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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/StateChangeTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/StateChangeTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/StateChangeTest.cpp591
1 files changed, 591 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/StateChangeTest.cpp b/gfx/angle/src/tests/gl_tests/StateChangeTest.cpp
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+++ b/gfx/angle/src/tests/gl_tests/StateChangeTest.cpp
@@ -0,0 +1,591 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// StateChangeTest:
+// Specifically designed for an ANGLE implementation of GL, these tests validate that
+// ANGLE's dirty bits systems don't get confused by certain sequences of state changes.
+//
+
+#include "test_utils/ANGLETest.h"
+#include "test_utils/gl_raii.h"
+
+using namespace angle;
+
+namespace
+{
+
+class StateChangeTest : public ANGLETest
+{
+ protected:
+ StateChangeTest()
+ {
+ setWindowWidth(64);
+ setWindowHeight(64);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+
+ // Enable the no error extension to avoid syncing the FBO state on validation.
+ setNoErrorEnabled(true);
+ }
+
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ glGenFramebuffers(1, &mFramebuffer);
+ glGenTextures(2, mTextures.data());
+ glGenRenderbuffers(1, &mRenderbuffer);
+
+ ASSERT_GL_NO_ERROR();
+ }
+
+ void TearDown() override
+ {
+ if (mFramebuffer != 0)
+ {
+ glDeleteFramebuffers(1, &mFramebuffer);
+ mFramebuffer = 0;
+ }
+
+ if (!mTextures.empty())
+ {
+ glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
+ mTextures.clear();
+ }
+
+ glDeleteRenderbuffers(1, &mRenderbuffer);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mFramebuffer = 0;
+ GLuint mRenderbuffer = 0;
+ std::vector<GLuint> mTextures = {0, 0};
+};
+
+class StateChangeTestES3 : public StateChangeTest
+{
+ protected:
+ StateChangeTestES3() {}
+};
+
+} // anonymous namespace
+
+// Ensure that CopyTexImage2D syncs framebuffer changes.
+TEST_P(StateChangeTest, CopyTexImage2DSync)
+{
+ if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
+ {
+ // TODO(geofflang): Fix on Linux AMD drivers (http://anglebug.com/1291)
+ std::cout << "Test disabled on AMD OpenGL." << std::endl;
+ return;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ // Init first texture to red
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ // Init second texture to green
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ // Copy in the red texture to the green one.
+ // CopyTexImage should sync the framebuffer attachment change.
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 16, 16, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Ensure that CopyTexSubImage2D syncs framebuffer changes.
+TEST_P(StateChangeTest, CopyTexSubImage2DSync)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ // Init first texture to red
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ // Init second texture to green
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ // Copy in the red texture to the green one.
+ // CopyTexImage should sync the framebuffer attachment change.
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 16, 16);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that Framebuffer completeness caching works when color attachments change.
+TEST_P(StateChangeTest, FramebufferIncompleteColorAttachment)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture at color attachment 0 to be non-color-renderable.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 16, 16, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that caching works when color attachments change with TexStorage.
+TEST_P(StateChangeTest, FramebufferIncompleteWithTexStorage)
+{
+ if (!extensionEnabled("GL_EXT_texture_storage"))
+ {
+ std::cout << "Test skipped because TexStorage2DEXT not available." << std::endl;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture at color attachment 0 to be non-color-renderable.
+ glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ALPHA8_EXT, 16, 16);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that caching works when color attachments change with CompressedTexImage2D.
+TEST_P(StateChangeTestES3, FramebufferIncompleteWithCompressedTex)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture at color attachment 0 to be non-color-renderable.
+ glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 64, nullptr);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that caching works when color attachments are deleted.
+TEST_P(StateChangeTestES3, FramebufferIncompleteWhenAttachmentDeleted)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Delete the texture at color attachment 0.
+ glDeleteTextures(1, &mTextures[0]);
+ mTextures[0] = 0;
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that Framebuffer completeness caching works when depth attachments change.
+TEST_P(StateChangeTest, FramebufferIncompleteDepthAttachment)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 16, 16);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture at color attachment 0 to be non-depth-renderable.
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that Framebuffer completeness caching works when stencil attachments change.
+TEST_P(StateChangeTest, FramebufferIncompleteStencilAttachment)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 16, 16);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
+ mRenderbuffer);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture at the stencil attachment to be non-stencil-renderable.
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Test that Framebuffer completeness caching works when depth-stencil attachments change.
+TEST_P(StateChangeTest, FramebufferIncompleteDepthStencilAttachment)
+{
+ if (getClientMajorVersion() < 3 && !extensionEnabled("GL_OES_packed_depth_stencil"))
+ {
+ std::cout << "Test skipped because packed depth+stencil not availble." << std::endl;
+ return;
+ }
+
+ if (IsWindows() && IsIntel() && IsOpenGL())
+ {
+ // TODO(jmadill): Investigate the failure (https://anglebug.com/1388)
+ std::cout << "Test disabled on Windows Intel OpenGL." << std::endl;
+ return;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
+ mRenderbuffer);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ // Change the texture the depth-stencil attachment to be non-depth-stencil-renderable.
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Ensure that CopyTexSubImage3D syncs framebuffer changes.
+TEST_P(StateChangeTestES3, CopyTexSubImage3DSync)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ // Init first texture to red
+ glBindTexture(GL_TEXTURE_3D, mTextures[0]);
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ // Init second texture to green
+ glBindTexture(GL_TEXTURE_3D, mTextures[1]);
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ // Copy in the red texture to the green one.
+ // CopyTexImage should sync the framebuffer attachment change.
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
+ glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 16, 16);
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Ensure that BlitFramebuffer syncs framebuffer changes.
+TEST_P(StateChangeTestES3, BlitFramebufferSync)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ // Init first texture to red
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ // Init second texture to green
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ // Change to the red textures and blit.
+ // BlitFramebuffer should sync the framebuffer attachment change.
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
+ 0);
+ glBlitFramebuffer(0, 0, 16, 16, 0, 0, 16, 16, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Ensure that ReadBuffer and DrawBuffers sync framebuffer changes.
+TEST_P(StateChangeTestES3, ReadBufferAndDrawBuffersSync)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ // Initialize two FBO attachments
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+ glBindTexture(GL_TEXTURE_2D, mTextures[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
+
+ // Clear first attachment to red
+ GLenum bufs1[] = {GL_COLOR_ATTACHMENT0, GL_NONE};
+ glDrawBuffers(2, bufs1);
+ glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Clear second texture to green
+ GLenum bufs2[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
+ glDrawBuffers(2, bufs2);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // Verify first attachment is red and second is green
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
+
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ ASSERT_GL_NO_ERROR();
+}
+
+// Tests calling invalidate on incomplete framebuffers after switching attachments.
+// Adapted partially from WebGL 2 test "renderbuffers/invalidate-framebuffer"
+TEST_P(StateChangeTestES3, IncompleteRenderbufferAttachmentInvalidateSync)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
+ GLint samples = 0;
+ glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, 1, &samples);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
+ ASSERT_GL_NO_ERROR();
+
+ // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
+ // attached renderbuffer
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
+ glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
+ glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
+ ASSERT_GL_NO_ERROR();
+
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples), GL_RGBA8,
+ getWindowWidth(), getWindowHeight());
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ glClear(GL_COLOR_BUFFER_BIT);
+ ASSERT_GL_NO_ERROR();
+
+ GLRenderbuffer renderbuf;
+
+ glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
+ renderbuf.get());
+ ASSERT_GL_NO_ERROR();
+
+ // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
+ // attached renderbuffer
+ // Note: the bug will only repro *without* a call to checkStatus before the invalidate.
+ GLenum attachments2[] = {GL_DEPTH_ATTACHMENT};
+ glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments2);
+
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples),
+ GL_DEPTH_COMPONENT16, getWindowWidth(), getWindowHeight());
+ EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ glClear(GL_DEPTH_BUFFER_BIT);
+ ASSERT_GL_NO_ERROR();
+}
+
+class StateChangeRenderTest : public StateChangeTest
+{
+ protected:
+ StateChangeRenderTest() : mProgram(0), mRenderbuffer(0) {}
+
+ void SetUp() override
+ {
+ StateChangeTest::SetUp();
+
+ const std::string vertexShaderSource =
+ "attribute vec2 position;\n"
+ "void main() {\n"
+ " gl_Position = vec4(position, 0, 1);\n"
+ "}";
+ const std::string fragmentShaderSource =
+ "uniform highp vec4 uniformColor;\n"
+ "void main() {\n"
+ " gl_FragColor = uniformColor;\n"
+ "}";
+
+ mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ ASSERT_NE(0u, mProgram);
+
+ glGenRenderbuffers(1, &mRenderbuffer);
+ }
+
+ void TearDown() override
+ {
+ glDeleteProgram(mProgram);
+ glDeleteRenderbuffers(1, &mRenderbuffer);
+
+ StateChangeTest::TearDown();
+ }
+
+ void setUniformColor(const GLColor &color)
+ {
+ glUseProgram(mProgram);
+ const Vector4 &normalizedColor = color.toNormalizedVector();
+ GLint uniformLocation = glGetUniformLocation(mProgram, "uniformColor");
+ ASSERT_NE(-1, uniformLocation);
+ glUniform4fv(uniformLocation, 1, normalizedColor.data());
+ }
+
+ GLuint mProgram;
+ GLuint mRenderbuffer;
+};
+
+// Test that re-creating a currently attached texture works as expected.
+TEST_P(StateChangeRenderTest, RecreateTexture)
+{
+ if (IsIntel() && IsLinux())
+ {
+ // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
+ std::cout << "Test disabled on Linux Intel OpenGL." << std::endl;
+ return;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+
+ // Draw with red to the FBO.
+ GLColor red(255, 0, 0, 255);
+ setUniformColor(red);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, red);
+
+ // Recreate the texture with green.
+ GLColor green(0, 255, 0, 255);
+ std::vector<GLColor> greenPixels(32 * 32, green);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ greenPixels.data());
+ EXPECT_PIXEL_COLOR_EQ(0, 0, green);
+
+ // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
+ GLColor blue(0, 0, 255, 255);
+ setUniformColor(blue);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that re-creating a currently attached renderbuffer works as expected.
+TEST_P(StateChangeRenderTest, RecreateRenderbuffer)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
+
+ // Draw with red to the FBO.
+ GLColor red(255, 0, 0, 255);
+ setUniformColor(red);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, red);
+
+ // Recreate the renderbuffer and clear to green.
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 32, 32);
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ GLColor green(0, 255, 0, 255);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, green);
+
+ // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
+ GLColor blue(0, 0, 255, 255);
+ setUniformColor(blue);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+// Test that recreating a texture with GenerateMipmaps signals the FBO is dirty.
+TEST_P(StateChangeRenderTest, GenerateMipmap)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, mTextures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
+
+ // Draw once to set the RenderTarget in D3D11
+ GLColor red(255, 0, 0, 255);
+ setUniformColor(red);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, red);
+
+ // This will trigger the texture to be re-created on FL9_3.
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ // Now ensure we don't have a stale render target.
+ GLColor blue(0, 0, 255, 255);
+ setUniformColor(blue);
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());
+ANGLE_INSTANTIATE_TEST(StateChangeRenderTest,
+ ES2_D3D9(),
+ ES2_D3D11(),
+ ES2_OPENGL(),
+ ES2_D3D11_FL9_3());
+ANGLE_INSTANTIATE_TEST(StateChangeTestES3, ES3_D3D11(), ES3_OPENGL());