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