1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 #include "test_utils/ANGLETest.h"
8 
9 using namespace angle;
10 
11 class DiscardFramebufferEXTTest : public ANGLETest
12 {
13 protected:
DiscardFramebufferEXTTest()14     DiscardFramebufferEXTTest()
15     {
16         setWindowWidth(256);
17         setWindowHeight(256);
18         setConfigRedBits(8);
19         setConfigGreenBits(8);
20         setConfigBlueBits(8);
21         setConfigAlphaBits(8);
22         setConfigDepthBits(24);
23         setConfigStencilBits(8);
24     }
25 };
26 
TEST_P(DiscardFramebufferEXTTest,ExtensionEnabled)27 TEST_P(DiscardFramebufferEXTTest, ExtensionEnabled)
28 {
29     EGLPlatformParameters platform = GetParam().eglParameters;
30 
31     if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
32     {
33         EXPECT_TRUE(extensionEnabled("EXT_discard_framebuffer"));
34     }
35     else
36     {
37         // Other platforms don't currently implement this extension
38         EXPECT_FALSE(extensionEnabled("EXT_discard_framebuffer"));
39     }
40 }
41 
TEST_P(DiscardFramebufferEXTTest,DefaultFramebuffer)42 TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer)
43 {
44     if (!extensionEnabled("EXT_discard_framebuffer"))
45     {
46         std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
47         return;
48     }
49 
50     // These should succeed on the default framebuffer
51     const GLenum discards1[] = { GL_COLOR_EXT };
52     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
53     EXPECT_GL_NO_ERROR();
54 
55     const GLenum discards2[] = { GL_DEPTH_EXT };
56     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
57     EXPECT_GL_NO_ERROR();
58 
59     const GLenum discards3[] = { GL_STENCIL_EXT };
60     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
61     EXPECT_GL_NO_ERROR();
62 
63     const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
64     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
65     EXPECT_GL_NO_ERROR();
66 
67     // These should fail on the default framebuffer
68     const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
69     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
70     EXPECT_GL_ERROR(GL_INVALID_ENUM);
71 
72     const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
73     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
74     EXPECT_GL_ERROR(GL_INVALID_ENUM);
75 
76     const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
77     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
78     EXPECT_GL_ERROR(GL_INVALID_ENUM);
79 }
80 
TEST_P(DiscardFramebufferEXTTest,NonDefaultFramebuffer)81 TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
82 {
83     if (!extensionEnabled("EXT_discard_framebuffer"))
84     {
85         std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
86         return;
87     }
88 
89     GLuint tex2D;
90     GLuint framebuffer;
91 
92     // Create a basic off-screen framebuffer
93     // Don't create a depth/stencil texture, to ensure that also works correctly
94     glGenTextures(1, &tex2D);
95     glGenFramebuffers(1, &framebuffer);
96     glBindTexture(GL_TEXTURE_2D, tex2D);
97     glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
98     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
99     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
100     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
101     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
102     ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
103 
104     // These should fail on the non-default framebuffer
105     const GLenum discards1[] = { GL_COLOR_EXT };
106     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
107     EXPECT_GL_ERROR(GL_INVALID_ENUM);
108 
109     const GLenum discards2[] = { GL_DEPTH_EXT };
110     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
111     EXPECT_GL_ERROR(GL_INVALID_ENUM);
112 
113     const GLenum discards3[] = { GL_STENCIL_EXT };
114     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
115     EXPECT_GL_ERROR(GL_INVALID_ENUM);
116 
117     const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
118     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
119     EXPECT_GL_ERROR(GL_INVALID_ENUM);
120 
121     // These should succeed on the non-default framebuffer
122     const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
123     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
124     EXPECT_GL_NO_ERROR();
125 
126     const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
127     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
128     EXPECT_GL_NO_ERROR();
129 
130     const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
131     glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
132     EXPECT_GL_NO_ERROR();
133 }
134 
135 // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
136 ANGLE_INSTANTIATE_TEST(DiscardFramebufferEXTTest,
137                        ES2_D3D9(),
138                        ES2_D3D11(),
139                        ES2_D3D11_FL9_3(),
140                        ES2_OPENGL(),
141                        ES3_OPENGL(),
142                        ES2_OPENGLES(),
143                        ES3_OPENGLES());
144