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Diffstat (limited to 'gfx/angle/src/tests/gl_tests/DiscardFramebufferEXTTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/DiscardFramebufferEXTTest.cpp | 143 |
1 files changed, 143 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/DiscardFramebufferEXTTest.cpp b/gfx/angle/src/tests/gl_tests/DiscardFramebufferEXTTest.cpp new file mode 100755 index 000000000..1e09ed120 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/DiscardFramebufferEXTTest.cpp @@ -0,0 +1,143 @@ +// +// Copyright 2015 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +#include "test_utils/ANGLETest.h" + +using namespace angle; + +class DiscardFramebufferEXTTest : public ANGLETest +{ +protected: + DiscardFramebufferEXTTest() + { + setWindowWidth(256); + setWindowHeight(256); + setConfigRedBits(8); + setConfigGreenBits(8); + setConfigBlueBits(8); + setConfigAlphaBits(8); + setConfigDepthBits(24); + setConfigStencilBits(8); + } +}; + +TEST_P(DiscardFramebufferEXTTest, ExtensionEnabled) +{ + EGLPlatformParameters platform = GetParam().eglParameters; + + if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + EXPECT_TRUE(extensionEnabled("EXT_discard_framebuffer")); + } + else + { + // Other platforms don't currently implement this extension + EXPECT_FALSE(extensionEnabled("EXT_discard_framebuffer")); + } +} + +TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer) +{ + if (!extensionEnabled("EXT_discard_framebuffer")) + { + std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl; + return; + } + + // These should succeed on the default framebuffer + const GLenum discards1[] = { GL_COLOR_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1); + EXPECT_GL_NO_ERROR(); + + const GLenum discards2[] = { GL_DEPTH_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2); + EXPECT_GL_NO_ERROR(); + + const GLenum discards3[] = { GL_STENCIL_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3); + EXPECT_GL_NO_ERROR(); + + const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4); + EXPECT_GL_NO_ERROR(); + + // These should fail on the default framebuffer + const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + const GLenum discards6[] = { GL_DEPTH_ATTACHMENT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + const GLenum discards7[] = { GL_STENCIL_ATTACHMENT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7); + EXPECT_GL_ERROR(GL_INVALID_ENUM); +} + +TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer) +{ + if (!extensionEnabled("EXT_discard_framebuffer")) + { + std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl; + return; + } + + GLuint tex2D; + GLuint framebuffer; + + // Create a basic off-screen framebuffer + // Don't create a depth/stencil texture, to ensure that also works correctly + glGenTextures(1, &tex2D); + glGenFramebuffers(1, &framebuffer); + glBindTexture(GL_TEXTURE_2D, tex2D); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); + ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); + + // These should fail on the non-default framebuffer + const GLenum discards1[] = { GL_COLOR_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + const GLenum discards2[] = { GL_DEPTH_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + const GLenum discards3[] = { GL_STENCIL_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4); + EXPECT_GL_ERROR(GL_INVALID_ENUM); + + // These should succeed on the non-default framebuffer + const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5); + EXPECT_GL_NO_ERROR(); + + const GLenum discards6[] = { GL_DEPTH_ATTACHMENT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6); + EXPECT_GL_NO_ERROR(); + + const GLenum discards7[] = { GL_STENCIL_ATTACHMENT }; + glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7); + EXPECT_GL_NO_ERROR(); +} + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(DiscardFramebufferEXTTest, + ES2_D3D9(), + ES2_D3D11(), + ES2_D3D11_FL9_3(), + ES2_OPENGL(), + ES3_OPENGL(), + ES2_OPENGLES(), + ES3_OPENGLES()); |