Commit 07be8bf8 by Jamie Madill Committed by Commit Bot

WebGL: Add test for ES3 MRT feedback loops.

BUG=angleproject:1685 Change-Id: I0f1e24d7c27f0b3ef56f35debcd20f4c7cff8951 Reviewed-on: https://chromium-review.googlesource.com/425492Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent cad97eee
...@@ -41,6 +41,11 @@ class WebGLCompatibilityTest : public ANGLETest ...@@ -41,6 +41,11 @@ class WebGLCompatibilityTest : public ANGLETest
const std::array<GLenum, 2> &drawBuffers, const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError); GLenum expectedError);
// Called from RenderingFeedbackLoopWithDrawBuffers.
void drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError);
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr; PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
}; };
...@@ -596,67 +601,6 @@ TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop) ...@@ -596,67 +601,6 @@ TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
} }
// Test tests that texture copying feedback loops are properly rejected in WebGL.
// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
// framebuffer should be FRAMEBUFFER_COMPLETE.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// testing copyTexImage2D
// copyTexImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// copyTexImage2D to same texture same level, invalid feedback loop
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// testing copyTexSubImage2D
// copyTexSubImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// copyTexSubImage2D to same texture same level, invalid feedback loop
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexSubImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
}
// Test for the max draw buffers and color attachments. // Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints) TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
{ {
...@@ -862,6 +806,142 @@ TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT) ...@@ -862,6 +806,142 @@ TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR); drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
} }
// Test tests that texture copying feedback loops are properly rejected in WebGL.
// Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
{
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLTexture texture2;
glBindTexture(GL_TEXTURE_2D, texture2.get());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
// framebuffer should be FRAMEBUFFER_COMPLETE.
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// testing copyTexImage2D
// copyTexImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// copyTexImage2D to same texture same level, invalid feedback loop
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
EXPECT_GL_NO_ERROR();
// testing copyTexSubImage2D
// copyTexSubImage2D to same texture but different level
glBindTexture(GL_TEXTURE_2D, texture.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
// copyTexSubImage2D to same texture same level, invalid feedback loop
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// copyTexSubImage2D to different texture
glBindTexture(GL_TEXTURE_2D, texture2.get());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_NO_ERROR();
}
void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
const std::array<GLenum, 2> &drawBuffers,
GLenum expectedError)
{
glDrawBuffers(2, drawBuffers.data());
// Make sure framebuffer is complete before feedback loop detection
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
drawQuad(program, "aPosition", 0.5f, 1.0f, true);
// "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
// it should be NO_ERROR"
EXPECT_GL_ERROR(expectedError);
}
// This tests that rendering feedback loops works as expected with WebGL 2.
// Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
{
const std::string vertexShader =
"#version 300 es\n"
"in vec4 aPosition;\n"
"out vec2 texCoord;\n"
"void main() {\n"
" gl_Position = aPosition;\n"
" texCoord = (aPosition.xy * 0.5) + 0.5;\n"
"}\n";
const std::string fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"in vec2 texCoord;\n"
"out vec4 oColor;\n"
"void main() {\n"
" oColor = texture(tex, texCoord);\n"
"}\n";
GLsizei width = 8;
GLsizei height = 8;
GLint maxDrawBuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
// ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
ASSERT_GE(maxDrawBuffers, 2);
ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
glUseProgram(program.get());
glViewport(0, 0, width, height);
GLTexture tex0;
GLTexture tex1;
GLFramebuffer fbo;
FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, tex1.get());
GLint texLoc = glGetUniformLocation(program.get(), "tex");
ASSERT_NE(-1, texLoc);
glUniform1i(texLoc, 0);
// The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
ASSERT_GL_NO_ERROR();
drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
GL_INVALID_OPERATION);
drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these // Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against. // tests should be run against.
ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest, ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
...@@ -874,9 +954,5 @@ ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest, ...@@ -874,9 +954,5 @@ ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
ES2_OPENGLES(), ES2_OPENGLES(),
ES3_OPENGLES()); ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ES3_D3D11(),
ES3_OPENGL(),
ES3_OPENGLES());
} // namespace } // namespace
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment