// // 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. // // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension. #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" namespace angle { class WebGLCompatibilityTest : public ANGLETest { protected: WebGLCompatibilityTest() { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setWebGLCompatibilityEnabled(true); } void SetUp() override { ANGLETest::SetUp(); glEnableExtensionANGLE = reinterpret_cast( eglGetProcAddress("glEnableExtensionANGLE")); } void TearDown() override { ANGLETest::TearDown(); } PFNGLENABLEEXTENSIONANGLEPROC glEnableExtensionANGLE = nullptr; }; // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so // the GL extension should always be present TEST_P(WebGLCompatibilityTest, ExtensionStringExposed) { EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility")); } // Verify that all extension entry points are available TEST_P(WebGLCompatibilityTest, EntryPoints) { if (extensionEnabled("GL_ANGLE_webgl_compatibility")) { EXPECT_NE(nullptr, eglGetProcAddress("glEnableExtensionANGLE")); } } // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable, // even in ES2 contexts. TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint) { GLRenderbuffer renderbuffer; glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get()); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer.get()); EXPECT_GL_NO_ERROR(); } // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION TEST_P(WebGLCompatibilityTest, EnableExtensionValidation) { EXPECT_EQ(GL_FALSE, glEnableExtensionANGLE("invalid_extension_string")); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Test enabling the GL_OES_element_index_uint extension TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices) { if (getClientMajorVersion() != 2) { // This test only works on ES2 where uint indices are not available by default return; } EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint")); GLBuffer indexBuffer; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get()); GLuint data[] = {0, 1, 2, 1, 3, 2}; glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }", "void main() { gl_FragColor = vec4(0, 1, 0, 1); }") glUseProgram(program.get()); glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr); EXPECT_GL_ERROR(GL_INVALID_ENUM); if (glEnableExtensionANGLE("GL_OES_element_index_uint")) { EXPECT_GL_NO_ERROR(); EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint")); glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr); EXPECT_GL_NO_ERROR(); } } // Verify that shaders are of a compatible spec when the extension is enabled. TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec) { EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility")); // Use of reserved _webgl prefix should fail when the shader specification is for WebGL. const std::string &vert = "struct Foo {\n" " int _webgl_bar;\n" "};\n" "void main()\n" "{\n" " Foo foo = Foo(1);\n" "}"; // Default fragement shader. const std::string &frag = "void main()\n" "{\n" " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" "}"; GLuint program = CompileProgram(vert, frag); EXPECT_EQ(0u, program); glDeleteProgram(program); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL(), ES3_OPENGL(), ES2_OPENGLES(), ES3_OPENGLES()); } // namespace