguard Worker
5191*8975f5c5SAndroid Build Coastguard Worker if (getClientMajorVersion() >= 3)
5192*8975f5c5SAndroid Build Coastguard Worker {
5193*8975f5c5SAndroid Build Coastguard Worker for (const TestCase &test : webgl2TestCases)
5194*8975f5c5SAndroid Build Coastguard Worker {
5195*8975f5c5SAndroid Build Coastguard Worker testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5196*8975f5c5SAndroid Build Coastguard Worker expectedByteLength(format, test.width, test.height),
5197*8975f5c5SAndroid Build Coastguard Worker test.expectedError, test.explanation);
5198*8975f5c5SAndroid Build Coastguard Worker }
5199*8975f5c5SAndroid Build Coastguard Worker }
5200*8975f5c5SAndroid Build Coastguard Worker }
5201*8975f5c5SAndroid Build Coastguard Worker
5202*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGB)5203*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGB)
5204*8975f5c5SAndroid Build Coastguard Worker {
5205*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 8,
5206*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_dxt1", true);
5207*8975f5c5SAndroid Build Coastguard Worker }
5208*8975f5c5SAndroid Build Coastguard Worker
5209*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGBA)5210*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGBA)
5211*8975f5c5SAndroid Build Coastguard Worker {
5212*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 8,
5213*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_dxt1", true);
5214*8975f5c5SAndroid Build Coastguard Worker }
5215*8975f5c5SAndroid Build Coastguard Worker
5216*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_ANGLE_texture_compression_dxt3
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3)5217*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3)
5218*8975f5c5SAndroid Build Coastguard Worker {
5219*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, 4, 4, 16,
5220*8975f5c5SAndroid Build Coastguard Worker "GL_ANGLE_texture_compression_dxt3", true);
5221*8975f5c5SAndroid Build Coastguard Worker }
5222*8975f5c5SAndroid Build Coastguard Worker
5223*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_ANGLE_texture_compression_dxt5
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5)5224*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5)
5225*8975f5c5SAndroid Build Coastguard Worker {
5226*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, 4, 4, 16,
5227*8975f5c5SAndroid Build Coastguard Worker "GL_ANGLE_texture_compression_dxt5", true);
5228*8975f5c5SAndroid Build Coastguard Worker }
5229*8975f5c5SAndroid Build Coastguard Worker
5230*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGB)5231*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGB)
5232*8975f5c5SAndroid Build Coastguard Worker {
5233*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, 4, 4, 8,
5234*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_s3tc_srgb", true);
5235*8975f5c5SAndroid Build Coastguard Worker }
5236*8975f5c5SAndroid Build Coastguard Worker
5237*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGBA)5238*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGBA)
5239*8975f5c5SAndroid Build Coastguard Worker {
5240*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 4, 4, 8,
5241*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_s3tc_srgb", true);
5242*8975f5c5SAndroid Build Coastguard Worker }
5243*8975f5c5SAndroid Build Coastguard Worker
5244*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3SRGBA)5245*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3SRGBA)
5246*8975f5c5SAndroid Build Coastguard Worker {
5247*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 4, 4, 16,
5248*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_s3tc_srgb", true);
5249*8975f5c5SAndroid Build Coastguard Worker }
5250*8975f5c5SAndroid Build Coastguard Worker
5251*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5SRGBA)5252*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5SRGBA)
5253*8975f5c5SAndroid Build Coastguard Worker {
5254*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 4, 4, 16,
5255*8975f5c5SAndroid Build Coastguard Worker "GL_EXT_texture_compression_s3tc_srgb", true);
5256*8975f5c5SAndroid Build Coastguard Worker }
5257*8975f5c5SAndroid Build Coastguard Worker
5258*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_OES_compressed_ETC1_RGB8_texture
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionETC1)5259*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionETC1)
5260*8975f5c5SAndroid Build Coastguard Worker {
5261*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(
5262*8975f5c5SAndroid Build Coastguard Worker GL_ETC1_RGB8_OES, 4, 4, 8, "GL_OES_compressed_ETC1_RGB8_texture",
5263*8975f5c5SAndroid Build Coastguard Worker IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
5264*8975f5c5SAndroid Build Coastguard Worker }
5265*8975f5c5SAndroid Build Coastguard Worker
5266*8975f5c5SAndroid Build Coastguard Worker // Test enabling GL_ANGLE_lossy_etc_decode
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionLossyDecode)5267*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionLossyDecode)
5268*8975f5c5SAndroid Build Coastguard Worker {
5269*8975f5c5SAndroid Build Coastguard Worker validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, 4, 4, 8,
5270*8975f5c5SAndroid Build Coastguard Worker "GL_ANGLE_lossy_etc_decode", true);
5271*8975f5c5SAndroid Build Coastguard Worker }
5272*8975f5c5SAndroid Build Coastguard Worker
5273*8975f5c5SAndroid Build Coastguard Worker // Reject attempts to allocate too-large arrays in shaders.
5274*8975f5c5SAndroid Build Coastguard Worker // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateArraySizes)5275*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ValidateArraySizes)
5276*8975f5c5SAndroid Build Coastguard Worker {
5277*8975f5c5SAndroid Build Coastguard Worker // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5278*8975f5c5SAndroid Build Coastguard Worker // close to this limit causes pathologically slow shader
5279*8975f5c5SAndroid Build Coastguard Worker // compilation in the driver. For the "ok" case, therefore, use a
5280*8975f5c5SAndroid Build Coastguard Worker // fairly small array.
5281*8975f5c5SAndroid Build Coastguard Worker constexpr char kVSArrayOK[] =
5282*8975f5c5SAndroid Build Coastguard Worker R"(varying vec4 color;
5283*8975f5c5SAndroid Build Coastguard Worker const int array_size = 500;
5284*8975f5c5SAndroid Build Coastguard Worker void main()
5285*8975f5c5SAndroid Build Coastguard Worker {
5286*8975f5c5SAndroid Build Coastguard Worker mat2 array[array_size];
5287*8975f5c5SAndroid Build Coastguard Worker mat2 array2[array_size];
5288*8975f5c5SAndroid Build Coastguard Worker if (array[0][0][0] + array2[0][0][0] == 2.0)
5289*8975f5c5SAndroid Build Coastguard Worker color = vec4(0.0, 1.0, 0.0, 1.0);
5290*8975f5c5SAndroid Build Coastguard Worker else
5291*8975f5c5SAndroid Build Coastguard Worker color = vec4(1.0, 0.0, 0.0, 1.0);
5292*8975f5c5SAndroid Build Coastguard Worker })";
5293*8975f5c5SAndroid Build Coastguard Worker
5294*8975f5c5SAndroid Build Coastguard Worker constexpr char kVSArrayTooLarge[] =
5295*8975f5c5SAndroid Build Coastguard Worker R"(varying vec4 color;
5296*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 32 aligned bytes per mat2 = 524288
5297*8975f5c5SAndroid Build Coastguard Worker const int array_size = 524289;
5298*8975f5c5SAndroid Build Coastguard Worker void main()
5299*8975f5c5SAndroid Build Coastguard Worker {
5300*8975f5c5SAndroid Build Coastguard Worker mat2 array[array_size];
5301*8975f5c5SAndroid Build Coastguard Worker if (array[0][0][0] == 2.0)
5302*8975f5c5SAndroid Build Coastguard Worker color = vec4(0.0, 1.0, 0.0, 1.0);
5303*8975f5c5SAndroid Build Coastguard Worker else
5304*8975f5c5SAndroid Build Coastguard Worker color = vec4(1.0, 0.0, 0.0, 1.0);
5305*8975f5c5SAndroid Build Coastguard Worker })";
5306*8975f5c5SAndroid Build Coastguard Worker
5307*8975f5c5SAndroid Build Coastguard Worker constexpr char kVSArrayMuchTooLarge[] =
5308*8975f5c5SAndroid Build Coastguard Worker R"(varying vec4 color;
5309*8975f5c5SAndroid Build Coastguard Worker const int array_size = 757000;
5310*8975f5c5SAndroid Build Coastguard Worker void main()
5311*8975f5c5SAndroid Build Coastguard Worker {
5312*8975f5c5SAndroid Build Coastguard Worker mat2 array[array_size];
5313*8975f5c5SAndroid Build Coastguard Worker if (array[0][0][0] == 2.0)
5314*8975f5c5SAndroid Build Coastguard Worker color = vec4(0.0, 1.0, 0.0, 1.0);
5315*8975f5c5SAndroid Build Coastguard Worker else
5316*8975f5c5SAndroid Build Coastguard Worker color = vec4(1.0, 0.0, 0.0, 1.0);
5317*8975f5c5SAndroid Build Coastguard Worker })";
5318*8975f5c5SAndroid Build Coastguard Worker
5319*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
5320*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5321*8975f5c5SAndroid Build Coastguard Worker varying vec4 color;
5322*8975f5c5SAndroid Build Coastguard Worker void main()
5323*8975f5c5SAndroid Build Coastguard Worker {
5324*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(color.r - 0.5, 0.0, 0.0, 1.0);
5325*8975f5c5SAndroid Build Coastguard Worker })";
5326*8975f5c5SAndroid Build Coastguard Worker
5327*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(kVSArrayOK, kFS);
5328*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
5329*8975f5c5SAndroid Build Coastguard Worker
5330*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(kVSArrayTooLarge, kFS);
5331*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5332*8975f5c5SAndroid Build Coastguard Worker
5333*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(kVSArrayMuchTooLarge, kFS);
5334*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5335*8975f5c5SAndroid Build Coastguard Worker }
5336*8975f5c5SAndroid Build Coastguard Worker
5337*8975f5c5SAndroid Build Coastguard Worker // Reject attempts to allocate too-large structs in shaders.
5338*8975f5c5SAndroid Build Coastguard Worker // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateStructSizes)5339*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ValidateStructSizes)
5340*8975f5c5SAndroid Build Coastguard Worker {
5341*8975f5c5SAndroid Build Coastguard Worker // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5342*8975f5c5SAndroid Build Coastguard Worker // close to this limit causes pathologically slow shader
5343*8975f5c5SAndroid Build Coastguard Worker // compilation in the driver. For this reason, only perform a
5344*8975f5c5SAndroid Build Coastguard Worker // negative test.
5345*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSStructTooLarge[] =
5346*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5347*8975f5c5SAndroid Build Coastguard Worker struct Light {
5348*8975f5c5SAndroid Build Coastguard Worker // 2 GB / 32 aligned bytes per mat2 = 67108864
5349*8975f5c5SAndroid Build Coastguard Worker mat2 array[67108865];
5350*8975f5c5SAndroid Build Coastguard Worker };
5351*8975f5c5SAndroid Build Coastguard Worker
5352*8975f5c5SAndroid Build Coastguard Worker uniform Light light;
5353*8975f5c5SAndroid Build Coastguard Worker
5354*8975f5c5SAndroid Build Coastguard Worker void main()
5355*8975f5c5SAndroid Build Coastguard Worker {
5356*8975f5c5SAndroid Build Coastguard Worker if (light.array[0][0][0] == 2.0)
5357*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5358*8975f5c5SAndroid Build Coastguard Worker else
5359*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5360*8975f5c5SAndroid Build Coastguard Worker })";
5361*8975f5c5SAndroid Build Coastguard Worker
5362*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge);
5363*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5364*8975f5c5SAndroid Build Coastguard Worker
5365*8975f5c5SAndroid Build Coastguard Worker // A second variation where the large array is on the variable itself not a member.
5366*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSStructTooLarge2[] =
5367*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5368*8975f5c5SAndroid Build Coastguard Worker struct Light {
5369*8975f5c5SAndroid Build Coastguard Worker mat2 array;
5370*8975f5c5SAndroid Build Coastguard Worker };
5371*8975f5c5SAndroid Build Coastguard Worker
5372*8975f5c5SAndroid Build Coastguard Worker uniform Light light[67108865];
5373*8975f5c5SAndroid Build Coastguard Worker
5374*8975f5c5SAndroid Build Coastguard Worker void main()
5375*8975f5c5SAndroid Build Coastguard Worker {
5376*8975f5c5SAndroid Build Coastguard Worker if (light[0].array[0][0] == 2.0)
5377*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5378*8975f5c5SAndroid Build Coastguard Worker else
5379*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5380*8975f5c5SAndroid Build Coastguard Worker })";
5381*8975f5c5SAndroid Build Coastguard Worker
5382*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge2);
5383*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5384*8975f5c5SAndroid Build Coastguard Worker }
5385*8975f5c5SAndroid Build Coastguard Worker
5386*8975f5c5SAndroid Build Coastguard Worker // Reject attempts to allocate too much private memory.
5387*8975f5c5SAndroid Build Coastguard Worker // This is an implementation-defined limit - crbug.com/1431761.
TEST_P(WebGLCompatibilityTest,ValidateTotalPrivateSize)5388*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ValidateTotalPrivateSize)
5389*8975f5c5SAndroid Build Coastguard Worker {
5390*8975f5c5SAndroid Build Coastguard Worker constexpr char kTooLargeGlobalMemory1[] =
5391*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5392*8975f5c5SAndroid Build Coastguard Worker
5393*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 16 bytes per vec4 = 1048576
5394*8975f5c5SAndroid Build Coastguard Worker vec4 array[524288];
5395*8975f5c5SAndroid Build Coastguard Worker vec4 array2[524289];
5396*8975f5c5SAndroid Build Coastguard Worker
5397*8975f5c5SAndroid Build Coastguard Worker void main()
5398*8975f5c5SAndroid Build Coastguard Worker {
5399*8975f5c5SAndroid Build Coastguard Worker if (array[0].x + array[1].x == 0.)
5400*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5401*8975f5c5SAndroid Build Coastguard Worker else
5402*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5403*8975f5c5SAndroid Build Coastguard Worker })";
5404*8975f5c5SAndroid Build Coastguard Worker
5405*8975f5c5SAndroid Build Coastguard Worker constexpr char kTooLargeGlobalMemory2[] =
5406*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5407*8975f5c5SAndroid Build Coastguard Worker
5408*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 16 bytes per vec4 = 1048576
5409*8975f5c5SAndroid Build Coastguard Worker vec4 array[524287];
5410*8975f5c5SAndroid Build Coastguard Worker vec4 array2[524287];
5411*8975f5c5SAndroid Build Coastguard Worker vec4 x, y, z;
5412*8975f5c5SAndroid Build Coastguard Worker
5413*8975f5c5SAndroid Build Coastguard Worker void main()
5414*8975f5c5SAndroid Build Coastguard Worker {
5415*8975f5c5SAndroid Build Coastguard Worker if (array[0].x + array[1].x == x.w + y.w + z.w)
5416*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5417*8975f5c5SAndroid Build Coastguard Worker else
5418*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5419*8975f5c5SAndroid Build Coastguard Worker })";
5420*8975f5c5SAndroid Build Coastguard Worker
5421*8975f5c5SAndroid Build Coastguard Worker constexpr char kTooLargeGlobalAndLocalMemory1[] =
5422*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5423*8975f5c5SAndroid Build Coastguard Worker
5424*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 16 bytes per vec4 = 1048576
5425*8975f5c5SAndroid Build Coastguard Worker vec4 array[524288];
5426*8975f5c5SAndroid Build Coastguard Worker
5427*8975f5c5SAndroid Build Coastguard Worker void main()
5428*8975f5c5SAndroid Build Coastguard Worker {
5429*8975f5c5SAndroid Build Coastguard Worker vec4 array2[524289];
5430*8975f5c5SAndroid Build Coastguard Worker if (array[0].x + array[1].x == 2.0)
5431*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5432*8975f5c5SAndroid Build Coastguard Worker else
5433*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5434*8975f5c5SAndroid Build Coastguard Worker })";
5435*8975f5c5SAndroid Build Coastguard Worker
5436*8975f5c5SAndroid Build Coastguard Worker // Note: The call stack is not taken into account for the purposes of total memory calculation.
5437*8975f5c5SAndroid Build Coastguard Worker constexpr char kTooLargeGlobalAndLocalMemory2[] =
5438*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5439*8975f5c5SAndroid Build Coastguard Worker
5440*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 16 bytes per vec4 = 1048576
5441*8975f5c5SAndroid Build Coastguard Worker vec4 array[524288];
5442*8975f5c5SAndroid Build Coastguard Worker
5443*8975f5c5SAndroid Build Coastguard Worker float f()
5444*8975f5c5SAndroid Build Coastguard Worker {
5445*8975f5c5SAndroid Build Coastguard Worker vec4 array2[524288];
5446*8975f5c5SAndroid Build Coastguard Worker return array2[0].x;
5447*8975f5c5SAndroid Build Coastguard Worker }
5448*8975f5c5SAndroid Build Coastguard Worker
5449*8975f5c5SAndroid Build Coastguard Worker float g()
5450*8975f5c5SAndroid Build Coastguard Worker {
5451*8975f5c5SAndroid Build Coastguard Worker vec4 array3[524287];
5452*8975f5c5SAndroid Build Coastguard Worker return array3[0].x;
5453*8975f5c5SAndroid Build Coastguard Worker }
5454*8975f5c5SAndroid Build Coastguard Worker
5455*8975f5c5SAndroid Build Coastguard Worker float h()
5456*8975f5c5SAndroid Build Coastguard Worker {
5457*8975f5c5SAndroid Build Coastguard Worker vec4 value;
5458*8975f5c5SAndroid Build Coastguard Worker float value2;
5459*8975f5c5SAndroid Build Coastguard Worker return value.x + value2;
5460*8975f5c5SAndroid Build Coastguard Worker }
5461*8975f5c5SAndroid Build Coastguard Worker
5462*8975f5c5SAndroid Build Coastguard Worker void main()
5463*8975f5c5SAndroid Build Coastguard Worker {
5464*8975f5c5SAndroid Build Coastguard Worker if (array[0].x + f() + g() + h() == 2.0)
5465*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5466*8975f5c5SAndroid Build Coastguard Worker else
5467*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5468*8975f5c5SAndroid Build Coastguard Worker })";
5469*8975f5c5SAndroid Build Coastguard Worker
5470*8975f5c5SAndroid Build Coastguard Worker constexpr char kTooLargeGlobalMemoryOverflow[] =
5471*8975f5c5SAndroid Build Coastguard Worker R"(precision mediump float;
5472*8975f5c5SAndroid Build Coastguard Worker
5473*8975f5c5SAndroid Build Coastguard Worker // 16 MB / 16 bytes per vec4 = 1048576
5474*8975f5c5SAndroid Build Coastguard Worker // Create 256 arrays so each is small, but the total overflows a 32-bit number
5475*8975f5c5SAndroid Build Coastguard Worker vec4 array[1048576], array2[1048576], array3[1048576], array4[1048576], array5[1048576];
5476*8975f5c5SAndroid Build Coastguard Worker vec4 array6[1048576], array7[1048576], array8[1048576], array9[1048576], array10[1048576];
5477*8975f5c5SAndroid Build Coastguard Worker vec4 array11[1048576], array12[1048576], array13[1048576], array14[1048576], array15[1048576];
5478*8975f5c5SAndroid Build Coastguard Worker vec4 array16[1048576], array17[1048576], array18[1048576], array19[1048576], array20[1048576];
5479*8975f5c5SAndroid Build Coastguard Worker vec4 array21[1048576], array22[1048576], array23[1048576], array24[1048576], array25[1048576];
5480*8975f5c5SAndroid Build Coastguard Worker vec4 array26[1048576], array27[1048576], array28[1048576], array29[1048576], array30[1048576];
5481*8975f5c5SAndroid Build Coastguard Worker vec4 array31[1048576], array32[1048576], array33[1048576], array34[1048576], array35[1048576];
5482*8975f5c5SAndroid Build Coastguard Worker vec4 array36[1048576], array37[1048576], array38[1048576], array39[1048576], array40[1048576];
5483*8975f5c5SAndroid Build Coastguard Worker vec4 array41[1048576], array42[1048576], array43[1048576], array44[1048576], array45[1048576];
5484*8975f5c5SAndroid Build Coastguard Worker vec4 array46[1048576], array47[1048576], array48[1048576], array49[1048576], array50[1048576];
5485*8975f5c5SAndroid Build Coastguard Worker vec4 array51[1048576], array52[1048576], array53[1048576], array54[1048576], array55[1048576];
5486*8975f5c5SAndroid Build Coastguard Worker vec4 array56[1048576], array57[1048576], array58[1048576], array59[1048576], array60[1048576];
5487*8975f5c5SAndroid Build Coastguard Worker vec4 array61[1048576], array62[1048576], array63[1048576], array64[1048576], array65[1048576];
5488*8975f5c5SAndroid Build Coastguard Worker vec4 array66[1048576], array67[1048576], array68[1048576], array69[1048576], array70[1048576];
5489*8975f5c5SAndroid Build Coastguard Worker vec4 array71[1048576], array72[1048576], array73[1048576], array74[1048576], array75[1048576];
5490*8975f5c5SAndroid Build Coastguard Worker vec4 array76[1048576], array77[1048576], array78[1048576], array79[1048576], array80[1048576];
5491*8975f5c5SAndroid Build Coastguard Worker vec4 array81[1048576], array82[1048576], array83[1048576], array84[1048576], array85[1048576];
5492*8975f5c5SAndroid Build Coastguard Worker vec4 array86[1048576], array87[1048576], array88[1048576], array89[1048576], array90[1048576];
5493*8975f5c5SAndroid Build Coastguard Worker vec4 array91[1048576], array92[1048576], array93[1048576], array94[1048576], array95[1048576];
5494*8975f5c5SAndroid Build Coastguard Worker vec4 array96[1048576], array97[1048576], array98[1048576], array99[1048576], array100[1048576];
5495*8975f5c5SAndroid Build Coastguard Worker vec4 array101[1048576], array102[1048576], array103[1048576], array104[1048576], array105[1048576];
5496*8975f5c5SAndroid Build Coastguard Worker vec4 array106[1048576], array107[1048576], array108[1048576], array109[1048576], array110[1048576];
5497*8975f5c5SAndroid Build Coastguard Worker vec4 array111[1048576], array112[1048576], array113[1048576], array114[1048576], array115[1048576];
5498*8975f5c5SAndroid Build Coastguard Worker vec4 array116[1048576], array117[1048576], array118[1048576], array119[1048576], array120[1048576];
5499*8975f5c5SAndroid Build Coastguard Worker vec4 array121[1048576], array122[1048576], array123[1048576], array124[1048576], array125[1048576];
5500*8975f5c5SAndroid Build Coastguard Worker vec4 array126[1048576], array127[1048576], array128[1048576], array129[1048576], array130[1048576];
5501*8975f5c5SAndroid Build Coastguard Worker vec4 array131[1048576], array132[1048576], array133[1048576], array134[1048576], array135[1048576];
5502*8975f5c5SAndroid Build Coastguard Worker vec4 array136[1048576], array137[1048576], array138[1048576], array139[1048576], array140[1048576];
5503*8975f5c5SAndroid Build Coastguard Worker vec4 array141[1048576], array142[1048576], array143[1048576], array144[1048576], array145[1048576];
5504*8975f5c5SAndroid Build Coastguard Worker vec4 array146[1048576], array147[1048576], array148[1048576], array149[1048576], array150[1048576];
5505*8975f5c5SAndroid Build Coastguard Worker vec4 array151[1048576], array152[1048576], array153[1048576], array154[1048576], array155[1048576];
5506*8975f5c5SAndroid Build Coastguard Worker vec4 array156[1048576], array157[1048576], array158[1048576], array159[1048576], array160[1048576];
5507*8975f5c5SAndroid Build Coastguard Worker vec4 array161[1048576], array162[1048576], array163[1048576], array164[1048576], array165[1048576];
5508*8975f5c5SAndroid Build Coastguard Worker vec4 array166[1048576], array167[1048576], array168[1048576], array169[1048576], array170[1048576];
5509*8975f5c5SAndroid Build Coastguard Worker vec4 array171[1048576], array172[1048576], array173[1048576], array174[1048576], array175[1048576];
5510*8975f5c5SAndroid Build Coastguard Worker vec4 array176[1048576], array177[1048576], array178[1048576], array179[1048576], array180[1048576];
5511*8975f5c5SAndroid Build Coastguard Worker vec4 array181[1048576], array182[1048576], array183[1048576], array184[1048576], array185[1048576];
5512*8975f5c5SAndroid Build Coastguard Worker vec4 array186[1048576], array187[1048576], array188[1048576], array189[1048576], array190[1048576];
5513*8975f5c5SAndroid Build Coastguard Worker vec4 array191[1048576], array192[1048576], array193[1048576], array194[1048576], array195[1048576];
5514*8975f5c5SAndroid Build Coastguard Worker vec4 array196[1048576], array197[1048576], array198[1048576], array199[1048576], array200[1048576];
5515*8975f5c5SAndroid Build Coastguard Worker vec4 array201[1048576], array202[1048576], array203[1048576], array204[1048576], array205[1048576];
5516*8975f5c5SAndroid Build Coastguard Worker vec4 array206[1048576], array207[1048576], array208[1048576], array209[1048576], array210[1048576];
5517*8975f5c5SAndroid Build Coastguard Worker vec4 array211[1048576], array212[1048576], array213[1048576], array214[1048576], array215[1048576];
5518*8975f5c5SAndroid Build Coastguard Worker vec4 array216[1048576], array217[1048576], array218[1048576], array219[1048576], array220[1048576];
5519*8975f5c5SAndroid Build Coastguard Worker vec4 array221[1048576], array222[1048576], array223[1048576], array224[1048576], array225[1048576];
5520*8975f5c5SAndroid Build Coastguard Worker vec4 array226[1048576], array227[1048576], array228[1048576], array229[1048576], array230[1048576];
5521*8975f5c5SAndroid Build Coastguard Worker vec4 array231[1048576], array232[1048576], array233[1048576], array234[1048576], array235[1048576];
5522*8975f5c5SAndroid Build Coastguard Worker vec4 array236[1048576], array237[1048576], array238[1048576], array239[1048576], array240[1048576];
5523*8975f5c5SAndroid Build Coastguard Worker vec4 array241[1048576], array242[1048576], array243[1048576], array244[1048576], array245[1048576];
5524*8975f5c5SAndroid Build Coastguard Worker vec4 array246[1048576], array247[1048576], array248[1048576], array249[1048576], array250[1048576];
5525*8975f5c5SAndroid Build Coastguard Worker vec4 array251[1048576], array252[1048576], array253[1048576], array254[1048576], array255[1048576];
5526*8975f5c5SAndroid Build Coastguard Worker vec4 array256[1048576];
5527*8975f5c5SAndroid Build Coastguard Worker
5528*8975f5c5SAndroid Build Coastguard Worker void main()
5529*8975f5c5SAndroid Build Coastguard Worker {
5530*8975f5c5SAndroid Build Coastguard Worker float f = array[0].x; f += array2[0].x; f += array3[0].x; f += array4[0].x; f += array5[0].x;
5531*8975f5c5SAndroid Build Coastguard Worker f += array6[0].x; f += array7[0].x; f += array8[0].x; f += array9[0].x; f += array10[0].x;
5532*8975f5c5SAndroid Build Coastguard Worker f += array11[0].x; f += array12[0].x; f += array13[0].x; f += array14[0].x; f += array15[0].x;
5533*8975f5c5SAndroid Build Coastguard Worker f += array16[0].x; f += array17[0].x; f += array18[0].x; f += array19[0].x; f += array20[0].x;
5534*8975f5c5SAndroid Build Coastguard Worker f += array21[0].x; f += array22[0].x; f += array23[0].x; f += array24[0].x; f += array25[0].x;
5535*8975f5c5SAndroid Build Coastguard Worker f += array26[0].x; f += array27[0].x; f += array28[0].x; f += array29[0].x; f += array30[0].x;
5536*8975f5c5SAndroid Build Coastguard Worker f += array31[0].x; f += array32[0].x; f += array33[0].x; f += array34[0].x; f += array35[0].x;
5537*8975f5c5SAndroid Build Coastguard Worker f += array36[0].x; f += array37[0].x; f += array38[0].x; f += array39[0].x; f += array40[0].x;
5538*8975f5c5SAndroid Build Coastguard Worker f += array41[0].x; f += array42[0].x; f += array43[0].x; f += array44[0].x; f += array45[0].x;
5539*8975f5c5SAndroid Build Coastguard Worker f += array46[0].x; f += array47[0].x; f += array48[0].x; f += array49[0].x; f += array50[0].x;
5540*8975f5c5SAndroid Build Coastguard Worker f += array51[0].x; f += array52[0].x; f += array53[0].x; f += array54[0].x; f += array55[0].x;
5541*8975f5c5SAndroid Build Coastguard Worker f += array56[0].x; f += array57[0].x; f += array58[0].x; f += array59[0].x; f += array60[0].x;
5542*8975f5c5SAndroid Build Coastguard Worker f += array61[0].x; f += array62[0].x; f += array63[0].x; f += array64[0].x; f += array65[0].x;
5543*8975f5c5SAndroid Build Coastguard Worker f += array66[0].x; f += array67[0].x; f += array68[0].x; f += array69[0].x; f += array70[0].x;
5544*8975f5c5SAndroid Build Coastguard Worker f += array71[0].x; f += array72[0].x; f += array73[0].x; f += array74[0].x; f += array75[0].x;
5545*8975f5c5SAndroid Build Coastguard Worker f += array76[0].x; f += array77[0].x; f += array78[0].x; f += array79[0].x; f += array80[0].x;
5546*8975f5c5SAndroid Build Coastguard Worker f += array81[0].x; f += array82[0].x; f += array83[0].x; f += array84[0].x; f += array85[0].x;
5547*8975f5c5SAndroid Build Coastguard Worker f += array86[0].x; f += array87[0].x; f += array88[0].x; f += array89[0].x; f += array90[0].x;
5548*8975f5c5SAndroid Build Coastguard Worker f += array91[0].x; f += array92[0].x; f += array93[0].x; f += array94[0].x; f += array95[0].x;
5549*8975f5c5SAndroid Build Coastguard Worker f += array96[0].x; f += array97[0].x; f += array98[0].x; f += array99[0].x; f += array100[0].x;
5550*8975f5c5SAndroid Build Coastguard Worker f += array101[0].x; f += array102[0].x; f += array103[0].x; f += array104[0].x;
5551*8975f5c5SAndroid Build Coastguard Worker f += array105[0].x; f += array106[0].x; f += array107[0].x; f += array108[0].x;
5552*8975f5c5SAndroid Build Coastguard Worker f += array109[0].x; f += array110[0].x; f += array111[0].x; f += array112[0].x;
5553*8975f5c5SAndroid Build Coastguard Worker f += array113[0].x; f += array114[0].x; f += array115[0].x; f += array116[0].x;
5554*8975f5c5SAndroid Build Coastguard Worker f += array117[0].x; f += array118[0].x; f += array119[0].x; f += array120[0].x;
5555*8975f5c5SAndroid Build Coastguard Worker f += array121[0].x; f += array122[0].x; f += array123[0].x; f += array124[0].x;
5556*8975f5c5SAndroid Build Coastguard Worker f += array125[0].x; f += array126[0].x; f += array127[0].x; f += array128[0].x;
5557*8975f5c5SAndroid Build Coastguard Worker f += array129[0].x; f += array130[0].x; f += array131[0].x; f += array132[0].x;
5558*8975f5c5SAndroid Build Coastguard Worker f += array133[0].x; f += array134[0].x; f += array135[0].x; f += array136[0].x;
5559*8975f5c5SAndroid Build Coastguard Worker f += array137[0].x; f += array138[0].x; f += array139[0].x; f += array140[0].x;
5560*8975f5c5SAndroid Build Coastguard Worker f += array141[0].x; f += array142[0].x; f += array143[0].x; f += array144[0].x;
5561*8975f5c5SAndroid Build Coastguard Worker f += array145[0].x; f += array146[0].x; f += array147[0].x; f += array148[0].x;
5562*8975f5c5SAndroid Build Coastguard Worker f += array149[0].x; f += array150[0].x; f += array151[0].x; f += array152[0].x;
5563*8975f5c5SAndroid Build Coastguard Worker f += array153[0].x; f += array154[0].x; f += array155[0].x; f += array156[0].x;
5564*8975f5c5SAndroid Build Coastguard Worker f += array157[0].x; f += array158[0].x; f += array159[0].x; f += array160[0].x;
5565*8975f5c5SAndroid Build Coastguard Worker f += array161[0].x; f += array162[0].x; f += array163[0].x; f += array164[0].x;
5566*8975f5c5SAndroid Build Coastguard Worker f += array165[0].x; f += array166[0].x; f += array167[0].x; f += array168[0].x;
5567*8975f5c5SAndroid Build Coastguard Worker f += array169[0].x; f += array170[0].x; f += array171[0].x; f += array172[0].x;
5568*8975f5c5SAndroid Build Coastguard Worker f += array173[0].x; f += array174[0].x; f += array175[0].x; f += array176[0].x;
5569*8975f5c5SAndroid Build Coastguard Worker f += array177[0].x; f += array178[0].x; f += array179[0].x; f += array180[0].x;
5570*8975f5c5SAndroid Build Coastguard Worker f += array181[0].x; f += array182[0].x; f += array183[0].x; f += array184[0].x;
5571*8975f5c5SAndroid Build Coastguard Worker f += array185[0].x; f += array186[0].x; f += array187[0].x; f += array188[0].x;
5572*8975f5c5SAndroid Build Coastguard Worker f += array189[0].x; f += array190[0].x; f += array191[0].x; f += array192[0].x;
5573*8975f5c5SAndroid Build Coastguard Worker f += array193[0].x; f += array194[0].x; f += array195[0].x; f += array196[0].x;
5574*8975f5c5SAndroid Build Coastguard Worker f += array197[0].x; f += array198[0].x; f += array199[0].x; f += array200[0].x;
5575*8975f5c5SAndroid Build Coastguard Worker f += array201[0].x; f += array202[0].x; f += array203[0].x; f += array204[0].x;
5576*8975f5c5SAndroid Build Coastguard Worker f += array205[0].x; f += array206[0].x; f += array207[0].x; f += array208[0].x;
5577*8975f5c5SAndroid Build Coastguard Worker f += array209[0].x; f += array210[0].x; f += array211[0].x; f += array212[0].x;
5578*8975f5c5SAndroid Build Coastguard Worker f += array213[0].x; f += array214[0].x; f += array215[0].x; f += array216[0].x;
5579*8975f5c5SAndroid Build Coastguard Worker f += array217[0].x; f += array218[0].x; f += array219[0].x; f += array220[0].x;
5580*8975f5c5SAndroid Build Coastguard Worker f += array221[0].x; f += array222[0].x; f += array223[0].x; f += array224[0].x;
5581*8975f5c5SAndroid Build Coastguard Worker f += array225[0].x; f += array226[0].x; f += array227[0].x; f += array228[0].x;
5582*8975f5c5SAndroid Build Coastguard Worker f += array229[0].x; f += array230[0].x; f += array231[0].x; f += array232[0].x;
5583*8975f5c5SAndroid Build Coastguard Worker f += array233[0].x; f += array234[0].x; f += array235[0].x; f += array236[0].x;
5584*8975f5c5SAndroid Build Coastguard Worker f += array237[0].x; f += array238[0].x; f += array239[0].x; f += array240[0].x;
5585*8975f5c5SAndroid Build Coastguard Worker f += array241[0].x; f += array242[0].x; f += array243[0].x; f += array244[0].x;
5586*8975f5c5SAndroid Build Coastguard Worker f += array245[0].x; f += array246[0].x; f += array247[0].x; f += array248[0].x;
5587*8975f5c5SAndroid Build Coastguard Worker f += array249[0].x; f += array250[0].x; f += array251[0].x; f += array252[0].x;
5588*8975f5c5SAndroid Build Coastguard Worker f += array253[0].x; f += array254[0].x; f += array255[0].x; f += array256[0].x;
5589*8975f5c5SAndroid Build Coastguard Worker if (f == 2.0)
5590*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5591*8975f5c5SAndroid Build Coastguard Worker else
5592*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5593*8975f5c5SAndroid Build Coastguard Worker })";
5594*8975f5c5SAndroid Build Coastguard Worker
5595*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory1);
5596*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5597*8975f5c5SAndroid Build Coastguard Worker
5598*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory2);
5599*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5600*8975f5c5SAndroid Build Coastguard Worker
5601*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory1);
5602*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5603*8975f5c5SAndroid Build Coastguard Worker
5604*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory2);
5605*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5606*8975f5c5SAndroid Build Coastguard Worker
5607*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemoryOverflow);
5608*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5609*8975f5c5SAndroid Build Coastguard Worker }
5610*8975f5c5SAndroid Build Coastguard Worker
5611*8975f5c5SAndroid Build Coastguard Worker // Linking should fail when corresponding vertex/fragment uniform blocks have different precision
5612*8975f5c5SAndroid Build Coastguard Worker // qualifiers.
TEST_P(WebGL2CompatibilityTest,UniformBlockPrecisionMismatch)5613*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
5614*8975f5c5SAndroid Build Coastguard Worker {
5615*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
5616*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
5617*8975f5c5SAndroid Build Coastguard Worker uniform Block { mediump vec4 val; };
5618*8975f5c5SAndroid Build Coastguard Worker void main() { gl_Position = val; })";
5619*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] =
5620*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
5621*8975f5c5SAndroid Build Coastguard Worker uniform Block { highp vec4 val; };
5622*8975f5c5SAndroid Build Coastguard Worker out highp vec4 out_FragColor;
5623*8975f5c5SAndroid Build Coastguard Worker void main() { out_FragColor = val; })";
5624*8975f5c5SAndroid Build Coastguard Worker
5625*8975f5c5SAndroid Build Coastguard Worker GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
5626*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, vs);
5627*8975f5c5SAndroid Build Coastguard Worker GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
5628*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, fs);
5629*8975f5c5SAndroid Build Coastguard Worker
5630*8975f5c5SAndroid Build Coastguard Worker GLuint program = glCreateProgram();
5631*8975f5c5SAndroid Build Coastguard Worker
5632*8975f5c5SAndroid Build Coastguard Worker glAttachShader(program, vs);
5633*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(vs);
5634*8975f5c5SAndroid Build Coastguard Worker glAttachShader(program, fs);
5635*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(fs);
5636*8975f5c5SAndroid Build Coastguard Worker
5637*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(program);
5638*8975f5c5SAndroid Build Coastguard Worker GLint linkStatus;
5639*8975f5c5SAndroid Build Coastguard Worker glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
5640*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(0, linkStatus);
5641*8975f5c5SAndroid Build Coastguard Worker
5642*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(program);
5643*8975f5c5SAndroid Build Coastguard Worker }
5644*8975f5c5SAndroid Build Coastguard Worker
5645*8975f5c5SAndroid Build Coastguard Worker // Test no attribute vertex shaders
TEST_P(WebGL2CompatibilityTest,NoAttributeVertexShader)5646*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
5647*8975f5c5SAndroid Build Coastguard Worker {
5648*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
5649*8975f5c5SAndroid Build Coastguard Worker R"(#version 300 es
5650*8975f5c5SAndroid Build Coastguard Worker void main()
5651*8975f5c5SAndroid Build Coastguard Worker {
5652*8975f5c5SAndroid Build Coastguard Worker
5653*8975f5c5SAndroid Build Coastguard Worker ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);
5654*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);
5655*8975f5c5SAndroid Build Coastguard Worker })";
5656*8975f5c5SAndroid Build Coastguard Worker
5657*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, essl3_shaders::fs::Red());
5658*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
5659*8975f5c5SAndroid Build Coastguard Worker
5660*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
5661*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5662*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
5663*8975f5c5SAndroid Build Coastguard Worker }
5664*8975f5c5SAndroid Build Coastguard Worker
5665*8975f5c5SAndroid Build Coastguard Worker // Tests bindAttribLocations for length limit
TEST_P(WebGL2CompatibilityTest,BindAttribLocationLimitation)5666*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
5667*8975f5c5SAndroid Build Coastguard Worker {
5668*8975f5c5SAndroid Build Coastguard Worker constexpr int maxLocStringLength = 1024;
5669*8975f5c5SAndroid Build Coastguard Worker const std::string tooLongString(maxLocStringLength + 1, '_');
5670*8975f5c5SAndroid Build Coastguard Worker
5671*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
5672*8975f5c5SAndroid Build Coastguard Worker
5673*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
5674*8975f5c5SAndroid Build Coastguard Worker }
5675*8975f5c5SAndroid Build Coastguard Worker
5676*8975f5c5SAndroid Build Coastguard Worker // Tests getAttribLocation for length limit
TEST_P(WebGL2CompatibilityTest,GetAttribLocationLengthLimitation)5677*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, GetAttribLocationLengthLimitation)
5678*8975f5c5SAndroid Build Coastguard Worker {
5679*8975f5c5SAndroid Build Coastguard Worker constexpr int maxLocStringLength = 1024;
5680*8975f5c5SAndroid Build Coastguard Worker const std::string tooLongString(maxLocStringLength + 1, '_');
5681*8975f5c5SAndroid Build Coastguard Worker
5682*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
5683*8975f5c5SAndroid Build Coastguard Worker
5684*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_VALUE);
5685*8975f5c5SAndroid Build Coastguard Worker }
5686*8975f5c5SAndroid Build Coastguard Worker
5687*8975f5c5SAndroid Build Coastguard Worker // Covers a bug in transform feedback loop detection.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackCheckNullDeref)5688*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, TransformFeedbackCheckNullDeref)
5689*8975f5c5SAndroid Build Coastguard Worker {
5690*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(attribute vec4 color; void main() { color.r; })";
5691*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(void main(){})";
5692*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
5693*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
5694*8975f5c5SAndroid Build Coastguard Worker
5695*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
5696*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
5697*8975f5c5SAndroid Build Coastguard Worker
5698*8975f5c5SAndroid Build Coastguard Worker // This should fail because it is trying to pull a vertex with no buffer.
5699*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5700*8975f5c5SAndroid Build Coastguard Worker
5701*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
5702*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
5703*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
5704*8975f5c5SAndroid Build Coastguard Worker
5705*8975f5c5SAndroid Build Coastguard Worker // This should fail because it is trying to pull a vertex from an empty buffer.
5706*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 1);
5707*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5708*8975f5c5SAndroid Build Coastguard Worker }
5709*8975f5c5SAndroid Build Coastguard Worker
5710*8975f5c5SAndroid Build Coastguard Worker // We should forbid two transform feedback outputs going to the same buffer.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackDoubleBinding)5711*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, TransformFeedbackDoubleBinding)
5712*8975f5c5SAndroid Build Coastguard Worker {
5713*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] =
5714*8975f5c5SAndroid Build Coastguard Worker R"(attribute float a; varying float b; varying float c; void main() { b = a; c = a; })";
5715*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(void main(){})";
5716*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
5717*8975f5c5SAndroid Build Coastguard Worker static const char *varyings[] = {"b", "c"};
5718*8975f5c5SAndroid Build Coastguard Worker glTransformFeedbackVaryings(program, 2, varyings, GL_SEPARATE_ATTRIBS);
5719*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(program);
5720*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
5721*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5722*8975f5c5SAndroid Build Coastguard Worker
5723*8975f5c5SAndroid Build Coastguard Worker // Bind the transform feedback varyings to non-overlapping regions of the same buffer.
5724*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
5725*8975f5c5SAndroid Build Coastguard Worker glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 0, 4);
5726*8975f5c5SAndroid Build Coastguard Worker glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, buffer, 4, 4);
5727*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 8, nullptr, GL_STATIC_DRAW);
5728*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5729*8975f5c5SAndroid Build Coastguard Worker // Two varyings bound to the same buffer should be an error.
5730*8975f5c5SAndroid Build Coastguard Worker glBeginTransformFeedback(GL_POINTS);
5731*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5732*8975f5c5SAndroid Build Coastguard Worker }
5733*8975f5c5SAndroid Build Coastguard Worker
5734*8975f5c5SAndroid Build Coastguard Worker // Check the return type of a given parameter upon getting the active uniforms.
TEST_P(WebGL2CompatibilityTest,UniformVariablesReturnTypes)5735*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, UniformVariablesReturnTypes)
5736*8975f5c5SAndroid Build Coastguard Worker {
5737*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
5738*8975f5c5SAndroid Build Coastguard Worker
5739*8975f5c5SAndroid Build Coastguard Worker std::vector<GLuint> validUniformIndices = {0};
5740*8975f5c5SAndroid Build Coastguard Worker std::vector<GLint> uniformNameLengthBuf(validUniformIndices.size());
5741*8975f5c5SAndroid Build Coastguard Worker
5742*8975f5c5SAndroid Build Coastguard Worker // This should fail because GL_UNIFORM_NAME_LENGTH cannot be used in WebGL2.
5743*8975f5c5SAndroid Build Coastguard Worker glGetActiveUniformsiv(program, static_cast<GLsizei>(validUniformIndices.size()),
5744*8975f5c5SAndroid Build Coastguard Worker &validUniformIndices[0], GL_UNIFORM_NAME_LENGTH,
5745*8975f5c5SAndroid Build Coastguard Worker &uniformNameLengthBuf[0]);
5746*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
5747*8975f5c5SAndroid Build Coastguard Worker }
5748*8975f5c5SAndroid Build Coastguard Worker
5749*8975f5c5SAndroid Build Coastguard Worker // Tests an error case to ensure we don't crash.
TEST_P(WebGLCompatibilityTest,DrawWithNoProgram)5750*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DrawWithNoProgram)
5751*8975f5c5SAndroid Build Coastguard Worker {
5752*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
5753*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5754*8975f5c5SAndroid Build Coastguard Worker }
5755*8975f5c5SAndroid Build Coastguard Worker
5756*8975f5c5SAndroid Build Coastguard Worker // Ensures that rendering to different texture levels of a sampled texture is supported.
TEST_P(WebGL2CompatibilityTest,RenderToLevelsOfSampledTexture)5757*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, RenderToLevelsOfSampledTexture)
5758*8975f5c5SAndroid Build Coastguard Worker {
5759*8975f5c5SAndroid Build Coastguard Worker // TODO: Fix on Vulkan back-end. http://anglebug.com/40644733
5760*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsVulkan());
5761*8975f5c5SAndroid Build Coastguard Worker
5762*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kTexSize = 2;
5763*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kTexLevels = 2;
5764*8975f5c5SAndroid Build Coastguard Worker
5765*8975f5c5SAndroid Build Coastguard Worker std::vector<GLColor> texData(kTexSize * kTexSize, GLColor::green);
5766*8975f5c5SAndroid Build Coastguard Worker
5767*8975f5c5SAndroid Build Coastguard Worker GLTexture sourceTexture;
5768*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, sourceTexture);
5769*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5770*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5771*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, kTexLevels, GL_RGBA8, kTexSize, kTexSize);
5772*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexSize, kTexSize, GL_RGBA, GL_UNSIGNED_BYTE,
5773*8975f5c5SAndroid Build Coastguard Worker texData.data());
5774*8975f5c5SAndroid Build Coastguard Worker
5775*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
5776*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5777*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTexture, 1);
5778*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5779*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, kTexSize / 2, kTexSize / 2);
5780*8975f5c5SAndroid Build Coastguard Worker
5781*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
5782*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5783*8975f5c5SAndroid Build Coastguard Worker
5784*8975f5c5SAndroid Build Coastguard Worker // Should work - drawing from level 0 to level 1.
5785*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5786*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5787*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5788*8975f5c5SAndroid Build Coastguard Worker
5789*8975f5c5SAndroid Build Coastguard Worker // Should not work - drawing from levels [0,1] to level 1.
5790*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5791*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5792*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5793*8975f5c5SAndroid Build Coastguard Worker
5794*8975f5c5SAndroid Build Coastguard Worker // Should work - drawing with levels [0,1] to default FBO.
5795*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
5796*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindowWidth(), getWindowHeight());
5797*8975f5c5SAndroid Build Coastguard Worker
5798*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5799*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5800*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5801*8975f5c5SAndroid Build Coastguard Worker }
5802*8975f5c5SAndroid Build Coastguard Worker
5803*8975f5c5SAndroid Build Coastguard Worker // Reject attempts to allocate too-large variables in shaders.
5804*8975f5c5SAndroid Build Coastguard Worker // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGL2CompatibilityTest,ValidateTypeSizes)5805*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ValidateTypeSizes)
5806*8975f5c5SAndroid Build Coastguard Worker {
5807*8975f5c5SAndroid Build Coastguard Worker constexpr char kFSArrayBlockTooLarge[] = R"(#version 300 es
5808*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
5809*8975f5c5SAndroid Build Coastguard Worker // 1 + the maximum size this implementation allows.
5810*8975f5c5SAndroid Build Coastguard Worker uniform LargeArrayBlock {
5811*8975f5c5SAndroid Build Coastguard Worker vec4 large_array[134217729];
5812*8975f5c5SAndroid Build Coastguard Worker };
5813*8975f5c5SAndroid Build Coastguard Worker
5814*8975f5c5SAndroid Build Coastguard Worker out vec4 out_FragColor;
5815*8975f5c5SAndroid Build Coastguard Worker
5816*8975f5c5SAndroid Build Coastguard Worker void main()
5817*8975f5c5SAndroid Build Coastguard Worker {
5818*8975f5c5SAndroid Build Coastguard Worker if (large_array[1].x == 2.0)
5819*8975f5c5SAndroid Build Coastguard Worker out_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5820*8975f5c5SAndroid Build Coastguard Worker else
5821*8975f5c5SAndroid Build Coastguard Worker out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5822*8975f5c5SAndroid Build Coastguard Worker }
5823*8975f5c5SAndroid Build Coastguard Worker )";
5824*8975f5c5SAndroid Build Coastguard Worker
5825*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFSArrayBlockTooLarge);
5826*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(0u, program);
5827*8975f5c5SAndroid Build Coastguard Worker }
5828*8975f5c5SAndroid Build Coastguard Worker
5829*8975f5c5SAndroid Build Coastguard Worker // Ensure that new type size validation code added for
5830*8975f5c5SAndroid Build Coastguard Worker // crbug.com/1220237 does not crash.
TEST_P(WebGL2CompatibilityTest,ValidatingTypeSizesShouldNotCrash)5831*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ValidatingTypeSizesShouldNotCrash)
5832*8975f5c5SAndroid Build Coastguard Worker {
5833*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS1[] = R"(#version 300 es
5834*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
5835*8975f5c5SAndroid Build Coastguard Worker out vec4 my_FragColor;
5836*8975f5c5SAndroid Build Coastguard Worker
5837*8975f5c5SAndroid Build Coastguard Worker const vec4 constants[2] = vec4[] (
5838*8975f5c5SAndroid Build Coastguard Worker vec4(0.6, 0.3, 0.0, 3.0),
5839*8975f5c5SAndroid Build Coastguard Worker vec4(-0.6, 0.7, 0.0, -2.0)
5840*8975f5c5SAndroid Build Coastguard Worker );
5841*8975f5c5SAndroid Build Coastguard Worker
5842*8975f5c5SAndroid Build Coastguard Worker void main()
5843*8975f5c5SAndroid Build Coastguard Worker {
5844*8975f5c5SAndroid Build Coastguard Worker my_FragColor = constants[0] + constants[1];
5845*8975f5c5SAndroid Build Coastguard Worker return;
5846*8975f5c5SAndroid Build Coastguard Worker })";
5847*8975f5c5SAndroid Build Coastguard Worker
5848*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS2[] = R"(#version 300 es
5849*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
5850*8975f5c5SAndroid Build Coastguard Worker out vec4 my_FragColor;
5851*8975f5c5SAndroid Build Coastguard Worker
5852*8975f5c5SAndroid Build Coastguard Worker const vec4 constants[2] = vec4[] (
5853*8975f5c5SAndroid Build Coastguard Worker vec4(0.6, 0.3, 0.0, 3.0),
5854*8975f5c5SAndroid Build Coastguard Worker vec4(-0.6, 0.7, 0.0, -2.0)
5855*8975f5c5SAndroid Build Coastguard Worker );
5856*8975f5c5SAndroid Build Coastguard Worker
5857*8975f5c5SAndroid Build Coastguard Worker const vec4 constants2[2] = vec4[] (
5858*8975f5c5SAndroid Build Coastguard Worker constants[1],
5859*8975f5c5SAndroid Build Coastguard Worker constants[0]
5860*8975f5c5SAndroid Build Coastguard Worker );
5861*8975f5c5SAndroid Build Coastguard Worker
5862*8975f5c5SAndroid Build Coastguard Worker void main()
5863*8975f5c5SAndroid Build Coastguard Worker {
5864*8975f5c5SAndroid Build Coastguard Worker my_FragColor = constants2[0] + constants2[1];
5865*8975f5c5SAndroid Build Coastguard Worker return;
5866*8975f5c5SAndroid Build Coastguard Worker })";
5867*8975f5c5SAndroid Build Coastguard Worker
5868*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS3[] = R"(#version 300 es
5869*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
5870*8975f5c5SAndroid Build Coastguard Worker out vec4 my_FragColor;
5871*8975f5c5SAndroid Build Coastguard Worker
5872*8975f5c5SAndroid Build Coastguard Worker const vec4 constants[2] = vec4[] (
5873*8975f5c5SAndroid Build Coastguard Worker vec4(0.6, 0.3, 0.0, 3.0),
5874*8975f5c5SAndroid Build Coastguard Worker vec4(-0.6, 0.7, 0.0, -2.0)
5875*8975f5c5SAndroid Build Coastguard Worker );
5876*8975f5c5SAndroid Build Coastguard Worker
5877*8975f5c5SAndroid Build Coastguard Worker const vec4 constants2[2] = constants;
5878*8975f5c5SAndroid Build Coastguard Worker
5879*8975f5c5SAndroid Build Coastguard Worker void main()
5880*8975f5c5SAndroid Build Coastguard Worker {
5881*8975f5c5SAndroid Build Coastguard Worker my_FragColor = constants2[0] + constants2[1];
5882*8975f5c5SAndroid Build Coastguard Worker return;
5883*8975f5c5SAndroid Build Coastguard Worker })";
5884*8975f5c5SAndroid Build Coastguard Worker
5885*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS1);
5886*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
5887*8975f5c5SAndroid Build Coastguard Worker
5888*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl3_shaders::vs::Simple(), kFS2);
5889*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
5890*8975f5c5SAndroid Build Coastguard Worker
5891*8975f5c5SAndroid Build Coastguard Worker program = CompileProgram(essl3_shaders::vs::Simple(), kFS3);
5892*8975f5c5SAndroid Build Coastguard Worker EXPECT_NE(0u, program);
5893*8975f5c5SAndroid Build Coastguard Worker }
5894*8975f5c5SAndroid Build Coastguard Worker
5895*8975f5c5SAndroid Build Coastguard Worker // Verify glReadPixels will accept GL_RGBX8_ANGLE + GL_UNSIGNED_BYTE.
TEST_P(WebGL2CompatibilityTest,ReadPixelsRgbx8AngleUnsignedByte)5896*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ReadPixelsRgbx8AngleUnsignedByte)
5897*8975f5c5SAndroid Build Coastguard Worker {
5898*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
5899*8975f5c5SAndroid Build Coastguard Worker
5900*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fb;
5901*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fb);
5902*8975f5c5SAndroid Build Coastguard Worker
5903*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
5904*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
5905*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBX8_ANGLE, 1, 1);
5906*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5907*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5908*8975f5c5SAndroid Build Coastguard Worker
5909*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
5910*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5911*8975f5c5SAndroid Build Coastguard Worker
5912*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
5913*8975f5c5SAndroid Build Coastguard Worker
5914*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0, 0.0, 0.0, 1.0);
5915*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
5916*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5917*8975f5c5SAndroid Build Coastguard Worker
5918*8975f5c5SAndroid Build Coastguard Worker GLColor pixel;
5919*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RGBX8_ANGLE, GL_UNSIGNED_BYTE, &pixel.R);
5920*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
5921*8975f5c5SAndroid Build Coastguard Worker
5922*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(GLColor::red, pixel);
5923*8975f5c5SAndroid Build Coastguard Worker }
5924*8975f5c5SAndroid Build Coastguard Worker
5925*8975f5c5SAndroid Build Coastguard Worker // Test that masked-out draw attachments do not require fragment outputs.
TEST_P(WebGL2CompatibilityTest,DrawWithMaskedOutAttachments)5926*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, DrawWithMaskedOutAttachments)
5927*8975f5c5SAndroid Build Coastguard Worker {
5928*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
5929*8975f5c5SAndroid Build Coastguard Worker
5930*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fbo;
5931*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rbo[2];
5932*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5933*8975f5c5SAndroid Build Coastguard Worker
5934*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rbo[0]);
5935*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5936*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo[0]);
5937*8975f5c5SAndroid Build Coastguard Worker
5938*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rbo[1]);
5939*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5940*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo[1]);
5941*8975f5c5SAndroid Build Coastguard Worker
5942*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5943*8975f5c5SAndroid Build Coastguard Worker
5944*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
5945*8975f5c5SAndroid Build Coastguard Worker precision highp float;
5946*8975f5c5SAndroid Build Coastguard Worker
5947*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out vec4 color;
5948*8975f5c5SAndroid Build Coastguard Worker
5949*8975f5c5SAndroid Build Coastguard Worker void main()
5950*8975f5c5SAndroid Build Coastguard Worker {
5951*8975f5c5SAndroid Build Coastguard Worker color = vec4(1.0, 1.0, 1.0, 1.0);
5952*8975f5c5SAndroid Build Coastguard Worker }
5953*8975f5c5SAndroid Build Coastguard Worker )";
5954*8975f5c5SAndroid Build Coastguard Worker
5955*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
5956*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
5957*8975f5c5SAndroid Build Coastguard Worker
5958*8975f5c5SAndroid Build Coastguard Worker GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
5959*8975f5c5SAndroid Build Coastguard Worker glDrawBuffers(2, bufs);
5960*8975f5c5SAndroid Build Coastguard Worker
5961*8975f5c5SAndroid Build Coastguard Worker // Error: no fragment output for attachment1
5962*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5963*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5964*8975f5c5SAndroid Build Coastguard Worker
5965*8975f5c5SAndroid Build Coastguard Worker // No error: attachment1 is masked-out
5966*8975f5c5SAndroid Build Coastguard Worker glColorMaskiOES(1, false, false, false, false);
5967*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5968*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
5969*8975f5c5SAndroid Build Coastguard Worker }
5970*8975f5c5SAndroid Build Coastguard Worker
5971*8975f5c5SAndroid Build Coastguard Worker // Test that ETC2/EAC formats are rejected by unextended WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,ETC2EACFormats)5972*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, ETC2EACFormats)
5973*8975f5c5SAndroid Build Coastguard Worker {
5974*8975f5c5SAndroid Build Coastguard Worker size_t byteLength = 8;
5975*8975f5c5SAndroid Build Coastguard Worker constexpr uint8_t data[16] = {};
5976*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum formats[] = {GL_COMPRESSED_R11_EAC,
5977*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SIGNED_R11_EAC,
5978*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGB8_ETC2,
5979*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SRGB8_ETC2,
5980*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5981*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5982*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RG11_EAC,
5983*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SIGNED_RG11_EAC,
5984*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_RGBA8_ETC2_EAC,
5985*8975f5c5SAndroid Build Coastguard Worker GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC};
5986*8975f5c5SAndroid Build Coastguard Worker
5987*8975f5c5SAndroid Build Coastguard Worker for (const auto &fmt : formats)
5988*8975f5c5SAndroid Build Coastguard Worker {
5989*8975f5c5SAndroid Build Coastguard Worker if (fmt == GL_COMPRESSED_RG11_EAC)
5990*8975f5c5SAndroid Build Coastguard Worker byteLength = 16;
5991*8975f5c5SAndroid Build Coastguard Worker
5992*8975f5c5SAndroid Build Coastguard Worker {
5993*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
5994*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
5995*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage2D(GL_TEXTURE_2D, 0, fmt, 4, 4, 0, byteLength, data);
5996*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
5997*8975f5c5SAndroid Build Coastguard Worker }
5998*8975f5c5SAndroid Build Coastguard Worker
5999*8975f5c5SAndroid Build Coastguard Worker {
6000*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6001*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6002*8975f5c5SAndroid Build Coastguard Worker glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, fmt, 4, 4, 1, 0, byteLength, data);
6003*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
6004*8975f5c5SAndroid Build Coastguard Worker }
6005*8975f5c5SAndroid Build Coastguard Worker
6006*8975f5c5SAndroid Build Coastguard Worker {
6007*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6008*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
6009*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, fmt, 4, 4);
6010*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
6011*8975f5c5SAndroid Build Coastguard Worker }
6012*8975f5c5SAndroid Build Coastguard Worker
6013*8975f5c5SAndroid Build Coastguard Worker {
6014*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6015*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6016*8975f5c5SAndroid Build Coastguard Worker glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, fmt, 4, 4, 1);
6017*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
6018*8975f5c5SAndroid Build Coastguard Worker }
6019*8975f5c5SAndroid Build Coastguard Worker }
6020*8975f5c5SAndroid Build Coastguard Worker }
6021*8975f5c5SAndroid Build Coastguard Worker
6022*8975f5c5SAndroid Build Coastguard Worker // Test that GL_HALF_FLOAT_OES type is rejected by WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,HalfFloatOesType)6023*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, HalfFloatOesType)
6024*8975f5c5SAndroid Build Coastguard Worker {
6025*8975f5c5SAndroid Build Coastguard Worker const std::array<std::pair<GLenum, GLenum>, 6> formats = {{{GL_R16F, GL_RED},
6026*8975f5c5SAndroid Build Coastguard Worker {GL_RG16F, GL_RG},
6027*8975f5c5SAndroid Build Coastguard Worker {GL_RGB16F, GL_RGB},
6028*8975f5c5SAndroid Build Coastguard Worker {GL_RGBA16F, GL_RGBA},
6029*8975f5c5SAndroid Build Coastguard Worker {GL_R11F_G11F_B10F, GL_RGB},
6030*8975f5c5SAndroid Build Coastguard Worker {GL_RGB9_E5, GL_RGB}}};
6031*8975f5c5SAndroid Build Coastguard Worker for (const auto &fmt : formats)
6032*8975f5c5SAndroid Build Coastguard Worker {
6033*8975f5c5SAndroid Build Coastguard Worker {
6034*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6035*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
6036*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6037*8975f5c5SAndroid Build Coastguard Worker
6038*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6039*8975f5c5SAndroid Build Coastguard Worker nullptr);
6040*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
6041*8975f5c5SAndroid Build Coastguard Worker
6042*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT, nullptr);
6043*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6044*8975f5c5SAndroid Build Coastguard Worker }
6045*8975f5c5SAndroid Build Coastguard Worker {
6046*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6047*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_3D, tex);
6048*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6049*8975f5c5SAndroid Build Coastguard Worker
6050*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6051*8975f5c5SAndroid Build Coastguard Worker nullptr);
6052*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
6053*8975f5c5SAndroid Build Coastguard Worker
6054*8975f5c5SAndroid Build Coastguard Worker glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT,
6055*8975f5c5SAndroid Build Coastguard Worker nullptr);
6056*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6057*8975f5c5SAndroid Build Coastguard Worker }
6058*8975f5c5SAndroid Build Coastguard Worker }
6059*8975f5c5SAndroid Build Coastguard Worker }
6060*8975f5c5SAndroid Build Coastguard Worker
6061*8975f5c5SAndroid Build Coastguard Worker // Test that unsigned integer samplers work with stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingStencil8)6062*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, StencilTexturingStencil8)
6063*8975f5c5SAndroid Build Coastguard Worker {
6064*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_stencil8"));
6065*8975f5c5SAndroid Build Coastguard Worker
6066*8975f5c5SAndroid Build Coastguard Worker const uint8_t stencilValue = 42;
6067*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6068*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
6069*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6070*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6071*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, 1, 1, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
6072*8975f5c5SAndroid Build Coastguard Worker &stencilValue);
6073*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6074*8975f5c5SAndroid Build Coastguard Worker
6075*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
6076*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color;
6077*8975f5c5SAndroid Build Coastguard Worker uniform mediump usampler2D tex;
6078*8975f5c5SAndroid Build Coastguard Worker void main() {
6079*8975f5c5SAndroid Build Coastguard Worker color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6080*8975f5c5SAndroid Build Coastguard Worker })";
6081*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6082*8975f5c5SAndroid Build Coastguard Worker
6083*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6084*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6085*8975f5c5SAndroid Build Coastguard Worker }
6086*8975f5c5SAndroid Build Coastguard Worker
6087*8975f5c5SAndroid Build Coastguard Worker // Test that unsigned integer samplers work with combined depth/stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingCombined)6088*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, StencilTexturingCombined)
6089*8975f5c5SAndroid Build Coastguard Worker {
6090*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_ANGLE_stencil_texturing"));
6091*8975f5c5SAndroid Build Coastguard Worker
6092*8975f5c5SAndroid Build Coastguard Worker const uint32_t stencilValue = 42;
6093*8975f5c5SAndroid Build Coastguard Worker GLTexture tex;
6094*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex);
6095*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6096*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6097*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE_ANGLE, GL_STENCIL_INDEX);
6098*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL,
6099*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_INT_24_8, &stencilValue);
6100*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6101*8975f5c5SAndroid Build Coastguard Worker
6102*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
6103*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color;
6104*8975f5c5SAndroid Build Coastguard Worker uniform mediump usampler2D tex;
6105*8975f5c5SAndroid Build Coastguard Worker void main() {
6106*8975f5c5SAndroid Build Coastguard Worker color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6107*8975f5c5SAndroid Build Coastguard Worker })";
6108*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6109*8975f5c5SAndroid Build Coastguard Worker
6110*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6111*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6112*8975f5c5SAndroid Build Coastguard Worker }
6113*8975f5c5SAndroid Build Coastguard Worker
6114*8975f5c5SAndroid Build Coastguard Worker // Regression test for syncing internal state for TexImage calls while there is an incomplete
6115*8975f5c5SAndroid Build Coastguard Worker // framebuffer bound
TEST_P(WebGL2CompatibilityTest,TexImageSyncWithIncompleteFramebufferBug)6116*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, TexImageSyncWithIncompleteFramebufferBug)
6117*8975f5c5SAndroid Build Coastguard Worker {
6118*8975f5c5SAndroid Build Coastguard Worker glColorMask(false, true, false, false);
6119*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
6120*8975f5c5SAndroid Build Coastguard Worker glViewport(100, 128, 65, 65537);
6121*8975f5c5SAndroid Build Coastguard Worker
6122*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer fb1;
6123*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, fb1);
6124*8975f5c5SAndroid Build Coastguard Worker
6125*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer rb;
6126*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, rb);
6127*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_RG8UI, 1304, 2041);
6128*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
6129*8975f5c5SAndroid Build Coastguard Worker
6130*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
6131*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
6132*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED_EXT, GL_UNSIGNED_BYTE, nullptr);
6133*8975f5c5SAndroid Build Coastguard Worker }
6134*8975f5c5SAndroid Build Coastguard Worker
6135*8975f5c5SAndroid Build Coastguard Worker // Test that "depth_unchanged" layout qualifier is rejected for WebGL contexts.
TEST_P(WebGL2CompatibilityTest,FragDepthLayoutUnchanged)6136*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, FragDepthLayoutUnchanged)
6137*8975f5c5SAndroid Build Coastguard Worker {
6138*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_conservative_depth"));
6139*8975f5c5SAndroid Build Coastguard Worker
6140*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
6141*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_conservative_depth: enable
6142*8975f5c5SAndroid Build Coastguard Worker out highp vec4 color;
6143*8975f5c5SAndroid Build Coastguard Worker layout (depth_unchanged) out highp float gl_FragDepth;
6144*8975f5c5SAndroid Build Coastguard Worker void main() {
6145*8975f5c5SAndroid Build Coastguard Worker color = vec4(0.0, 0.0, 0.0, 1.0);
6146*8975f5c5SAndroid Build Coastguard Worker gl_FragDepth = 1.0;
6147*8975f5c5SAndroid Build Coastguard Worker })";
6148*8975f5c5SAndroid Build Coastguard Worker
6149*8975f5c5SAndroid Build Coastguard Worker GLProgram prg;
6150*8975f5c5SAndroid Build Coastguard Worker prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6151*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(prg.valid());
6152*8975f5c5SAndroid Build Coastguard Worker }
6153*8975f5c5SAndroid Build Coastguard Worker
6154*8975f5c5SAndroid Build Coastguard Worker // Test that EXT_blend_func_extended does not allow omitting locations in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedNoLocations)6155*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedNoLocations)
6156*8975f5c5SAndroid Build Coastguard Worker {
6157*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6158*8975f5c5SAndroid Build Coastguard Worker
6159*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
6160*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_blend_func_extended : require
6161*8975f5c5SAndroid Build Coastguard Worker out highp vec4 color0;
6162*8975f5c5SAndroid Build Coastguard Worker out highp vec4 color1;
6163*8975f5c5SAndroid Build Coastguard Worker void main() {
6164*8975f5c5SAndroid Build Coastguard Worker color0 = vec4(1.0, 0.0, 0.0, 1.0);
6165*8975f5c5SAndroid Build Coastguard Worker color1 = vec4(0.0, 1.0, 0.0, 1.0);
6166*8975f5c5SAndroid Build Coastguard Worker })";
6167*8975f5c5SAndroid Build Coastguard Worker
6168*8975f5c5SAndroid Build Coastguard Worker GLProgram prg;
6169*8975f5c5SAndroid Build Coastguard Worker prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6170*8975f5c5SAndroid Build Coastguard Worker EXPECT_FALSE(prg.valid());
6171*8975f5c5SAndroid Build Coastguard Worker }
6172*8975f5c5SAndroid Build Coastguard Worker
6173*8975f5c5SAndroid Build Coastguard Worker // Test that fragment outputs may be omitted when enabling
6174*8975f5c5SAndroid Build Coastguard Worker // SRC1 blend functions with all color channels masked out.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)6175*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)
6176*8975f5c5SAndroid Build Coastguard Worker {
6177*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6178*8975f5c5SAndroid Build Coastguard Worker
6179*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
6180*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6181*8975f5c5SAndroid Build Coastguard Worker glColorMask(false, false, false, false);
6182*8975f5c5SAndroid Build Coastguard Worker
6183*8975f5c5SAndroid Build Coastguard Worker // Secondary output missing
6184*8975f5c5SAndroid Build Coastguard Worker {
6185*8975f5c5SAndroid Build Coastguard Worker constexpr char kFragColor[] = R"(
6186*8975f5c5SAndroid Build Coastguard Worker void main() {
6187*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
6188*8975f5c5SAndroid Build Coastguard Worker })";
6189*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6190*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6191*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6192*8975f5c5SAndroid Build Coastguard Worker }
6193*8975f5c5SAndroid Build Coastguard Worker
6194*8975f5c5SAndroid Build Coastguard Worker // Primary output missing
6195*8975f5c5SAndroid Build Coastguard Worker {
6196*8975f5c5SAndroid Build Coastguard Worker constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : enable
6197*8975f5c5SAndroid Build Coastguard Worker void main() {
6198*8975f5c5SAndroid Build Coastguard Worker gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6199*8975f5c5SAndroid Build Coastguard Worker })";
6200*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6201*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6202*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6203*8975f5c5SAndroid Build Coastguard Worker }
6204*8975f5c5SAndroid Build Coastguard Worker
6205*8975f5c5SAndroid Build Coastguard Worker // Both outputs missing
6206*8975f5c5SAndroid Build Coastguard Worker {
6207*8975f5c5SAndroid Build Coastguard Worker constexpr char kNone[] = "void main() {}";
6208*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kNone);
6209*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6210*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6211*8975f5c5SAndroid Build Coastguard Worker }
6212*8975f5c5SAndroid Build Coastguard Worker }
6213*8975f5c5SAndroid Build Coastguard Worker
6214*8975f5c5SAndroid Build Coastguard Worker // Test that both fragment outputs must be statically used
6215*8975f5c5SAndroid Build Coastguard Worker // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6216*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6217*8975f5c5SAndroid Build Coastguard Worker {
6218*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6219*8975f5c5SAndroid Build Coastguard Worker
6220*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
6221*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6222*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6223*8975f5c5SAndroid Build Coastguard Worker
6224*8975f5c5SAndroid Build Coastguard Worker {
6225*8975f5c5SAndroid Build Coastguard Worker constexpr char kFragColor[] = R"(
6226*8975f5c5SAndroid Build Coastguard Worker void main() {
6227*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
6228*8975f5c5SAndroid Build Coastguard Worker })";
6229*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6230*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6231*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6232*8975f5c5SAndroid Build Coastguard Worker }
6233*8975f5c5SAndroid Build Coastguard Worker {
6234*8975f5c5SAndroid Build Coastguard Worker constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : require
6235*8975f5c5SAndroid Build Coastguard Worker void main() {
6236*8975f5c5SAndroid Build Coastguard Worker gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6237*8975f5c5SAndroid Build Coastguard Worker })";
6238*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6239*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6240*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6241*8975f5c5SAndroid Build Coastguard Worker }
6242*8975f5c5SAndroid Build Coastguard Worker {
6243*8975f5c5SAndroid Build Coastguard Worker constexpr char kFragColorAndSecondaryFragColor[] =
6244*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_blend_func_extended : require
6245*8975f5c5SAndroid Build Coastguard Worker void main() {
6246*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
6247*8975f5c5SAndroid Build Coastguard Worker gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6248*8975f5c5SAndroid Build Coastguard Worker })";
6249*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColorAndSecondaryFragColor);
6250*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6251*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6252*8975f5c5SAndroid Build Coastguard Worker }
6253*8975f5c5SAndroid Build Coastguard Worker }
6254*8975f5c5SAndroid Build Coastguard Worker
6255*8975f5c5SAndroid Build Coastguard Worker // Test that both fragment outputs must be statically used
6256*8975f5c5SAndroid Build Coastguard Worker // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6257*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6258*8975f5c5SAndroid Build Coastguard Worker {
6259*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6260*8975f5c5SAndroid Build Coastguard Worker
6261*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
6262*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6263*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6264*8975f5c5SAndroid Build Coastguard Worker
6265*8975f5c5SAndroid Build Coastguard Worker {
6266*8975f5c5SAndroid Build Coastguard Worker constexpr char kFragData[] = R"(
6267*8975f5c5SAndroid Build Coastguard Worker void main() {
6268*8975f5c5SAndroid Build Coastguard Worker gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
6269*8975f5c5SAndroid Build Coastguard Worker })";
6270*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragData);
6271*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6272*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6273*8975f5c5SAndroid Build Coastguard Worker }
6274*8975f5c5SAndroid Build Coastguard Worker {
6275*8975f5c5SAndroid Build Coastguard Worker constexpr char kSecondaryFragData[] = R"(#extension GL_EXT_blend_func_extended : require
6276*8975f5c5SAndroid Build Coastguard Worker void main() {
6277*8975f5c5SAndroid Build Coastguard Worker gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6278*8975f5c5SAndroid Build Coastguard Worker })";
6279*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragData);
6280*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6281*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6282*8975f5c5SAndroid Build Coastguard Worker }
6283*8975f5c5SAndroid Build Coastguard Worker {
6284*8975f5c5SAndroid Build Coastguard Worker constexpr char kFragDataAndSecondaryFragData[] =
6285*8975f5c5SAndroid Build Coastguard Worker R"(#extension GL_EXT_blend_func_extended : require
6286*8975f5c5SAndroid Build Coastguard Worker void main() {
6287*8975f5c5SAndroid Build Coastguard Worker gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
6288*8975f5c5SAndroid Build Coastguard Worker gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6289*8975f5c5SAndroid Build Coastguard Worker })";
6290*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragDataAndSecondaryFragData);
6291*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6292*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6293*8975f5c5SAndroid Build Coastguard Worker }
6294*8975f5c5SAndroid Build Coastguard Worker }
6295*8975f5c5SAndroid Build Coastguard Worker
6296*8975f5c5SAndroid Build Coastguard Worker // Test that both fragment outputs must be statically used
6297*8975f5c5SAndroid Build Coastguard Worker // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6298*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6299*8975f5c5SAndroid Build Coastguard Worker {
6300*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6301*8975f5c5SAndroid Build Coastguard Worker
6302*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
6303*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6304*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6305*8975f5c5SAndroid Build Coastguard Worker
6306*8975f5c5SAndroid Build Coastguard Worker {
6307*8975f5c5SAndroid Build Coastguard Worker constexpr char kColor0[] = R"(#version 300 es
6308*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color0;
6309*8975f5c5SAndroid Build Coastguard Worker void main() {
6310*8975f5c5SAndroid Build Coastguard Worker color0 = vec4(1.0, 0.0, 0.0, 1.0);
6311*8975f5c5SAndroid Build Coastguard Worker })";
6312*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0);
6313*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6314*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6315*8975f5c5SAndroid Build Coastguard Worker }
6316*8975f5c5SAndroid Build Coastguard Worker {
6317*8975f5c5SAndroid Build Coastguard Worker constexpr char kColor1[] = R"(#version 300 es
6318*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_blend_func_extended : require
6319*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 1) out mediump vec4 color1;
6320*8975f5c5SAndroid Build Coastguard Worker void main() {
6321*8975f5c5SAndroid Build Coastguard Worker color1 = vec4(0.0, 1.0, 0.0, 1.0);
6322*8975f5c5SAndroid Build Coastguard Worker })";
6323*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor1);
6324*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6325*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6326*8975f5c5SAndroid Build Coastguard Worker }
6327*8975f5c5SAndroid Build Coastguard Worker {
6328*8975f5c5SAndroid Build Coastguard Worker constexpr char kColor0AndColor1[] = R"(#version 300 es
6329*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_blend_func_extended : require
6330*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 0) out mediump vec4 color0;
6331*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 1) out mediump vec4 color1;
6332*8975f5c5SAndroid Build Coastguard Worker void main() {
6333*8975f5c5SAndroid Build Coastguard Worker color0 = vec4(1.0, 0.0, 0.0, 1.0);
6334*8975f5c5SAndroid Build Coastguard Worker color1 = vec4(0.0, 1.0, 0.0, 1.0);
6335*8975f5c5SAndroid Build Coastguard Worker })";
6336*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0AndColor1);
6337*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6338*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6339*8975f5c5SAndroid Build Coastguard Worker }
6340*8975f5c5SAndroid Build Coastguard Worker }
6341*8975f5c5SAndroid Build Coastguard Worker
6342*8975f5c5SAndroid Build Coastguard Worker // Test that both fragment outputs must be statically used
6343*8975f5c5SAndroid Build Coastguard Worker // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6344*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6345*8975f5c5SAndroid Build Coastguard Worker {
6346*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6347*8975f5c5SAndroid Build Coastguard Worker
6348*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_BLEND);
6349*8975f5c5SAndroid Build Coastguard Worker glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6350*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6351*8975f5c5SAndroid Build Coastguard Worker
6352*8975f5c5SAndroid Build Coastguard Worker {
6353*8975f5c5SAndroid Build Coastguard Worker constexpr char kArrayColor0[] = R"(#version 300 es
6354*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color0[1];
6355*8975f5c5SAndroid Build Coastguard Worker void main() {
6356*8975f5c5SAndroid Build Coastguard Worker color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6357*8975f5c5SAndroid Build Coastguard Worker })";
6358*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0);
6359*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6360*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6361*8975f5c5SAndroid Build Coastguard Worker }
6362*8975f5c5SAndroid Build Coastguard Worker {
6363*8975f5c5SAndroid Build Coastguard Worker constexpr char kArrayColor1[] = R"(#version 300 es
6364*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_blend_func_extended : require
6365*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 1) out mediump vec4 color1[1];
6366*8975f5c5SAndroid Build Coastguard Worker void main() {
6367*8975f5c5SAndroid Build Coastguard Worker color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6368*8975f5c5SAndroid Build Coastguard Worker })";
6369*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor1);
6370*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6371*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6372*8975f5c5SAndroid Build Coastguard Worker }
6373*8975f5c5SAndroid Build Coastguard Worker {
6374*8975f5c5SAndroid Build Coastguard Worker constexpr char kArrayColor0AndColor0[] = R"(#version 300 es
6375*8975f5c5SAndroid Build Coastguard Worker #extension GL_EXT_blend_func_extended : require
6376*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 0) out mediump vec4 color0[1];
6377*8975f5c5SAndroid Build Coastguard Worker layout(location = 0, index = 1) out mediump vec4 color1[1];
6378*8975f5c5SAndroid Build Coastguard Worker void main() {
6379*8975f5c5SAndroid Build Coastguard Worker color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6380*8975f5c5SAndroid Build Coastguard Worker color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6381*8975f5c5SAndroid Build Coastguard Worker })";
6382*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0AndColor0);
6383*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6384*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6385*8975f5c5SAndroid Build Coastguard Worker }
6386*8975f5c5SAndroid Build Coastguard Worker }
6387*8975f5c5SAndroid Build Coastguard Worker
6388*8975f5c5SAndroid Build Coastguard Worker // Test that vertex conversion correctly no-ops when the vertex format requires conversion but there
6389*8975f5c5SAndroid Build Coastguard Worker // are no vertices to convert.
TEST_P(WebGLCompatibilityTest,ConversionWithNoVertices)6390*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, ConversionWithNoVertices)
6391*8975f5c5SAndroid Build Coastguard Worker {
6392*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(precision highp float;
6393*8975f5c5SAndroid Build Coastguard Worker attribute vec3 attr1;
6394*8975f5c5SAndroid Build Coastguard Worker void main(void) {
6395*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(attr1, 1.0);
6396*8975f5c5SAndroid Build Coastguard Worker })";
6397*8975f5c5SAndroid Build Coastguard Worker
6398*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(precision highp float;
6399*8975f5c5SAndroid Build Coastguard Worker void main(void) {
6400*8975f5c5SAndroid Build Coastguard Worker gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
6401*8975f5c5SAndroid Build Coastguard Worker })";
6402*8975f5c5SAndroid Build Coastguard Worker
6403*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
6404*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
6405*8975f5c5SAndroid Build Coastguard Worker std::array<int8_t, 12> data = {
6406*8975f5c5SAndroid Build Coastguard Worker 1,
6407*8975f5c5SAndroid Build Coastguard Worker };
6408*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(data[0]), data.data(), GL_STATIC_DRAW);
6409*8975f5c5SAndroid Build Coastguard Worker
6410*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
6411*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(program, 0, "attr1");
6412*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(program);
6413*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
6414*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
6415*8975f5c5SAndroid Build Coastguard Worker
6416*8975f5c5SAndroid Build Coastguard Worker // Set the offset of the attribute past the end of the buffer but use a format that requires
6417*8975f5c5SAndroid Build Coastguard Worker // conversion in Vulkan
6418*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
6419*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 3, GL_BYTE, true, 128, reinterpret_cast<void *>(256));
6420*8975f5c5SAndroid Build Coastguard Worker
6421*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
6422*8975f5c5SAndroid Build Coastguard Worker // Either no error or invalid operation is okay.
6423*8975f5c5SAndroid Build Coastguard Worker }
6424*8975f5c5SAndroid Build Coastguard Worker
6425*8975f5c5SAndroid Build Coastguard Worker // Tests that using an out of bounds draw offset with a dynamic array succeeds.
TEST_P(WebGLCompatibilityTest,DynamicVertexArrayOffsetOutOfBounds)6426*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGLCompatibilityTest, DynamicVertexArrayOffsetOutOfBounds)
6427*8975f5c5SAndroid Build Coastguard Worker {
6428*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
6429*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
6430*8975f5c5SAndroid Build Coastguard Worker
6431*8975f5c5SAndroid Build Coastguard Worker GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
6432*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, posLoc);
6433*8975f5c5SAndroid Build Coastguard Worker
6434*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLoc);
6435*8975f5c5SAndroid Build Coastguard Worker GLBuffer buf;
6436*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buf);
6437*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(500));
6438*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 100, nullptr, GL_DYNAMIC_DRAW);
6439*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 3);
6440*8975f5c5SAndroid Build Coastguard Worker
6441*8975f5c5SAndroid Build Coastguard Worker // Either no error or invalid operation is okay.
6442*8975f5c5SAndroid Build Coastguard Worker }
6443*8975f5c5SAndroid Build Coastguard Worker
6444*8975f5c5SAndroid Build Coastguard Worker // Covers situations where vertex conversion could read out of bounds.
TEST_P(WebGL2CompatibilityTest,OutOfBoundsByteAttribute)6445*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, OutOfBoundsByteAttribute)
6446*8975f5c5SAndroid Build Coastguard Worker {
6447*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(testProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
6448*8975f5c5SAndroid Build Coastguard Worker glUseProgram(testProgram);
6449*8975f5c5SAndroid Build Coastguard Worker
6450*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
6451*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
6452*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, 2, nullptr, GL_STREAM_COPY);
6453*8975f5c5SAndroid Build Coastguard Worker
6454*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
6455*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 4, GL_BYTE, false, 0xff, reinterpret_cast<const void *>(0xfe));
6456*8975f5c5SAndroid Build Coastguard Worker
6457*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_TRIANGLE_STRIP, 1, 10, 1000);
6458*8975f5c5SAndroid Build Coastguard Worker }
6459*8975f5c5SAndroid Build Coastguard Worker
6460*8975f5c5SAndroid Build Coastguard Worker // Test for a mishandling of instanced vertex attributes with zero-sized buffers bound on Apple
6461*8975f5c5SAndroid Build Coastguard Worker // OpenGL drivers.
TEST_P(WebGL2CompatibilityTest,DrawWithZeroSizedBuffer)6462*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, DrawWithZeroSizedBuffer)
6463*8975f5c5SAndroid Build Coastguard Worker {
6464*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
6465*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
6466*8975f5c5SAndroid Build Coastguard Worker
6467*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
6468*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffer);
6469*8975f5c5SAndroid Build Coastguard Worker
6470*8975f5c5SAndroid Build Coastguard Worker GLint posLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
6471*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(posLocation);
6472*8975f5c5SAndroid Build Coastguard Worker
6473*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(posLocation, 1);
6474*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 9,
6475*8975f5c5SAndroid Build Coastguard Worker reinterpret_cast<void *>(0x41424344));
6476*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6477*8975f5c5SAndroid Build Coastguard Worker
6478*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_TRIANGLES, 0, 6);
6479*8975f5c5SAndroid Build Coastguard Worker // This should be caught as an invalid draw
6480*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6481*8975f5c5SAndroid Build Coastguard Worker }
6482*8975f5c5SAndroid Build Coastguard Worker
6483*8975f5c5SAndroid Build Coastguard Worker // Test that draw calls exceeding the vertex attribute range are caught in the presence of both
6484*8975f5c5SAndroid Build Coastguard Worker // instanced and non-instanced attributes.
TEST_P(WebGL2CompatibilityTest,DrawWithInstancedAndNonInstancedAttributes)6485*8975f5c5SAndroid Build Coastguard Worker TEST_P(WebGL2CompatibilityTest, DrawWithInstancedAndNonInstancedAttributes)
6486*8975f5c5SAndroid Build Coastguard Worker {
6487*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_ANGLE_base_vertex_base_instance"))
6488*8975f5c5SAndroid Build Coastguard Worker {
6489*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_ANGLE_base_vertex_base_instance");
6490*8975f5c5SAndroid Build Coastguard Worker }
6491*8975f5c5SAndroid Build Coastguard Worker
6492*8975f5c5SAndroid Build Coastguard Worker const bool hasBaseInstance = IsGLExtensionEnabled("GL_ANGLE_base_vertex_base_instance");
6493*8975f5c5SAndroid Build Coastguard Worker
6494*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(#version 300 es
6495*8975f5c5SAndroid Build Coastguard Worker in vec4 attr1;
6496*8975f5c5SAndroid Build Coastguard Worker in vec2 attr2;
6497*8975f5c5SAndroid Build Coastguard Worker in vec4 attr3;
6498*8975f5c5SAndroid Build Coastguard Worker in vec3 attr4;
6499*8975f5c5SAndroid Build Coastguard Worker
6500*8975f5c5SAndroid Build Coastguard Worker out vec4 v1;
6501*8975f5c5SAndroid Build Coastguard Worker out vec2 v2;
6502*8975f5c5SAndroid Build Coastguard Worker out vec4 v3;
6503*8975f5c5SAndroid Build Coastguard Worker out vec3 v4;
6504*8975f5c5SAndroid Build Coastguard Worker
6505*8975f5c5SAndroid Build Coastguard Worker void main()
6506*8975f5c5SAndroid Build Coastguard Worker {
6507*8975f5c5SAndroid Build Coastguard Worker v1 = attr1;
6508*8975f5c5SAndroid Build Coastguard Worker v2 = attr2;
6509*8975f5c5SAndroid Build Coastguard Worker v3 = attr3;
6510*8975f5c5SAndroid Build Coastguard Worker v4 = attr4;
6511*8975f5c5SAndroid Build Coastguard Worker gl_Position = vec4(0, 0, 0, 0);
6512*8975f5c5SAndroid Build Coastguard Worker })";
6513*8975f5c5SAndroid Build Coastguard Worker
6514*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 300 es
6515*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
6516*8975f5c5SAndroid Build Coastguard Worker
6517*8975f5c5SAndroid Build Coastguard Worker in vec4 v1;
6518*8975f5c5SAndroid Build Coastguard Worker in vec2 v2;
6519*8975f5c5SAndroid Build Coastguard Worker in vec4 v3;
6520*8975f5c5SAndroid Build Coastguard Worker in vec3 v4;
6521*8975f5c5SAndroid Build Coastguard Worker
6522*8975f5c5SAndroid Build Coastguard Worker out vec4 color;
6523*8975f5c5SAndroid Build Coastguard Worker
6524*8975f5c5SAndroid Build Coastguard Worker void main()
6525*8975f5c5SAndroid Build Coastguard Worker {
6526*8975f5c5SAndroid Build Coastguard Worker color = v1 + v2.xyxy + v3 + v4.xyxz;
6527*8975f5c5SAndroid Build Coastguard Worker })";
6528*8975f5c5SAndroid Build Coastguard Worker
6529*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
6530*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
6531*8975f5c5SAndroid Build Coastguard Worker
6532*8975f5c5SAndroid Build Coastguard Worker const GLint attrLocations[4] = {
6533*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(program, "attr1"),
6534*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(program, "attr2"),
6535*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(program, "attr3"),
6536*8975f5c5SAndroid Build Coastguard Worker glGetAttribLocation(program, "attr4"),
6537*8975f5c5SAndroid Build Coastguard Worker };
6538*8975f5c5SAndroid Build Coastguard Worker
6539*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffers[4];
6540*8975f5c5SAndroid Build Coastguard Worker
6541*8975f5c5SAndroid Build Coastguard Worker // Set up all the buffers as such:
6542*8975f5c5SAndroid Build Coastguard Worker //
6543*8975f5c5SAndroid Build Coastguard Worker // Buffer 1: 64 bytes + (offset) 124
6544*8975f5c5SAndroid Build Coastguard Worker // Buffer 2: 16 bytes + (offset) 212
6545*8975f5c5SAndroid Build Coastguard Worker // Buffer 3: 128 bytes + (offset) 76
6546*8975f5c5SAndroid Build Coastguard Worker // Buffer 4: 96 bytes + (offset) 52
6547*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kBufferSizes[4] = {
6548*8975f5c5SAndroid Build Coastguard Worker 64,
6549*8975f5c5SAndroid Build Coastguard Worker 16,
6550*8975f5c5SAndroid Build Coastguard Worker 128,
6551*8975f5c5SAndroid Build Coastguard Worker 96,
6552*8975f5c5SAndroid Build Coastguard Worker };
6553*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kBufferOffsets[4] = {
6554*8975f5c5SAndroid Build Coastguard Worker 124,
6555*8975f5c5SAndroid Build Coastguard Worker 212,
6556*8975f5c5SAndroid Build Coastguard Worker 76,
6557*8975f5c5SAndroid Build Coastguard Worker 52,
6558*8975f5c5SAndroid Build Coastguard Worker };
6559*8975f5c5SAndroid Build Coastguard Worker // Attribute component count corresponding to the shader
6560*8975f5c5SAndroid Build Coastguard Worker constexpr GLint kAttrComponents[4] = {
6561*8975f5c5SAndroid Build Coastguard Worker 4,
6562*8975f5c5SAndroid Build Coastguard Worker 2,
6563*8975f5c5SAndroid Build Coastguard Worker 4,
6564*8975f5c5SAndroid Build Coastguard Worker 3,
6565*8975f5c5SAndroid Build Coastguard Worker };
6566*8975f5c5SAndroid Build Coastguard Worker // Attribute types
6567*8975f5c5SAndroid Build Coastguard Worker constexpr GLenum kAttrTypes[4] = {
6568*8975f5c5SAndroid Build Coastguard Worker GL_SHORT,
6569*8975f5c5SAndroid Build Coastguard Worker GL_BYTE,
6570*8975f5c5SAndroid Build Coastguard Worker GL_FLOAT,
6571*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_SHORT,
6572*8975f5c5SAndroid Build Coastguard Worker };
6573*8975f5c5SAndroid Build Coastguard Worker // Attribute strides.
6574*8975f5c5SAndroid Build Coastguard Worker //
6575*8975f5c5SAndroid Build Coastguard Worker // - Buffer 1 has 64 bytes, each attribute is 8 bytes. With a stride of 12, 5 vertices can be
6576*8975f5c5SAndroid Build Coastguard Worker // drawn from this buffer.
6577*8975f5c5SAndroid Build Coastguard Worker // - Buffer 2 has 16 bytes, each attribute is 2 bytes. With a stride of 0, 8 vertices can be
6578*8975f5c5SAndroid Build Coastguard Worker // drawn from this buffer.
6579*8975f5c5SAndroid Build Coastguard Worker // - Buffer 3 has 128 bytes, each attribute is 16 bytes. With a stride of 20, 6 vertices can be
6580*8975f5c5SAndroid Build Coastguard Worker // drawn from this buffer.
6581*8975f5c5SAndroid Build Coastguard Worker // - Buffer 4 has 96 bytes, each attribute is 6 bytes. With a stride of 8, 12 vertices can be
6582*8975f5c5SAndroid Build Coastguard Worker // drawn from this buffer.
6583*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kAttrStrides[4] = {
6584*8975f5c5SAndroid Build Coastguard Worker 12,
6585*8975f5c5SAndroid Build Coastguard Worker 0,
6586*8975f5c5SAndroid Build Coastguard Worker 20,
6587*8975f5c5SAndroid Build Coastguard Worker 8,
6588*8975f5c5SAndroid Build Coastguard Worker };
6589*8975f5c5SAndroid Build Coastguard Worker
6590*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i)
6591*8975f5c5SAndroid Build Coastguard Worker {
6592*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_ARRAY_BUFFER, buffers[i]);
6593*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_ARRAY_BUFFER, kBufferSizes[i] + kBufferOffsets[i], nullptr, GL_STATIC_DRAW);
6594*8975f5c5SAndroid Build Coastguard Worker
6595*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(attrLocations[i]);
6596*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(attrLocations[i], kAttrComponents[i], kAttrTypes[i], GL_TRUE,
6597*8975f5c5SAndroid Build Coastguard Worker kAttrStrides[i], reinterpret_cast<void *>(kBufferOffsets[i]));
6598*8975f5c5SAndroid Build Coastguard Worker }
6599*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
6600*8975f5c5SAndroid Build Coastguard Worker
6601*8975f5c5SAndroid Build Coastguard Worker // Without any attribute divisors, the maximum vertex attribute allowed is min(5, 8, 6, 12) with
6602*8975f5c5SAndroid Build Coastguard Worker // non-instanced draws.
6603*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 4);
6604*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6605*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 5);
6606*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6607*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 6);
6608*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6609*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 1, 5);
6610*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6611*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 1, 4);
6612*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6613*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 1);
6614*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6615*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 2);
6616*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6617*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 5, 1);
6618*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6619*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 200, 1);
6620*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6621*8975f5c5SAndroid Build Coastguard Worker // Same with instanced draws.
6622*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 4, 10);
6623*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6624*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 5, 1);
6625*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6626*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 6, 5);
6627*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6628*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 1, 5, 1);
6629*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6630*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 1, 4, 22);
6631*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6632*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 4, 1, 1240);
6633*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6634*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 4, 2, 1);
6635*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6636*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 5, 1, 6);
6637*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6638*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 200, 1, 100);
6639*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6640*8975f5c5SAndroid Build Coastguard Worker
6641*8975f5c5SAndroid Build Coastguard Worker // With a divisor on attribute 1, that attribute can reference up to vertex #5 (as first
6642*8975f5c5SAndroid Build Coastguard Worker // attribute), while the rest are limited to min(8, 6, 12) as their maximum vertex attribute.
6643*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(attrLocations[0], 5);
6644*8975f5c5SAndroid Build Coastguard Worker
6645*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 5);
6646*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6647*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 6);
6648*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6649*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 7);
6650*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6651*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 only accesses index 0 regardless of first
6652*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 2);
6653*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6654*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 3 accesses vertices [4, 7)
6655*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 3);
6656*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6657*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 5, 1);
6658*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6659*8975f5c5SAndroid Build Coastguard Worker
6660*8975f5c5SAndroid Build Coastguard Worker // With instanced rendering, the same limits as above hold. Additionally, attribute 1 does no
6661*8975f5c5SAndroid Build Coastguard Worker // longer access only a single vertex, but it accesses instanceCount/5 (5 being the divisor)
6662*8975f5c5SAndroid Build Coastguard Worker // elements.
6663*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 4)
6664*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 5, 20);
6665*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6666*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 5)
6667*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 6, 25);
6668*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6669*8975f5c5SAndroid Build Coastguard Worker // The following fails because of the limit on non-instanced attributes
6670*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 7, 1);
6671*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6672*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 1 accesses vertices [0, 6)
6673*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 4, 26);
6674*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6675*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 2). Recall that first vertex
6676*8975f5c5SAndroid Build Coastguard Worker // is ignored for instanced attributes.
6677*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 3, 3, 9);
6678*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6679*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 3, 3, 10);
6680*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6681*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 3, 3, 11);
6682*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6683*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6684*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6685*8975f5c5SAndroid Build Coastguard Worker
6686*8975f5c5SAndroid Build Coastguard Worker if (hasBaseInstance)
6687*8975f5c5SAndroid Build Coastguard Worker {
6688*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 3)
6689*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 0);
6690*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6691*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [1, 4)
6692*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 5);
6693*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6694*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 4)
6695*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 17, 3);
6696*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6697*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [3, 5)
6698*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 10, 15);
6699*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6700*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 1 accesses vertices [3, 6)
6701*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 11, 15);
6702*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6703*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 1 accesses vertex 6
6704*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 1, 25);
6705*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6706*8975f5c5SAndroid Build Coastguard Worker }
6707*8975f5c5SAndroid Build Coastguard Worker
6708*8975f5c5SAndroid Build Coastguard Worker // With a divisor on attribute 3, that attribute can reference up to vertex #6 (as first
6709*8975f5c5SAndroid Build Coastguard Worker // attribute), while the rest are limited to min(8, 12) as their maximum vertex attribute.
6710*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(attrLocations[2], 3);
6711*8975f5c5SAndroid Build Coastguard Worker
6712*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 7);
6713*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6714*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 8);
6715*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6716*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 9);
6717*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6718*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 and 3 only access index 0 regardless of first and
6719*8975f5c5SAndroid Build Coastguard Worker // count
6720*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 4);
6721*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6722*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 2 accesses vertices [4, 9)
6723*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 5);
6724*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6725*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 5, 1);
6726*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6727*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 6, 1);
6728*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6729*8975f5c5SAndroid Build Coastguard Worker
6730*8975f5c5SAndroid Build Coastguard Worker // With instanced rendering, the same limits as above hold. Additionally, attribute 1 accesses
6731*8975f5c5SAndroid Build Coastguard Worker // instanceCount/5 and attribute 3 accesses instanceCount/3 elements.
6732*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3 accesses
6733*8975f5c5SAndroid Build Coastguard Worker // vertices [0, 6)
6734*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 5, 18);
6735*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6736*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 8, 18);
6737*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6738*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 3 accesses vertices [0, 7)
6739*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 5, 19);
6740*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6741*8975f5c5SAndroid Build Coastguard Worker // The following fails because of the limit on non-instanced attributes
6742*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 9, 1);
6743*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6744*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 3), and attribute 3 accesses
6745*8975f5c5SAndroid Build Coastguard Worker // vertices [0, 4)
6746*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 2, 4, 11);
6747*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6748*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 2, 4, 12);
6749*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6750*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 3 accesses vertices [0, 5). Attribute 1 still
6751*8975f5c5SAndroid Build Coastguard Worker // accesses within limits of [0, 3)
6752*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 2, 4, 13);
6753*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6754*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6755*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6756*8975f5c5SAndroid Build Coastguard Worker
6757*8975f5c5SAndroid Build Coastguard Worker if (hasBaseInstance)
6758*8975f5c5SAndroid Build Coastguard Worker {
6759*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3
6760*8975f5c5SAndroid Build Coastguard Worker // accesses vertices [0, 6)
6761*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 0);
6762*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6763*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 3 accesses vertices [0, 7)
6764*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 19, 0);
6765*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6766*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 3 accesses vertices [1, 7)
6767*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 1);
6768*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6769*8975f5c5SAndroid Build Coastguard Worker // The following passes because attribute 3 accesses vertices [3, 6)
6770*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 7, 11);
6771*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6772*8975f5c5SAndroid Build Coastguard Worker // The following fails because attribute 3 accesses vertices [3, 7)
6773*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 8, 11);
6774*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6775*8975f5c5SAndroid Build Coastguard Worker }
6776*8975f5c5SAndroid Build Coastguard Worker
6777*8975f5c5SAndroid Build Coastguard Worker // With a divisor on attribute 2, that attribute can reference up to vertex #8 (as first
6778*8975f5c5SAndroid Build Coastguard Worker // attribute), and with a divisor on attribute 4, it can reference up to vertex #12. There is
6779*8975f5c5SAndroid Build Coastguard Worker // no particular limit on the maxmium vertex attribute when not instanced.
6780*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(attrLocations[1], 3);
6781*8975f5c5SAndroid Build Coastguard Worker glVertexAttribDivisor(attrLocations[3], 1);
6782*8975f5c5SAndroid Build Coastguard Worker
6783*8975f5c5SAndroid Build Coastguard Worker // The following passes because all attributes only access index 0
6784*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 0, 123);
6785*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6786*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 4, 500);
6787*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6788*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 5, 1);
6789*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6790*8975f5c5SAndroid Build Coastguard Worker glDrawArrays(GL_POINTS, 231, 1);
6791*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6792*8975f5c5SAndroid Build Coastguard Worker
6793*8975f5c5SAndroid Build Coastguard Worker // With instanced rendering, the same limits as above hold.
6794*8975f5c5SAndroid Build Coastguard Worker //
6795*8975f5c5SAndroid Build Coastguard Worker // Attribute 1 accesses instanceCount/5 elements (note: buffer fits 5 vertices)
6796*8975f5c5SAndroid Build Coastguard Worker // Attribute 2 accesses instanceCount/3 elements (note: buffer fits 8 vertices)
6797*8975f5c5SAndroid Build Coastguard Worker // Attribute 3 accesses instanceCount/3 elements (note: buffer fits 6 vertices)
6798*8975f5c5SAndroid Build Coastguard Worker // Attribute 4 accesses instanceCount/1 elements (note: buffer fits 12 vertices)
6799*8975f5c5SAndroid Build Coastguard Worker //
6800*8975f5c5SAndroid Build Coastguard Worker // Only instances [0, 12) are valid.
6801*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 123, 1);
6802*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6803*8975f5c5SAndroid Build Coastguard Worker // The following passes because attributes accessed are:
6804*8975f5c5SAndroid Build Coastguard Worker // [0, 3), [0, 4), [0, 4), [0, 12)
6805*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 123, 12);
6806*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6807*8975f5c5SAndroid Build Coastguard Worker // The following fails because attributes accessed are:
6808*8975f5c5SAndroid Build Coastguard Worker // [0, 3), [0, 5), [0, 5), [0, 13)
6809*8975f5c5SAndroid Build Coastguard Worker // \-- overflow
6810*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 0, 123, 13);
6811*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6812*8975f5c5SAndroid Build Coastguard Worker // The following passes because attributes accessed are:
6813*8975f5c5SAndroid Build Coastguard Worker // [0, 2), [0, 3), [0, 3), [0, 9)
6814*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 3, 359, 9);
6815*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6816*8975f5c5SAndroid Build Coastguard Worker // The following fails because attributes accessed are:
6817*8975f5c5SAndroid Build Coastguard Worker // [0, 3), [0, 5), [0, 5), [0, 13)
6818*8975f5c5SAndroid Build Coastguard Worker // \-- overflow
6819*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 3, 359, 13);
6820*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6821*8975f5c5SAndroid Build Coastguard Worker // The following passes because attributes accessed are:
6822*8975f5c5SAndroid Build Coastguard Worker // [0, 1), [0, 2), [0, 2), [0, 5)
6823*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstanced(GL_POINTS, 120, 359, 5);
6824*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6825*8975f5c5SAndroid Build Coastguard Worker
6826*8975f5c5SAndroid Build Coastguard Worker if (hasBaseInstance)
6827*8975f5c5SAndroid Build Coastguard Worker {
6828*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 12, 0);
6829*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6830*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 11, 1);
6831*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6832*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 11);
6833*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
6834*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 2, 11);
6835*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6836*8975f5c5SAndroid Build Coastguard Worker glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 14);
6837*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6838*8975f5c5SAndroid Build Coastguard Worker }
6839*8975f5c5SAndroid Build Coastguard Worker }
6840*8975f5c5SAndroid Build Coastguard Worker
6841*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(WebGLCompatibilityTest);
6842*8975f5c5SAndroid Build Coastguard Worker
6843*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGL2CompatibilityTest);
6844*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3(WebGL2CompatibilityTest);
6845*8975f5c5SAndroid Build Coastguard Worker } // namespace angle
6846