// // 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());