// // 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" #include "random_utils.h" #include "Vector.h" using namespace angle; namespace { Vector4 RandomVec4(int seed, float minValue, float maxValue) { RNG rng(seed); srand(seed); return Vector4( rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue), rng.randomFloatBetween(minValue, maxValue)); } GLColor Vec4ToColor(const Vector4 &vec) { GLColor color; color.R = static_cast(vec.x * 255.0f); color.G = static_cast(vec.y * 255.0f); color.B = static_cast(vec.z * 255.0f); color.A = static_cast(vec.w * 255.0f); return color; }; class ClearTestBase : public ANGLETest { protected: ClearTestBase() : mProgram(0) { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void SetUp() override { ANGLETest::SetUp(); mFBOs.resize(2, 0); glGenFramebuffers(2, mFBOs.data()); ASSERT_GL_NO_ERROR(); } void TearDown() override { glDeleteProgram(mProgram); if (!mFBOs.empty()) { glDeleteFramebuffers(static_cast(mFBOs.size()), mFBOs.data()); } if (!mTextures.empty()) { glDeleteTextures(static_cast(mTextures.size()), mTextures.data()); } ANGLETest::TearDown(); } void setupDefaultProgram() { const std::string vertexShaderSource = SHADER_SOURCE ( precision highp float; attribute vec4 position; void main() { gl_Position = position; } ); const std::string fragmentShaderSource = SHADER_SOURCE ( precision highp float; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } ); mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); ASSERT_NE(0u, mProgram); } GLuint mProgram; std::vector mFBOs; std::vector mTextures; }; class ClearTest : public ClearTestBase {}; class ClearTestES3 : public ClearTestBase {}; // Test clearing the default framebuffer TEST_P(ClearTest, DefaultFramebuffer) { glClearColor(0.25f, 0.5f, 0.5f, 0.5f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0); } // Test clearing a RGBA8 Framebuffer TEST_P(ClearTest, RGBA8Framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glClearColor(0.5f, 0.5f, 0.5f, 0.5f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); } TEST_P(ClearTest, ClearIssue) { // TODO(geofflang): Figure out why this is broken on Intel OpenGL if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) { std::cout << "Test skipped on Intel OpenGL." << std::endl; return; } glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 1.0, 0.0, 1.0); glClearDepthf(0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint rbo; glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16); EXPECT_GL_NO_ERROR(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo); EXPECT_GL_NO_ERROR(); glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); EXPECT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); setupDefaultProgram(); drawQuad(mProgram, "position", 0.5f); EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); } // Requires ES3 // This tests a bug where in a masked clear when calling "ClearBuffer", we would // mistakenly clear every channel (including the masked-out ones) TEST_P(ClearTestES3, MaskedClearBufferBug) { unsigned char pixelData[] = { 255, 255, 255, 255 }; glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint textures[2]; glGenTextures(2, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); float clearValue[] = { 0, 0.5f, 0.5f, 1.0f }; GLenum drawBuffers[] = { GL_NONE, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, drawBuffers); glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE); glClearBufferfv(GL_COLOR, 1, clearValue); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255); glReadBuffer(GL_COLOR_ATTACHMENT1); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1); glDeleteTextures(2, textures); } TEST_P(ClearTestES3, BadFBOSerialBug) { // First make a simple framebuffer, and clear it to green glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint textures[2]; glGenTextures(2, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0 }; glDrawBuffers(1, drawBuffers); float clearValues1[] = { 0.0f, 1.0f, 0.0f, 1.0f }; glClearBufferfv(GL_COLOR, 0, clearValues1); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); // Next make a second framebuffer, and draw it to red // (Triggers bad applied render target serial) GLuint fbo2; glGenFramebuffers(1, &fbo2); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, fbo2); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); glDrawBuffers(1, drawBuffers); setupDefaultProgram(); drawQuad(mProgram, "position", 0.5f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); // Check that the first framebuffer is still green. glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); glDeleteTextures(2, textures); glDeleteFramebuffers(1, &fbo2); } // Test that SRGB framebuffers clear to the linearized clear color TEST_P(ClearTestES3, SRGBClear) { // TODO(jmadill): figure out why this fails if (IsIntel() && GetParam() == ES3_OPENGL()) { std::cout << "Test skipped on Intel due to failures." << std::endl; return; } // First make a simple framebuffer, and clear it glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glClearColor(0.5f, 0.5f, 0.5f, 0.5f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); } // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each // attachment TEST_P(ClearTestES3, MixedSRGBClear) { // TODO(cwallez) figure out why it is broken on Intel on Mac #if defined(ANGLE_PLATFORM_APPLE) if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) { std::cout << "Test skipped on Intel on Mac." << std::endl; return; } #endif // TODO(jmadill): figure out why this fails if (IsIntel() && GetParam() == ES3_OPENGL()) { std::cout << "Test skipped on Intel due to failures." << std::endl; return; } glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); GLuint textures[2]; glGenTextures(2, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight()); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0); GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}; glDrawBuffers(2, drawBuffers); // Clear both textures glClearColor(0.5f, 0.5f, 0.5f, 0.5f); glClear(GL_COLOR_BUFFER_BIT); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0); // Check value of texture0 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0); // Check value of texture1 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0); EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0); } // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync // before a draw call. The test draws small quads to a larger FBO (the default back buffer). // Before each blit to the back buffer it clears the quad to a certain color using // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to // flush or finish after ClearBufferfv or each draw. TEST_P(ClearTestES3, RepeatedClear) { if (IsD3D11() && (IsNVIDIA() || IsIntel())) { std::cout << "Test skipped on Nvidia and Intel D3D11." << std::endl; return; } const std::string &vertexSource = "#version 300 es\n" "in highp vec2 position;\n" "out highp vec2 v_coord;\n" "void main(void)\n" "{\n" " gl_Position = vec4(position, 0, 1);\n" " vec2 texCoord = (position * 0.5) + 0.5;\n" " v_coord = texCoord;\n" "}\n"; const std::string &fragmentSource = "#version 300 es\n" "in highp vec2 v_coord;\n" "out highp vec4 color;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " color = texture(tex, v_coord);\n" "}\n"; mProgram = CompileProgram(vertexSource, fragmentSource); ASSERT_NE(0u, mProgram); mTextures.resize(1, 0); glGenTextures(1, mTextures.data()); GLenum format = GL_RGBA8; const int numRowsCols = 3; const int cellSize = 32; const int fboSize = cellSize; const int backFBOSize = cellSize * numRowsCols; const float fmtValueMin = 0.0f; const float fmtValueMax = 1.0f; glBindTexture(GL_TEXTURE_2D, mTextures[0]); glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // larger fbo bound -- clear to transparent black glUseProgram(mProgram); GLint uniLoc = glGetUniformLocation(mProgram, "tex"); ASSERT_NE(-1, uniLoc); glUniform1i(uniLoc, 0); glBindTexture(GL_TEXTURE_2D, mTextures[0]); GLint positionLocation = glGetAttribLocation(mProgram, "position"); ASSERT_NE(-1, positionLocation); glUseProgram(mProgram); for (int cellY = 0; cellY < numRowsCols; cellY++) { for (int cellX = 0; cellX < numRowsCols; cellX++) { int seed = cellX + cellY * numRowsCols; const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]); glClearBufferfv(GL_COLOR, 0, color.data()); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Method 1: Set viewport and draw full-viewport quad glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize); drawQuad(mProgram, "position", 0.5f); // Uncommenting the glFinish call seems to make the test pass. // glFinish(); } } std::vector pixelData(backFBOSize * backFBOSize); glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data()); for (int cellY = 0; cellY < numRowsCols; cellY++) { for (int cellX = 0; cellX < numRowsCols; cellX++) { int seed = cellX + cellY * numRowsCols; const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax); GLColor expectedColor = Vec4ToColor(color); int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1; GLColor actualColor = pixelData[testN]; EXPECT_NEAR(expectedColor.R, actualColor.R, 1); EXPECT_NEAR(expectedColor.G, actualColor.G, 1); EXPECT_NEAR(expectedColor.B, actualColor.B, 1); EXPECT_NEAR(expectedColor.A, actualColor.A, 1); } } ASSERT_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(ClearTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL(), ES2_OPENGLES(), ES3_OPENGLES()); ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); } // anonymous namespace