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Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboInvalidateTests.js')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboInvalidateTests.js | 1471 |
1 files changed, 1471 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboInvalidateTests.js b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboInvalidateTests.js new file mode 100644 index 0000000000..3a90cceccd --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/functional/gles3/es3fFboInvalidateTests.js @@ -0,0 +1,1471 @@ +/*------------------------------------------------------------------------- + * drawElements Quality Program OpenGL ES Utilities + * ------------------------------------------------ + * + * Copyright 2014 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the 'License'); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an 'AS IS' BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ + +'use strict'; +goog.provide('functional.gles3.es3fFboInvalidateTests'); +goog.require('framework.common.tcuImageCompare'); +goog.require('framework.common.tcuRGBA'); +goog.require('framework.common.tcuTestCase'); +goog.require('framework.common.tcuTexture'); +goog.require('framework.common.tcuTextureUtil'); +goog.require('framework.delibs.debase.deMath'); +goog.require('framework.opengl.gluShaderUtil'); +goog.require('framework.opengl.gluTextureUtil'); +goog.require('framework.referencerenderer.rrUtil'); +goog.require('functional.gles3.es3fFboTestCase'); +goog.require('functional.gles3.es3fFboTestUtil'); + +goog.scope(function() { +var es3fFboInvalidateTests = functional.gles3.es3fFboInvalidateTests; +var tcuTestCase = framework.common.tcuTestCase; +var es3fFboTestCase = functional.gles3.es3fFboTestCase; +var es3fFboTestUtil = functional.gles3.es3fFboTestUtil; +var rrUtil = framework.referencerenderer.rrUtil; +var gluShaderUtil = framework.opengl.gluShaderUtil; +var gluTextureUtil = framework.opengl.gluTextureUtil; +var tcuTexture = framework.common.tcuTexture; +var tcuTextureUtil = framework.common.tcuTextureUtil; +var deMath = framework.delibs.debase.deMath; +var tcuRGBA = framework.common.tcuRGBA; +var tcuImageCompare = framework.common.tcuImageCompare; + +/** @type {WebGL2RenderingContext} */ var gl; + +var setParentClass = function(child, parent) { + child.prototype = Object.create(parent.prototype); + child.prototype.constructor = child; +}; + +var getDefaultFBDiscardAttachments = function(discardBufferBits) { + var attachments = []; + + if (discardBufferBits & gl.COLOR_BUFFER_BIT) + attachments.push(gl.COLOR); + + if (discardBufferBits & gl.DEPTH_BUFFER_BIT) + attachments.push(gl.DEPTH); + + if (discardBufferBits & gl.STENCIL_BUFFER_BIT) + attachments.push(gl.STENCIL); + + return attachments; +}; + +var getFBODiscardAttachments = function(discardBufferBits) { + var attachments = []; + + if (discardBufferBits & gl.COLOR_BUFFER_BIT) + attachments.push(gl.COLOR_ATTACHMENT0); + + // \note DEPTH_STENCIL_ATTACHMENT is allowed when discarding FBO, but not with default FB + if ((discardBufferBits & (gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)) == (gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)) + attachments.push(gl.DEPTH_STENCIL_ATTACHMENT); + else if (discardBufferBits & gl.DEPTH_BUFFER_BIT) + attachments.push(gl.DEPTH_ATTACHMENT); + else if (discardBufferBits & gl.STENCIL_BUFFER_BIT) + attachments.push(gl.STENCIL_ATTACHMENT); + + return attachments; +}; + +var getCompatibleColorFormat = function() { + var redBits = gl.getParameter(gl.RED_BITS); + var greenBits = gl.getParameter(gl.GREEN_BITS); + var blueBits = gl.getParameter(gl.BLUE_BITS); + var alphaBits = gl.getParameter(gl.ALPHA_BITS); + switch ('' + redBits + greenBits + blueBits + alphaBits) { + case '8888' : return gl.RGBA8; + case '8880' : return gl.RGB8; + default: + throw new Error('Unexpected bit depth'); + } +}; + +var getCompatibleDepthStencilFormat = function() { + var depthBits = /** @type {number} */ (gl.getParameter(gl.DEPTH_BITS)); + var stencilBits = /** @type {number} */ (gl.getParameter(gl.STENCIL_BITS)); + var hasDepth = depthBits > 0; + var hasStencil = stencilBits > 0; + + if (!hasDepth || !hasStencil || (stencilBits != 8)) + return gl.NONE; + + if (depthBits == 32) + return gl.DEPTH32F_STENCIL8; + else if (depthBits == 24) + return gl.DEPTH24_STENCIL8; + else + return gl.NONE; +}; + +var hasAttachment = function(attachments, attachment) { + return attachments.indexOf(attachment) >= 0; +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} buffers + * @param {number=} target + */ +es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase = function(name, desc, buffers, target) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_buffers = buffers; + this.m_fboTarget = target || gl.FRAMEBUFFER; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var attachments = getDefaultFBDiscardAttachments(this.m_buffers); + + var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var program = ctx.createProgram(shader); + shader.setColor(ctx, program, [1, 0, 0, 1]); + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); + ctx.invalidateFramebuffer(this.m_fboTarget, attachments); + + if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + shader.setColor(ctx, program, [0, 1, 0, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + } + + if ((this.m_buffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if ((this.m_buffers & gl.STENCIL_BUFFER_BIT) == 0) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + shader.setColor(ctx, program, [0, 0, 1, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); + dst.readViewport(ctx); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} buffers + */ +es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase = function(name, desc, buffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_buffers = buffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var attachments = getDefaultFBDiscardAttachments(this.m_buffers); + + var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var program = ctx.createProgram(shader); + + /** @type {es3fFboTestUtil.Texture2DShader} */ + var texShader = new es3fFboTestUtil.Texture2DShader( + [gluShaderUtil.DataType.SAMPLER_2D], gluShaderUtil.DataType.FLOAT_VEC4); + + /** @type {es3fFboTestUtil.GradientShader} */ + var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); + + var texShaderID = ctx.createProgram(texShader); + var gradShaderID = ctx.createProgram(gradShader); + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + // Create fbo. + var fbo = ctx.createFramebuffer(); + var tex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, tex); + ctx.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.getWidth(), this.getHeight(), 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + ctx.bindTexture(gl.TEXTURE_2D, null); + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + shader.setColor(ctx, program, [1, 0, 0, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); + + // Switch to fbo and render gradient into it. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + gradShader.setGradient(ctx, gradShaderID, [0, 0, 0, 0], [1, 1, 1, 1]); + rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, 0], [1, 1, 0]); + // Restore default fbo. + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + + if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + shader.setColor(ctx, program, [0, 1, 0, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); + } + + if ((this.m_buffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if ((this.m_buffers & gl.STENCIL_BUFFER_BIT) == 0) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + ctx.bindTexture(gl.TEXTURE_2D, tex); + + texShader.setUniforms(ctx, texShaderID); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + + dst.readViewport(ctx); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} buffers + * @param {number=} target + */ +es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase = function(name, desc, buffers, target) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_buffers = buffers; + this.m_fboTarget = target || gl.FRAMEBUFFER; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var invalidateX = this.getWidth() / 4; + var invalidateY = this.getHeight() / 4; + var invalidateW = this.getWidth() / 2; + var invalidateH = this.getHeight() / 2; + var attachments = getDefaultFBDiscardAttachments(this.m_buffers); + + var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var program = ctx.createProgram(shader); + shader.setColor(ctx, program, [1, 0, 0, 1]); + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); + ctx.invalidateSubFramebuffer(this.m_fboTarget, attachments, invalidateX, invalidateY, invalidateW, invalidateH); + + // Clear invalidated buffers. + ctx.clearColor(0, 1, 0, 1); + ctx.clearStencil(1); + ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); + ctx.enable(gl.SCISSOR_TEST); + ctx.clear(this.m_buffers); + ctx.disable(gl.SCISSOR_TEST); + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + shader.setColor(ctx, program, [0, 0, 1, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); + dst.readViewport(ctx); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} buffers + */ +es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase = function(name, desc, buffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_buffers = buffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var attachments = getDefaultFBDiscardAttachments(this.m_buffers); + var invalidateX = this.getWidth() / 4; + var invalidateY = this.getHeight() / 4; + var invalidateW = this.getWidth() / 2; + var invalidateH = this.getHeight() / 2; + + var shader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var program = ctx.createProgram(shader); + + /** @type {es3fFboTestUtil.Texture2DShader} */ + var texShader = new es3fFboTestUtil.Texture2DShader( + [gluShaderUtil.DataType.SAMPLER_2D], gluShaderUtil.DataType.FLOAT_VEC4); + + /** @type {es3fFboTestUtil.GradientShader} */ + var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); + + var texShaderID = ctx.createProgram(texShader); + var gradShaderID = ctx.createProgram(gradShader); + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + // Create fbo. + var fbo = ctx.createFramebuffer(); + var tex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, tex); + ctx.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.getWidth(), this.getHeight(), 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); + ctx.bindTexture(gl.TEXTURE_2D, null); + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + shader.setColor(ctx, program, [1, 0, 0, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); + + // Switch to fbo and render gradient into it. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + gradShader.setGradient(ctx, gradShaderID, [0, 0, 0, 0], [1, 1, 1, 1]); + rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, 0], [1, 1, 0]); + // Restore default fbo. + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + + if ((this.m_buffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + shader.setColor(ctx, program, [0, 1, 0, 1]); + rrUtil.drawQuad(ctx, program, [-1, -1, 0], [1, 1, 0]); + } + + // Clear invalidated buffers. + ctx.clearColor(0, 1, 0, 1); + ctx.clearStencil(1); + ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); + ctx.enable(gl.SCISSOR_TEST); + ctx.clear(this.m_buffers); + ctx.disable(gl.SCISSOR_TEST); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + ctx.bindTexture(gl.TEXTURE_2D, tex); + + texShader.setUniforms(ctx, texShaderID); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + + dst.readViewport(ctx); + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + ctx.disable(gl.BLEND); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} colorFmt + * @param {number} depthStencilFmt + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateFboRenderCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_colorFmt = colorFmt; + this.m_depthStencilFmt = depthStencilFmt; + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateFboRenderCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateFboRenderCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateFboRenderCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var cBias = colorFmtInfo.valueMin; + var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); + var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + var flatShaderID = ctx.createProgram(flatShader); + + // Create fbo. + var colorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_colorFmt, this.getWidth(), this.getHeight()); + + if (this.m_depthStencilFmt != gl.NONE) { + var depthStencilRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_depthStencilFmt, this.getWidth(), this.getHeight()); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); + + if (depth) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + if (stencil) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); + + if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + } + + if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); + + es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} colorFmt + * @param {number} depthStencilFmt + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateFboUnbindReadCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_colorFmt = colorFmt; + this.m_depthStencilFmt = depthStencilFmt; + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateFboUnbindReadCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateFboUnbindReadCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateFboUnbindReadCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + // Create fbo. + var transferFmt = gluTextureUtil.getTransferFormat(colorFmt); + var gradShader = new es3fFboTestUtil.GradientShader(gluShaderUtil.DataType.FLOAT_VEC4); + var gradShaderID = ctx.createProgram(gradShader); + + var colorTex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, colorTex); + ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_colorFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + + if (this.m_depthStencilFmt != gl.NONE) { + transferFmt = gluTextureUtil.getTransferFormat(depthStencilFmt); + + var depthStencilTex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); + ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_depthStencilFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); + + if (depth) + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); + + if (stencil) + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + gradShader.setGradient(ctx, gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax); + rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); + + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Render color. + /** @type {es3fFboTestUtil.Texture2DShader} */ + var texShader = new es3fFboTestUtil.Texture2DShader( + [gluTextureUtil.getSampler2DType(colorFmt)], gluShaderUtil.DataType.FLOAT_VEC4); + var texShaderID = ctx.createProgram(texShader); + + texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); + texShader.setUniforms(ctx, texShaderID); + + ctx.bindTexture(gl.TEXTURE_2D, colorTex); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + } else { + // Render depth. + texShader = new es3fFboTestUtil.Texture2DShader( + [gluTextureUtil.getSampler2DType(depthStencilFmt)], gluShaderUtil.DataType.FLOAT_VEC4); + texShaderID = ctx.createProgram(texShader); + + texShader.setUniforms(ctx, texShaderID); + + ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + } + + dst.readViewport(ctx); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} numSamples + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateFboUnbindBlitCase = function(name, desc, numSamples, invalidateBuffers) { +// \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its +// behing-the-scenes viewport position randomization, because with glBlitFramebuffer, +// source and destination rectangles must match when multisampling. + es3fFboTestCase.FboTestCase.call(this, name, desc, numSamples > 0); + this.m_numSamples = numSamples; + this.m_colorFmt = getCompatibleColorFormat(); + this.m_depthStencilFmt = getCompatibleDepthStencilFormat(); + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateFboUnbindBlitCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateFboUnbindBlitCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateFboUnbindBlitCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var quadSizePixels = [this.m_numSamples == 0 ? this.getWidth() : Math.min(128, this.getWidth()), + this.m_numSamples == 0 ? this.getHeight() : Math.min(128, this.getHeight())]; + var quadNDCLeftBottomXY = [-1, -1]; + var quadNDCSize = [2 * quadSizePixels[0] / this.getWidth(), 2 * quadSizePixels[1] / this.getHeight()]; + var quadNDCRightTopXY = deMath.add(quadNDCLeftBottomXY, quadNDCSize); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + var flatShaderID = ctx.createProgram(flatShader); + + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + // Create fbo. + var colorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); + ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_colorFmt, quadSizePixels[0], quadSizePixels[1]); + + if (this.m_depthStencilFmt != gl.NONE) { + var depthStencilRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); + ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_depthStencilFmt, quadSizePixels[0], quadSizePixels[1]); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); + + if (depth) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + if (stencil) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + flatShader.setColor(ctx, flatShaderID, [1, 0, 0, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], -1], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 1]); + + ctx.invalidateFramebuffer(gl.FRAMEBUFFER, attachments); + + // Set default framebuffer as draw framebuffer and blit preserved buffers. + ctx.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + ctx.blitFramebuffer(0, 0, quadSizePixels[0], quadSizePixels[1], + 0, 0, quadSizePixels[0], quadSizePixels[1], + (gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) & ~this.m_invalidateBuffers, gl.NEAREST); + ctx.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + + if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + flatShader.setColor(ctx, flatShaderID, [0, 1, 0, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + } + + if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + flatShader.setColor(ctx, flatShaderID, [0, 0, 1, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); + + dst.readViewport(ctx, [0, 0, quadSizePixels[0], quadSizePixels[1]]); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} colorFmt + * @param {number} depthStencilFmt + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_colorFmt = colorFmt; + this.m_depthStencilFmt = depthStencilFmt; + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.compare = function(reference, result) { + var threshold = tcuRGBA.max(es3fFboTestUtil.getFormatThreshold(this.m_colorFmt), new tcuRGBA.RGBA([12, 12, 12, 12])); + return tcuImageCompare.bilinearCompare('Result', 'Image comparison result', reference.getAccess(), result.getAccess(), threshold); +}; + +es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + // Create fbo. + var transferFmt = gluTextureUtil.getTransferFormat(colorFmt); + var gradShader = new es3fFboTestUtil.GradientShader(es3fFboTestUtil.getFragmentOutputType(colorFmt)); + var gradShaderID = ctx.createProgram(gradShader); + var invalidateX = 0; + var invalidateY = 0; + var invalidateW = this.getWidth() / 2; + var invalidateH = this.getHeight(); + var readX = invalidateW; + var readY = 0; + var readW = this.getWidth() / 2; + var readH = this.getHeight(); + + var colorTex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, colorTex); + ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_colorFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + + if (this.m_depthStencilFmt != gl.NONE) { + transferFmt = gluTextureUtil.getTransferFormat(depthStencilFmt); + + var depthStencilTex = ctx.createTexture(); + ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); + ctx.texImage2D(gl.TEXTURE_2D, 0, this.m_depthStencilFmt, this.getWidth(), this.getHeight(), 0, transferFmt.format, transferFmt.dataType, null); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + ctx.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorTex, 0); + + if (depth) + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); + + if (stencil) + ctx.framebufferTexture2D(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTex, 0); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + this.clearColorBuffer(colorFmt, [0.0, 0.0, 0.0, 1.0]); + ctx.clear(gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + gradShader.setGradient(ctx, gradShaderID, colorFmtInfo.valueMin, colorFmtInfo.valueMax); + rrUtil.drawQuad(ctx, gradShaderID, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); + + ctx.bindFramebuffer(gl.FRAMEBUFFER, null); + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + ctx.clearColor(0.25, 0.5, 0.75, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + // Limit read area using scissor. + ctx.scissor(readX, readY, readW, readH); + ctx.enable(gl.SCISSOR_TEST); + + if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { + // Render color. + /** @type {es3fFboTestUtil.Texture2DShader} */ + var texShader = new es3fFboTestUtil.Texture2DShader( + [gluTextureUtil.getSampler2DType(colorFmt)], gluShaderUtil.DataType.FLOAT_VEC4); + var texShaderID = ctx.createProgram(texShader); + + texShader.setTexScaleBias(0, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); + texShader.setUniforms(ctx, texShaderID); + + ctx.bindTexture(gl.TEXTURE_2D, colorTex); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + } else { + // Render depth. + texShader = new es3fFboTestUtil.Texture2DShader( + [gluTextureUtil.getSampler2DType(depthStencilFmt)], gluShaderUtil.DataType.FLOAT_VEC4); + texShaderID = ctx.createProgram(texShader); + + texShader.setUniforms(ctx, texShaderID); + + ctx.bindTexture(gl.TEXTURE_2D, depthStencilTex); + rrUtil.drawQuad(ctx, texShaderID, [-1, -1, 0], [1, 1, 0]); + } + + dst.readViewport(ctx); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} colorFmt + * @param {number} depthStencilFmt + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateSubFboRenderCase = function(name, desc, colorFmt, depthStencilFmt, invalidateBuffers) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_colorFmt = colorFmt; + this.m_depthStencilFmt = depthStencilFmt; + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateSubFboRenderCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateSubFboRenderCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateSubFboRenderCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var colorFmt = gluTextureUtil.mapGLInternalFormat(this.m_colorFmt); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var cBias = colorFmtInfo.valueMin; + var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); + var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + var flatShaderID = ctx.createProgram(flatShader); + var invalidateX = this.getWidth() / 4; + var invalidateY = this.getHeight() / 4; + var invalidateW = this.getWidth() / 2; + var invalidateH = this.getHeight() / 2; + + // Create fbo. + var colorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_colorFmt, this.getWidth(), this.getHeight()); + + if (this.m_depthStencilFmt != gl.NONE) { + var depthStencilRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, this.m_depthStencilFmt, this.getWidth(), this.getHeight()); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); + + if (depth) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + if (stencil) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clearBufferfv(gl.COLOR, 0, deMath.add(deMath.multiply([0, 0, 0, 1], cScale), cBias)); + ctx.clearBufferfi(gl.DEPTH_STENCIL, 0, 1, 0); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); + + ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); + + // Clear invalidated buffers. + ctx.scissor(invalidateX, invalidateY, invalidateW, invalidateH); + ctx.enable(gl.SCISSOR_TEST); + + if (this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) + ctx.clearBufferfv(gl.COLOR, 0, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); + + ctx.clear(this.m_invalidateBuffers & ~gl.COLOR_BUFFER_BIT); + ctx.disable(gl.SCISSOR_TEST); + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); + + es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} numSamples + * @param {number} invalidateBuffers + */ +es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase = function(name, desc, numSamples, invalidateBuffers) { +// \note Use fullscreen viewport when multisampling - we can't allow GLES3Context do its +// behing-the-scenes viewport position randomization, because with glBlitFramebuffer, +// source and destination rectangles must match when multisampling. + es3fFboTestCase.FboTestCase.call(this, name, desc, numSamples > 0); + this.m_numSamples = numSamples; + this.m_colorFmt = getCompatibleColorFormat(); + this.m_depthStencilFmt = getCompatibleDepthStencilFormat(); + this.m_invalidateBuffers = invalidateBuffers; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase.prototype.preCheck = function() { + if (this.m_colorFmt != gl.NONE) this.checkFormatSupport(this.m_colorFmt); + if (this.m_depthStencilFmt != gl.NONE) this.checkFormatSupport(this.m_depthStencilFmt); + return true; // No exception thrown +}; + +es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var quadSizePixels = [this.m_numSamples == 0 ? this.getWidth() : Math.min(128, this.getWidth()), + this.m_numSamples == 0 ? this.getHeight() : Math.min(128, this.getHeight())]; + var quadNDCLeftBottomXY = [-1, -1]; + var quadNDCSize = [2 * quadSizePixels[0] / this.getWidth(), 2 * quadSizePixels[1] / this.getHeight()]; + var quadNDCRightTopXY = deMath.add(quadNDCLeftBottomXY, quadNDCSize); + var depthStencilFmt = this.m_depthStencilFmt != gl.NONE ? gluTextureUtil.mapGLInternalFormat(this.m_depthStencilFmt) : new tcuTexture.TextureFormat(null, null); + var depth = depthStencilFmt.order == tcuTexture.ChannelOrder.D || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var stencil = depthStencilFmt.order == tcuTexture.ChannelOrder.S || depthStencilFmt.order == tcuTexture.ChannelOrder.DS; + var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var attachments = getFBODiscardAttachments(this.m_invalidateBuffers); + var flatShaderID = ctx.createProgram(flatShader); + var invalidateX = 0; + var invalidateY = 0; + var invalidateW = quadSizePixels[0] / 2; + var invalidateH = quadSizePixels[1]; + var blitX0 = invalidateW; + var blitY0 = 0; + var blitX1 = blitX0 + quadSizePixels[0] / 2; + var blitY1 = blitY0 + quadSizePixels[1]; + + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + // Create fbo. + var colorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); + ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_colorFmt, quadSizePixels[0], quadSizePixels[1]); + + if (this.m_depthStencilFmt != gl.NONE) { + var depthStencilRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); + ctx.renderbufferStorageMultisample(gl.RENDERBUFFER, this.m_numSamples, this.m_depthStencilFmt, quadSizePixels[0], quadSizePixels[1]); + } + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); + + if (depth) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + if (stencil) + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + flatShader.setColor(ctx, flatShaderID, [1, 0, 0, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], -1], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 1]); + + ctx.invalidateSubFramebuffer(gl.FRAMEBUFFER, attachments, invalidateX, invalidateY, invalidateW, invalidateH); + + // Set default framebuffer as draw framebuffer and blit preserved buffers. + ctx.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + ctx.blitFramebuffer(blitX0, blitY0, blitX1, blitY1, blitX0, blitY0, blitX1, blitY1, + (gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT) & ~this.m_invalidateBuffers, gl.NEAREST); + ctx.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + + if ((this.m_invalidateBuffers & gl.COLOR_BUFFER_BIT) != 0) { + // Color was not preserved - fill with green. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + flatShader.setColor(ctx, flatShaderID, [0, 1, 0, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + } + + if ((this.m_invalidateBuffers & gl.DEPTH_BUFFER_BIT) != 0) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if ((this.m_invalidateBuffers & gl.STENCIL_BUFFER_BIT) == 0) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + flatShader.setColor(ctx, flatShaderID, [0, 0, 1, 1]); + rrUtil.drawQuad(ctx, flatShaderID, + [quadNDCLeftBottomXY[0], quadNDCLeftBottomXY[1], 0], + [quadNDCRightTopXY[0], quadNDCRightTopXY[1], 0]); + + dst.readViewport(ctx, [0, 0, quadSizePixels[0], quadSizePixels[1]]); +}; + +/** + * @constructor + * @extends {es3fFboTestCase.FboTestCase} + * @param {string} name + * @param {string} desc + * @param {number} boundTarget + * @param {number} invalidateTarget + * @param {Array<number>} invalidateAttachments + */ +es3fFboInvalidateTests.InvalidateFboTargetCase = function(name, desc, boundTarget, invalidateTarget, invalidateAttachments) { + es3fFboTestCase.FboTestCase.call(this, name, desc); + this.m_boundTarget = boundTarget; + this.m_invalidateTarget = invalidateTarget; + this.m_invalidateAttachments = invalidateAttachments; +}; + +setParentClass(es3fFboInvalidateTests.InvalidateFboTargetCase, es3fFboTestCase.FboTestCase); + +es3fFboInvalidateTests.InvalidateFboTargetCase.prototype.render = function(dst) { + var ctx = this.getCurrentContext(); + var colorFormat = gl.RGBA8; + var depthStencilFormat = gl.DEPTH24_STENCIL8; + var colorFmt = gluTextureUtil.mapGLInternalFormat(colorFormat); + var colorFmtInfo = tcuTextureUtil.getTextureFormatInfo(colorFmt); + var cBias = colorFmtInfo.valueMin; + var cScale = deMath.subtract(colorFmtInfo.valueMax, colorFmtInfo.valueMin); + var isDiscarded = (this.m_boundTarget == gl.FRAMEBUFFER) || + (this.m_invalidateTarget == gl.FRAMEBUFFER && this.m_boundTarget == gl.DRAW_FRAMEBUFFER) || + (this.m_invalidateTarget == this.m_boundTarget); + var isColorDiscarded = isDiscarded && hasAttachment(this.m_invalidateAttachments, gl.COLOR_ATTACHMENT0); + var isDepthDiscarded = isDiscarded && (hasAttachment(this.m_invalidateAttachments, gl.DEPTH_ATTACHMENT) || hasAttachment(this.m_invalidateAttachments, gl.DEPTH_STENCIL_ATTACHMENT)); + var isStencilDiscarded = isDiscarded && (hasAttachment(this.m_invalidateAttachments, gl.STENCIL_ATTACHMENT) || hasAttachment(this.m_invalidateAttachments, gl.DEPTH_STENCIL_ATTACHMENT)); + + var flatShader = new es3fFboTestUtil.FlatColorShader(gluShaderUtil.DataType.FLOAT_VEC4); + var flatShaderID = ctx.createProgram(flatShader); + + // Create fbo. + var colorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, colorRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, colorFormat, this.getWidth(), this.getHeight()); + + var depthStencilRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, depthStencilRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, depthStencilFormat, this.getWidth(), this.getHeight()); + + var fbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + ctx.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilRbo); + + this.checkFramebufferStatus(gl.FRAMEBUFFER); + + ctx.clearColor(0, 0, 0, 1); + ctx.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + ctx.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + ctx.stencilFunc(gl.ALWAYS, 1, 0xff); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([1, 0, 0, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, -1], [1, 1, 1]); + + // Bound FBO to test target and default to other + if (this.m_boundTarget != gl.FRAMEBUFFER) { + // Dummy fbo is used as complemeting target (read when discarding draw for example). + // \note Framework takes care of deleting objects at the end of test case. + var dummyTarget = this.m_boundTarget == gl.DRAW_FRAMEBUFFER ? gl.READ_FRAMEBUFFER : gl.DRAW_FRAMEBUFFER; + + var dummyColorRbo = ctx.createRenderbuffer(); + ctx.bindRenderbuffer(gl.RENDERBUFFER, dummyColorRbo); + ctx.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA8, 64, 64); + var dummyFbo = ctx.createFramebuffer(); + ctx.bindFramebuffer(dummyTarget, dummyFbo); + ctx.framebufferRenderbuffer(dummyTarget, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, dummyColorRbo); + + ctx.bindFramebuffer(this.m_boundTarget, fbo); + } + + ctx.invalidateFramebuffer(this.m_invalidateTarget, this.m_invalidateAttachments); + + if (this.m_boundTarget != gl.FRAMEBUFFER) + ctx.bindFramebuffer(gl.FRAMEBUFFER, fbo); + + if (isColorDiscarded) { + // Color was not preserved - fill with green. + ctx.disable(gl.DEPTH_TEST); + ctx.disable(gl.STENCIL_TEST); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 1, 0, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); + + ctx.enable(gl.DEPTH_TEST); + ctx.enable(gl.STENCIL_TEST); + } + + if (isDepthDiscarded) { + // Depth was not preserved. + ctx.depthFunc(gl.ALWAYS); + } + + if (!isStencilDiscarded) { + // Stencil was preserved. + ctx.stencilFunc(gl.EQUAL, 1, 0xff); + } + + ctx.enable(gl.BLEND); + ctx.blendFunc(gl.ONE, gl.ONE); + ctx.blendEquation(gl.FUNC_ADD); + + flatShader.setColor(ctx, flatShaderID, deMath.add(deMath.multiply([0, 0, 1, 1], cScale), cBias)); + rrUtil.drawQuad(ctx, flatShaderID, [-1, -1, 0], [1, 1, 0]); + + es3fFboTestUtil.readPixels(ctx, dst, 0, 0, this.getWidth(), this.getHeight(), colorFmt, colorFmtInfo.lookupScale, colorFmtInfo.lookupBias); +}; + +/** +* @constructor +* @extends {tcuTestCase.DeqpTest} +*/ +es3fFboInvalidateTests.FboInvalidateTests = function() { + tcuTestCase.DeqpTest.call(this, 'invalidate', 'Framebuffer invalidate tests'); +}; + +es3fFboInvalidateTests.FboInvalidateTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype); +es3fFboInvalidateTests.FboInvalidateTests.prototype.constructor = es3fFboInvalidateTests.FboInvalidateTests; + +es3fFboInvalidateTests.FboInvalidateTests.prototype.init = function() { + var defaultFbGroup = new tcuTestCase.DeqpTest('default', 'Default framebuffer invalidate tests'); + this.addChild(defaultFbGroup); + + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_none', 'Invalidating no framebuffers (ref)', 0)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_color', 'Rendering after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_depth', 'Rendering after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_stencil', 'Rendering after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_depth_stencil', 'Rendering after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('render_all', 'Rendering after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_color', 'Binding fbo after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_depth', 'Binding fbo after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_stencil', 'Binding fbo after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_depth_stencil', 'Binding fbo after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferBindCase('bind_all', 'Binding fbo after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_color', 'Rendering after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_depth', 'Rendering after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_stencil', 'Rendering after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_depth_stencil', 'Rendering after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferRenderCase('sub_render_all', 'Rendering after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_color', 'Binding fbo after invalidating colorbuffer', gl.COLOR_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_depth', 'Binding fbo after invalidating depthbuffer', gl.DEPTH_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_stencil', 'Binding fbo after invalidating stencilbuffer', gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_depth_stencil', 'Binding fbo after invalidating depth- and stencilbuffers', gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultSubFramebufferBindCase('sub_bind_all', 'Binding fbo after invalidating all buffers', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('draw_framebuffer_color', 'Invalidating gl.COLOR in gl.DRAW_FRAMEBUFFER', gl.COLOR_BUFFER_BIT, gl.DRAW_FRAMEBUFFER)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('draw_framebuffer_all', 'Invalidating all in gl.DRAW_FRAMEBUFFER', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.DRAW_FRAMEBUFFER)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('read_framebuffer_color', 'Invalidating gl.COLOR in gl.READ_FRAMEBUFFER', gl.COLOR_BUFFER_BIT, gl.READ_FRAMEBUFFER)); + defaultFbGroup.addChild(new es3fFboInvalidateTests.InvalidateDefaultFramebufferRenderCase('read_framebuffer_all', 'Invalidating all in gl.READ_FRAMEBUFFER', gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT, gl.READ_FRAMEBUFFER)); + + // invalidate.whole. + var wholeFboGroup = new tcuTestCase.DeqpTest('whole', 'Invalidating whole framebuffer object'); + this.addChild(wholeFboGroup); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_none', '', gl.RGBA8, gl.DEPTH24_STENCIL8, 0)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboRenderCase('render_all', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindReadCase('unbind_read_color_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + + if (getCompatibleDepthStencilFormat() !== gl.NONE) { + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_color', '', 0, gl.COLOR_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_depth', '', 0, gl.DEPTH_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_stencil', '', 0, gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_depth_stencil', '', 0, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_color', '', 4, gl.COLOR_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_depth', '', 4, gl.DEPTH_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_stencil', '', 4, gl.STENCIL_BUFFER_BIT)); + wholeFboGroup.addChild(new es3fFboInvalidateTests.InvalidateFboUnbindBlitCase('unbind_blit_msaa_depth_stencil', '', 4, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + } + + // invalidate.sub. + var subFboGroup = new tcuTestCase.DeqpTest('sub', 'Invalidating subsection of framebuffer object'); + this.addChild(subFboGroup); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_none', '', gl.RGBA8, gl.DEPTH24_STENCIL8, 0)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase('render_all', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_color', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_depth', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_depth_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase('unbind_read_color_stencil', '', gl.RGBA8, gl.DEPTH24_STENCIL8, gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + + if (getCompatibleDepthStencilFormat() !== gl.NONE) { + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_color', '', 0, gl.COLOR_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_depth', '', 0, gl.DEPTH_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_stencil', '', 0, gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_depth_stencil', '', 0, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_color', '', 4, gl.COLOR_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_depth', '', 4, gl.DEPTH_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_stencil', '', 4, gl.STENCIL_BUFFER_BIT)); + subFboGroup.addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindBlitCase('unbind_blit_msaa_depth_stencil', '', 4, gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + } + // invalidate.format. + var numFormatSubGroups = 3; + var formatGroup = []; + for (var ii = 0; ii < numFormatSubGroups; ++ii) { + formatGroup[ii] = new tcuTestCase.DeqpTest('format', 'Invalidating framebuffers with selected formats'); + this.addChild(formatGroup[ii]); + } + // Color buffer formats. + var colorFormats = [ + // RGBA formats + gl.RGBA32I, + gl.RGBA32UI, + gl.RGBA16I, + gl.RGBA16UI, + gl.RGBA8, + gl.RGBA8I, + gl.RGBA8UI, + gl.SRGB8_ALPHA8, + gl.RGB10_A2, + gl.RGB10_A2UI, + gl.RGBA4, + gl.RGB5_A1, + + // RGB formats + gl.RGB8, + gl.RGB565, + + // RG formats + gl.RG32I, + gl.RG32UI, + gl.RG16I, + gl.RG16UI, + gl.RG8, + gl.RG8I, + gl.RG8UI, + + // R formats + gl.R32I, + gl.R32UI, + gl.R16I, + gl.R16UI, + gl.R8, + gl.R8I, + gl.R8UI, + + // gl.EXT_color_buffer_float + gl.RGBA32F, + gl.RGBA16F, + gl.R11F_G11F_B10F, + gl.RG32F, + gl.RG16F, + gl.R32F, + gl.R16F + ]; + + // Depth/stencilbuffer formats. + var depthStencilFormats = [ + gl.DEPTH_COMPONENT32F, + gl.DEPTH_COMPONENT24, + gl.DEPTH_COMPONENT16, + gl.DEPTH32F_STENCIL8, + gl.DEPTH24_STENCIL8, + gl.STENCIL_INDEX8 + ]; + + // Colorbuffer tests use invalidate, unbind, read test. + for (var ndx = 0; ndx < colorFormats.length; ndx++) + formatGroup[ndx % numFormatSubGroups].addChild(new es3fFboInvalidateTests.InvalidateSubFboUnbindReadCase(es3fFboTestUtil.getFormatName(colorFormats[ndx]), '', colorFormats[ndx], gl.NONE, gl.COLOR_BUFFER_BIT)); + + // Depth/stencilbuffer tests use invalidate, render test. + for (var ndx = 0; ndx < depthStencilFormats.length; ndx++) + formatGroup[ndx % numFormatSubGroups].addChild(new es3fFboInvalidateTests.InvalidateSubFboRenderCase(es3fFboTestUtil.getFormatName(depthStencilFormats[ndx]), '', gl.RGBA8, depthStencilFormats[ndx], gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)); + + // invalidate.target + var targetGroup = new tcuTestCase.DeqpTest('target', 'Invalidate target'); + this.addChild(targetGroup); + + var s_targetCases = [ + ['framebuffer_framebuffer', gl.FRAMEBUFFER, gl.FRAMEBUFFER], + ['framebuffer_read_framebuffer', gl.FRAMEBUFFER, gl.READ_FRAMEBUFFER], + ['framebuffer_draw_framebuffer', gl.FRAMEBUFFER, gl.DRAW_FRAMEBUFFER], + ['read_framebuffer_framebuffer', gl.READ_FRAMEBUFFER, gl.FRAMEBUFFER], + ['read_framebuffer_read_framebuffer', gl.READ_FRAMEBUFFER, gl.READ_FRAMEBUFFER], + ['read_framebuffer_draw_framebuffer', gl.READ_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER], + ['draw_framebuffer_framebuffer', gl.DRAW_FRAMEBUFFER, gl.FRAMEBUFFER], + ['draw_framebuffer_read_framebuffer', gl.DRAW_FRAMEBUFFER, gl.READ_FRAMEBUFFER], + ['draw_framebuffer_draw_framebuffer', gl.DRAW_FRAMEBUFFER, gl.DRAW_FRAMEBUFFER] + ]; + + var colorAttachment = [gl.COLOR_ATTACHMENT0]; + var depthStencilAttachment = [gl.DEPTH_STENCIL_ATTACHMENT]; + var allAttachments = [gl.COLOR_ATTACHMENT0, gl.DEPTH_ATTACHMENT, gl.STENCIL_ATTACHMENT]; + + for (var caseNdx = 0; caseNdx < s_targetCases.length; caseNdx++) { + var baseName = s_targetCases[caseNdx][0]; + var invalidateT = s_targetCases[caseNdx][1]; + var boundT = s_targetCases[caseNdx][1]; + + targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_color', '', boundT, invalidateT, colorAttachment)); + targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_depth_stencil', '', boundT, invalidateT, depthStencilAttachment)); + targetGroup.addChild(new es3fFboInvalidateTests.InvalidateFboTargetCase(baseName + '_all', '', boundT, invalidateT, allAttachments)); + } + +}; + +/** +* Run test +* @param {WebGL2RenderingContext} context +*/ +es3fFboInvalidateTests.run = function(context, range) { + gl = context; + //Set up Test Root parameters + var state = tcuTestCase.runner; + state.setRoot(new es3fFboInvalidateTests.FboInvalidateTests()); + + //Set up name and description of this test series. + setCurrentTestName(state.testCases.fullName()); + description(state.testCases.getDescription()); + + try { + if (range) + state.setRange(range); + //Run test cases + tcuTestCase.runTestCases(); + } + catch (err) { + testFailedOptions('Failed to es3fFboInvalidateTests.run tests', false); + tcuTestCase.runner.terminate(); + } +}; + +}); |