xref: /aosp_15_r20/external/angle/src/tests/gl_tests/WebGLCompatibilityTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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  // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
8  
9  #include "test_utils/ANGLETest.h"
10  
11  #include "common/mathutil.h"
12  #include "test_utils/gl_raii.h"
13  
14  namespace
15  {
16  
ConstantColorAndAlphaBlendFunctions(GLenum first,GLenum second)17  bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
18  {
19      return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
20             (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
21  }
22  
CheckBlendFunctions(GLenum src,GLenum dst)23  void CheckBlendFunctions(GLenum src, GLenum dst)
24  {
25      if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
26          ConstantColorAndAlphaBlendFunctions(dst, src))
27      {
28          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
29      }
30      else
31      {
32          ASSERT_GL_NO_ERROR();
33      }
34  }
35  
36  // Extensions that affect the ability to use floating point textures
37  constexpr const char *FloatingPointTextureExtensions[] = {
38      "",
39      "GL_EXT_texture_storage",
40      "GL_OES_texture_half_float",
41      "GL_OES_texture_half_float_linear",
42      "GL_EXT_color_buffer_half_float",
43      "GL_OES_texture_float",
44      "GL_OES_texture_float_linear",
45      "GL_EXT_color_buffer_float",
46      "GL_EXT_float_blend",
47      "GL_CHROMIUM_color_buffer_float_rgba",
48      "GL_CHROMIUM_color_buffer_float_rgb",
49  };
50  
51  }  // namespace
52  
53  namespace angle
54  {
55  
56  class WebGLCompatibilityTest : public ANGLETest<>
57  {
58    protected:
WebGLCompatibilityTest()59      WebGLCompatibilityTest()
60      {
61          setWindowWidth(128);
62          setWindowHeight(128);
63          setConfigRedBits(8);
64          setConfigGreenBits(8);
65          setConfigBlueBits(8);
66          setConfigAlphaBits(8);
67          setWebGLCompatibilityEnabled(true);
68      }
69  
70      template <typename T>
TestFloatTextureFormat(GLenum internalFormat,GLenum format,GLenum type,bool texturingEnabled,bool linearSamplingEnabled,bool renderingEnabled,const T textureData[4],const float floatData[4])71      void TestFloatTextureFormat(GLenum internalFormat,
72                                  GLenum format,
73                                  GLenum type,
74                                  bool texturingEnabled,
75                                  bool linearSamplingEnabled,
76                                  bool renderingEnabled,
77                                  const T textureData[4],
78                                  const float floatData[4])
79      {
80          ASSERT_GL_NO_ERROR();
81  
82          constexpr char kVS[] =
83              R"(attribute vec4 position;
84  varying vec2 texcoord;
85  void main()
86  {
87      gl_Position = vec4(position.xy, 0.0, 1.0);
88      texcoord = (position.xy * 0.5) + 0.5;
89  })";
90  
91          constexpr char kFS[] =
92              R"(precision mediump float;
93  uniform sampler2D tex;
94  uniform vec4 subtractor;
95  varying vec2 texcoord;
96  void main()
97  {
98      vec4 color = texture2D(tex, texcoord);
99      if (abs(color.r - subtractor.r) +
100          abs(color.g - subtractor.g) +
101          abs(color.b - subtractor.b) +
102          abs(color.a - subtractor.a) < 8.0)
103      {
104          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
105      }
106      else
107      {
108          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
109      }
110  })";
111  
112          ANGLE_GL_PROGRAM(samplingProgram, kVS, kFS);
113          glUseProgram(samplingProgram);
114  
115          // Need RGBA8 renderbuffers for enough precision on the readback
116          if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
117          {
118              glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
119          }
120          ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8") &&
121                             getClientMajorVersion() < 3);
122          ASSERT_GL_NO_ERROR();
123  
124          GLRenderbuffer rbo;
125          glBindRenderbuffer(GL_RENDERBUFFER, rbo);
126          glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
127  
128          GLFramebuffer fbo;
129          glBindFramebuffer(GL_FRAMEBUFFER, fbo);
130          glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
131  
132          GLTexture texture;
133          glBindTexture(GL_TEXTURE_2D, texture);
134  
135          if (internalFormat == format)
136          {
137              glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, format, type, textureData);
138          }
139          else
140          {
141              if (getClientMajorVersion() >= 3)
142              {
143                  glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
144              }
145              else
146              {
147                  ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
148                  glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
149              }
150              glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, format, type, textureData);
151          }
152  
153          if (!texturingEnabled)
154          {
155              // Depending on the entry point and client version, different errors may be generated
156              ASSERT_GLENUM_NE(GL_NO_ERROR, glGetError());
157  
158              // Two errors may be generated in the glTexStorage + glTexSubImage case, clear the
159              // second error
160              glGetError();
161  
162              return;
163          }
164          ASSERT_GL_NO_ERROR();
165  
166          glUniform1i(glGetUniformLocation(samplingProgram, "tex"), 0);
167          glUniform4fv(glGetUniformLocation(samplingProgram, "subtractor"), 1, floatData);
168  
169          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
170          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
171          drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
172          EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
173  
174          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
175          drawQuad(samplingProgram, "position", 0.5f, 1.0f, true);
176  
177          if (linearSamplingEnabled)
178          {
179              EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
180          }
181          else
182          {
183              EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
184          }
185  
186          glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
187          glBindTexture(GL_TEXTURE_2D, 0);
188          if (!renderingEnabled)
189          {
190              EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
191                               glCheckFramebufferStatus(GL_FRAMEBUFFER));
192              return;
193          }
194  
195          GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
196          if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED)
197          {
198              std::cout << "Framebuffer returned GL_FRAMEBUFFER_UNSUPPORTED, this is legal."
199                        << std::endl;
200              return;
201          }
202          ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus);
203  
204          ANGLE_GL_PROGRAM(renderingProgram, essl1_shaders::vs::Simple(),
205                           essl1_shaders::fs::UniformColor());
206          glUseProgram(renderingProgram);
207  
208          glUniform4fv(glGetUniformLocation(renderingProgram, essl1_shaders::ColorUniform()), 1,
209                       floatData);
210  
211          drawQuad(renderingProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
212  
213          EXPECT_PIXEL_COLOR32F_NEAR(
214              0, 0, GLColor32F(floatData[0], floatData[1], floatData[2], floatData[3]), 1.0f);
215      }
216  
TestExtFloatBlend(GLenum internalFormat,GLenum type,bool shouldBlend)217      void TestExtFloatBlend(GLenum internalFormat, GLenum type, bool shouldBlend)
218      {
219          constexpr char kVS[] =
220              R"(void main()
221  {
222      gl_PointSize = 1.0;
223      gl_Position = vec4(0, 0, 0, 1);
224  })";
225  
226          constexpr char kFS[] =
227              R"(void main()
228  {
229      gl_FragColor = vec4(0.5, 0, 0, 0);
230  })";
231  
232          ANGLE_GL_PROGRAM(program, kVS, kFS);
233          glUseProgram(program);
234  
235          GLTexture texture;
236          glBindTexture(GL_TEXTURE_2D, texture);
237          glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, 1, 1, 0, GL_RGBA, type, nullptr);
238          EXPECT_GL_NO_ERROR();
239  
240          GLFramebuffer fbo;
241          glBindFramebuffer(GL_FRAMEBUFFER, fbo);
242          glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
243          ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
244  
245          glClearColor(1, 0, 1, 1);
246          glClear(GL_COLOR_BUFFER_BIT);
247          EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(1, 0, 1, 1), 0.001f);
248  
249          glDisable(GL_BLEND);
250          glDrawArrays(GL_POINTS, 0, 1);
251          EXPECT_GL_NO_ERROR();
252  
253          glEnable(GL_BLEND);
254          glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
255          glBlendColor(10, 1, 1, 1);
256          glViewport(0, 0, 1, 1);
257          glDrawArrays(GL_POINTS, 0, 1);
258          if (!shouldBlend)
259          {
260              EXPECT_GL_ERROR(GL_INVALID_OPERATION);
261              return;
262          }
263          EXPECT_GL_NO_ERROR();
264  
265          // Ensure that the stored value reflect the actual platform behavior.
266          float storedColor[4];
267          glGetFloatv(GL_BLEND_COLOR, storedColor);
268          if (storedColor[0] == 10)
269          {
270              EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(5, 0, 0, 0), 0.001f);
271          }
272          else
273          {
274              EXPECT_PIXEL_COLOR32F_NEAR(0, 0, GLColor32F(0.5, 0, 0, 0), 0.001f);
275          }
276  
277          // Check sure that non-float attachments clamp BLEND_COLOR.
278          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
279          glDrawArrays(GL_POINTS, 0, 1);
280  
281          EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0x80, 0, 0, 0), 1);
282      }
283  
284      void TestDifferentStencilMaskAndRef(GLenum errIfMismatch);
285  
286      // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
287      void drawBuffersEXTFeedbackLoop(GLuint program,
288                                      const std::array<GLenum, 2> &drawBuffers,
289                                      GLenum expectedError);
290  
291      // Called from RenderingFeedbackLoopWithDrawBuffers.
292      void drawBuffersFeedbackLoop(GLuint program,
293                                   const std::array<GLenum, 2> &drawBuffers,
294                                   GLenum expectedError);
295  
296      // Called from Enable[Compressed]TextureFormatExtensions
297      void validateTexImageExtensionFormat(GLenum format, const std::string &extName);
298      void validateCompressedTexImageExtensionFormat(GLenum format,
299                                                     GLsizei width,
300                                                     GLsizei height,
301                                                     GLsizei blockSize,
302                                                     const std::string &extName,
303                                                     bool subImageAllowed);
304  
305      GLint expectedByteLength(GLenum format, GLsizei width, GLsizei height);
306      void testCompressedTexLevelDimension(GLenum format,
307                                           GLint level,
308                                           GLsizei width,
309                                           GLsizei height,
310                                           GLsizei expectedByteLength,
311                                           GLenum expectedError,
312                                           const char *explanation);
313      void testCompressedTexImage(GLenum format);
314  };
315  
316  class WebGL2CompatibilityTest : public WebGLCompatibilityTest
317  {};
318  
319  // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
320  // the GL extension should always be present
TEST_P(WebGLCompatibilityTest,ExtensionStringExposed)321  TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
322  {
323      EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
324  }
325  
326  // Verify that all extension entry points are available
TEST_P(WebGLCompatibilityTest,EntryPoints)327  TEST_P(WebGLCompatibilityTest, EntryPoints)
328  {
329      if (IsGLExtensionEnabled("GL_ANGLE_request_extension"))
330      {
331          EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
332      }
333  }
334  
335  // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point.  Make sure it is usable,
336  // even in ES2 contexts.
TEST_P(WebGLCompatibilityTest,DepthStencilBindingPoint)337  TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
338  {
339      GLRenderbuffer renderbuffer;
340      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
341      glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
342  
343      GLFramebuffer framebuffer;
344      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
345      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
346                                renderbuffer);
347  
348      EXPECT_GL_NO_ERROR();
349  }
350  
351  // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
TEST_P(WebGLCompatibilityTest,EnableExtensionValidation)352  TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
353  {
354      glRequestExtensionANGLE("invalid_extension_string");
355      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
356  }
357  
358  // Test enabling the GL_OES_element_index_uint extension
TEST_P(WebGLCompatibilityTest,EnableExtensionUintIndices)359  TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
360  {
361      if (getClientMajorVersion() != 2)
362      {
363          // This test only works on ES2 where uint indices are not available by default
364          return;
365      }
366  
367      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
368  
369      GLBuffer indexBuffer;
370      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
371  
372      GLuint data[] = {0, 1, 2, 1, 3, 2};
373      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
374  
375      ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
376                       "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
377      glUseProgram(program);
378  
379      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
380      EXPECT_GL_ERROR(GL_INVALID_ENUM);
381  
382      if (IsGLExtensionRequestable("GL_OES_element_index_uint"))
383      {
384          glRequestExtensionANGLE("GL_OES_element_index_uint");
385          EXPECT_GL_NO_ERROR();
386          EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_element_index_uint"));
387  
388          glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
389          EXPECT_GL_NO_ERROR();
390      }
391  }
392  
393  // Test enabling the GL_OES_standard_derivatives extension
TEST_P(WebGLCompatibilityTest,EnableExtensionStandardDerivitives)394  TEST_P(WebGLCompatibilityTest, EnableExtensionStandardDerivitives)
395  {
396      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
397  
398      constexpr char kFS[] =
399          R"(#extension GL_OES_standard_derivatives : require
400  void main() { gl_FragColor = vec4(dFdx(vec2(1.0, 1.0)).x, 1, 0, 1); })";
401      ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
402  
403      if (IsGLExtensionRequestable("GL_OES_standard_derivatives"))
404      {
405          glRequestExtensionANGLE("GL_OES_standard_derivatives");
406          EXPECT_GL_NO_ERROR();
407          EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_standard_derivatives"));
408  
409          GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
410          ASSERT_NE(0u, shader);
411          glDeleteShader(shader);
412      }
413  }
414  
415  // Test enabling the GL_EXT_shader_texture_lod extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureLOD)416  TEST_P(WebGLCompatibilityTest, EnableExtensionTextureLOD)
417  {
418      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
419  
420      constexpr char kFS[] =
421          R"(#extension GL_EXT_shader_texture_lod : require
422  uniform sampler2D u_texture;
423  void main() {
424      gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0,
425  0.0));
426  })";
427      ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
428  
429      if (IsGLExtensionRequestable("GL_EXT_shader_texture_lod"))
430      {
431          glRequestExtensionANGLE("GL_EXT_shader_texture_lod");
432          EXPECT_GL_NO_ERROR();
433          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
434  
435          GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
436          ASSERT_NE(0u, shader);
437          glDeleteShader(shader);
438      }
439  }
440  
441  // Test enabling the GL_EXT_frag_depth extension
TEST_P(WebGLCompatibilityTest,EnableExtensionFragDepth)442  TEST_P(WebGLCompatibilityTest, EnableExtensionFragDepth)
443  {
444      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
445  
446      constexpr char kFS[] =
447          R"(#extension GL_EXT_frag_depth : require
448  void main() {
449      gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
450      gl_FragDepthEXT = 1.0;
451  })";
452      ASSERT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFS));
453  
454      if (IsGLExtensionRequestable("GL_EXT_frag_depth"))
455      {
456          glRequestExtensionANGLE("GL_EXT_frag_depth");
457          EXPECT_GL_NO_ERROR();
458          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_frag_depth"));
459  
460          GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS);
461          ASSERT_NE(0u, shader);
462          glDeleteShader(shader);
463      }
464  }
465  
466  // Test enabling the GL_EXT_texture_filter_anisotropic extension
TEST_P(WebGLCompatibilityTest,EnableExtensionTextureFilterAnisotropic)467  TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
468  {
469      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
470  
471      GLfloat maxAnisotropy = 0.0f;
472      glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
473      EXPECT_GL_ERROR(GL_INVALID_ENUM);
474  
475      GLTexture texture;
476      glBindTexture(GL_TEXTURE_2D, texture);
477      ASSERT_GL_NO_ERROR();
478  
479      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
480      EXPECT_GL_ERROR(GL_INVALID_ENUM);
481  
482      GLfloat currentAnisotropy = 0.0f;
483      glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
484      EXPECT_GL_ERROR(GL_INVALID_ENUM);
485  
486      if (IsGLExtensionRequestable("GL_EXT_texture_filter_anisotropic"))
487      {
488          glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
489          EXPECT_GL_NO_ERROR();
490          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_filter_anisotropic"));
491  
492          glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
493          ASSERT_GL_NO_ERROR();
494          EXPECT_GE(maxAnisotropy, 2.0f);
495  
496          glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
497          ASSERT_GL_NO_ERROR();
498          EXPECT_EQ(1.0f, currentAnisotropy);
499  
500          glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
501          ASSERT_GL_NO_ERROR();
502      }
503  }
504  
505  // Test enabling the EGL image extensions
TEST_P(WebGLCompatibilityTest,EnableExtensionEGLImage)506  TEST_P(WebGLCompatibilityTest, EnableExtensionEGLImage)
507  {
508      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image"));
509      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
510      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
511      EXPECT_FALSE(IsGLExtensionEnabled("NV_EGL_stream_consumer_external"));
512  
513      constexpr char kFSES2[] =
514          R"(#extension GL_OES_EGL_image_external : require
515  precision highp float;
516  uniform samplerExternalOES sampler;
517  void main()
518  {
519      gl_FragColor = texture2D(sampler, vec2(0, 0));
520  })";
521      EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
522  
523      constexpr char kFSES3[] =
524          R"(#version 300 es
525  #extension GL_OES_EGL_image_external_essl3 : require
526  precision highp float;
527  uniform samplerExternalOES sampler;
528  out vec4 my_FragColor;
529  void main()
530  {
531      my_FragColor = texture(sampler, vec2(0, 0));
532  })";
533      if (getClientMajorVersion() >= 3)
534      {
535          EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
536      }
537  
538      glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
539      EXPECT_GL_ERROR(GL_INVALID_ENUM);
540  
541      GLint result;
542      glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
543      EXPECT_GL_ERROR(GL_INVALID_ENUM);
544  
545      if (IsGLExtensionRequestable("GL_OES_EGL_image_external"))
546      {
547          glRequestExtensionANGLE("GL_OES_EGL_image_external");
548          EXPECT_GL_NO_ERROR();
549          EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external"));
550  
551          EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES2));
552  
553          glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
554          EXPECT_GL_NO_ERROR();
555  
556          glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &result);
557          EXPECT_GL_NO_ERROR();
558  
559          if (getClientMajorVersion() >= 3 &&
560              IsGLExtensionRequestable("GL_OES_EGL_image_external_essl3"))
561          {
562              glRequestExtensionANGLE("GL_OES_EGL_image_external_essl3");
563              EXPECT_GL_NO_ERROR();
564              EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_EGL_image_external_essl3"));
565  
566              EXPECT_NE(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
567          }
568          else
569          {
570              EXPECT_EQ(0u, CompileShader(GL_FRAGMENT_SHADER, kFSES3));
571          }
572      }
573  }
574  
575  // Verify that shaders are of a compatible spec when the extension is enabled.
TEST_P(WebGLCompatibilityTest,ExtensionCompilerSpec)576  TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
577  {
578      EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_webgl_compatibility"));
579  
580      // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
581      constexpr char kVS[] =
582          R"(struct Foo {
583      int _webgl_bar;
584  };
585  void main()
586  {
587      Foo foo = Foo(1);
588  })";
589  
590      // Default fragement shader.
591      constexpr char kFS[] =
592          R"(void main()
593  {
594      gl_FragColor = vec4(1.0,0.0,0.0,1.0);
595  })";
596  
597      GLuint program = CompileProgram(kVS, kFS);
598      EXPECT_EQ(0u, program);
599      glDeleteProgram(program);
600  }
601  
602  // Test enabling the GL_NV_pixel_buffer_object extension
TEST_P(WebGLCompatibilityTest,EnablePixelBufferObjectExtensions)603  TEST_P(WebGLCompatibilityTest, EnablePixelBufferObjectExtensions)
604  {
605      EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pixel_buffer_object"));
606      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
607      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
608  
609      // These extensions become core in in ES3/WebGL2.
610      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
611  
612      // http://anglebug.com/40644771
613      ANGLE_SKIP_TEST_IF(IsMac() && IsIntelUHD630Mobile() && IsDesktopOpenGL());
614  
615      GLBuffer buffer;
616      glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
617      EXPECT_GL_ERROR(GL_INVALID_ENUM);
618  
619      if (IsGLExtensionRequestable("GL_NV_pixel_buffer_object"))
620      {
621          glRequestExtensionANGLE("GL_NV_pixel_buffer_object");
622          EXPECT_GL_NO_ERROR();
623  
624          // Create a framebuffer to read from
625          GLRenderbuffer renderbuffer;
626          glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
627          glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
628  
629          GLFramebuffer fbo;
630          glBindFramebuffer(GL_FRAMEBUFFER, fbo);
631          glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
632                                    renderbuffer);
633          EXPECT_GL_NO_ERROR();
634  
635          glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer);
636          EXPECT_GL_NO_ERROR();
637  
638          glBufferData(GL_PIXEL_PACK_BUFFER, 4, nullptr, GL_STATIC_DRAW);
639          glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
640          EXPECT_GL_NO_ERROR();
641      }
642  }
643  
644  // Test enabling the GL_EXT_texture_storage extension
TEST_P(WebGLCompatibilityTest,EnableTextureStorage)645  TEST_P(WebGLCompatibilityTest, EnableTextureStorage)
646  {
647      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
648  
649      GLTexture texture;
650      glBindTexture(GL_TEXTURE_2D, texture);
651  
652      GLint result;
653      glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
654      if (getClientMajorVersion() >= 3)
655      {
656          EXPECT_GL_NO_ERROR();
657      }
658      else
659      {
660          EXPECT_GL_ERROR(GL_INVALID_ENUM);
661      }
662  
663      if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
664      {
665          glRequestExtensionANGLE("GL_EXT_texture_storage");
666          EXPECT_GL_NO_ERROR();
667          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
668  
669          glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &result);
670          EXPECT_GL_NO_ERROR();
671  
672          const GLenum alwaysAcceptableFormats[] = {
673              GL_ALPHA8_EXT,
674              GL_LUMINANCE8_EXT,
675              GL_LUMINANCE8_ALPHA8_EXT,
676          };
677          for (const auto &acceptableFormat : alwaysAcceptableFormats)
678          {
679              GLTexture localTexture;
680              glBindTexture(GL_TEXTURE_2D, localTexture);
681              glTexStorage2DEXT(GL_TEXTURE_2D, 1, acceptableFormat, 1, 1);
682              EXPECT_GL_NO_ERROR();
683          }
684      }
685  }
686  
687  // Test enabling the GL_OES_mapbuffer and GL_EXT_map_buffer_range extensions
TEST_P(WebGLCompatibilityTest,EnableMapBufferExtensions)688  TEST_P(WebGLCompatibilityTest, EnableMapBufferExtensions)
689  {
690      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
691      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_map_buffer_range"));
692  
693      // These extensions become core in in ES3/WebGL2.
694      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
695  
696      GLBuffer buffer;
697      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
698      glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4, nullptr, GL_STATIC_DRAW);
699  
700      glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
701      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
702  
703      glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
704      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
705  
706      GLint access = 0;
707      glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
708      EXPECT_GL_ERROR(GL_INVALID_ENUM);
709  
710      if (IsGLExtensionRequestable("GL_OES_mapbuffer"))
711      {
712          glRequestExtensionANGLE("GL_OES_mapbuffer");
713          EXPECT_GL_NO_ERROR();
714  
715          glMapBufferOES(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
716          glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
717          glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
718          EXPECT_GL_NO_ERROR();
719      }
720  
721      if (IsGLExtensionRequestable("GL_EXT_map_buffer_range"))
722      {
723          glRequestExtensionANGLE("GL_EXT_map_buffer_range");
724          EXPECT_GL_NO_ERROR();
725  
726          glMapBufferRangeEXT(GL_ELEMENT_ARRAY_BUFFER, 0, 4, GL_MAP_WRITE_BIT);
727          glUnmapBufferOES(GL_ELEMENT_ARRAY_BUFFER);
728          glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_ACCESS_OES, &access);
729          EXPECT_GL_NO_ERROR();
730      }
731  }
732  
733  // Test enabling the GL_OES_fbo_render_mipmap extension
TEST_P(WebGLCompatibilityTest,EnableRenderMipmapExtension)734  TEST_P(WebGLCompatibilityTest, EnableRenderMipmapExtension)
735  {
736      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_fbo_render_mipmap"));
737  
738      // This extensions become core in in ES3/WebGL2.
739      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
740  
741      GLTexture texture;
742      glBindTexture(GL_TEXTURE_2D, texture);
743      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
744      glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
745  
746      GLFramebuffer fbo;
747      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
748      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
749      EXPECT_GL_NO_ERROR();
750  
751      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
752      EXPECT_GL_ERROR(GL_INVALID_VALUE);
753  
754      if (IsGLExtensionRequestable("GL_OES_fbo_render_mipmap"))
755      {
756          glRequestExtensionANGLE("GL_OES_fbo_render_mipmap");
757          EXPECT_GL_NO_ERROR();
758  
759          glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
760          EXPECT_GL_NO_ERROR();
761      }
762  }
763  
764  // Test enabling the GL_EXT_blend_minmax extension
TEST_P(WebGLCompatibilityTest,EnableBlendMinMaxExtension)765  TEST_P(WebGLCompatibilityTest, EnableBlendMinMaxExtension)
766  {
767      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_blend_minmax"));
768  
769      // This extensions become core in in ES3/WebGL2.
770      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
771  
772      glBlendEquation(GL_MIN);
773      EXPECT_GL_ERROR(GL_INVALID_ENUM);
774  
775      glBlendEquation(GL_MAX);
776      EXPECT_GL_ERROR(GL_INVALID_ENUM);
777  
778      if (IsGLExtensionRequestable("GL_EXT_blend_minmax"))
779      {
780          glRequestExtensionANGLE("GL_EXT_blend_minmax");
781          EXPECT_GL_NO_ERROR();
782  
783          glBlendEquation(GL_MIN);
784          glBlendEquation(GL_MAX);
785          EXPECT_GL_NO_ERROR();
786      }
787  }
788  
789  // Test enabling the query extensions
TEST_P(WebGLCompatibilityTest,EnableQueryExtensions)790  TEST_P(WebGLCompatibilityTest, EnableQueryExtensions)
791  {
792      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
793      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
794      EXPECT_FALSE(IsGLExtensionEnabled("GL_CHROMIUM_sync_query"));
795  
796      // This extensions become core in in ES3/WebGL2.
797      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
798  
799      GLQueryEXT badQuery;
800  
801      glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, badQuery);
802      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
803  
804      glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, badQuery);
805      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
806  
807      glBeginQueryEXT(GL_TIME_ELAPSED_EXT, badQuery);
808      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
809  
810      glQueryCounterEXT(GL_TIMESTAMP_EXT, badQuery);
811      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
812  
813      glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, badQuery);
814      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
815  
816      if (IsGLExtensionRequestable("GL_EXT_occlusion_query_boolean"))
817      {
818          glRequestExtensionANGLE("GL_EXT_occlusion_query_boolean");
819          EXPECT_GL_NO_ERROR();
820  
821          GLQueryEXT query;
822          glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
823          glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
824          EXPECT_GL_NO_ERROR();
825      }
826  
827      if (IsGLExtensionRequestable("GL_EXT_disjoint_timer_query"))
828      {
829          glRequestExtensionANGLE("GL_EXT_disjoint_timer_query");
830          EXPECT_GL_NO_ERROR();
831  
832          GLQueryEXT query1;
833          glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1);
834          glEndQueryEXT(GL_TIME_ELAPSED_EXT);
835          EXPECT_GL_NO_ERROR();
836  
837          GLQueryEXT query2;
838          glQueryCounterEXT(query2, GL_TIMESTAMP_EXT);
839          EXPECT_GL_NO_ERROR();
840      }
841  
842      if (IsGLExtensionRequestable("GL_CHROMIUM_sync_query"))
843      {
844          glRequestExtensionANGLE("GL_CHROMIUM_sync_query");
845          EXPECT_GL_NO_ERROR();
846  
847          GLQueryEXT query;
848          glBeginQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM, query);
849          glEndQueryEXT(GL_COMMANDS_COMPLETED_CHROMIUM);
850          EXPECT_GL_NO_ERROR();
851      }
852  }
853  
854  // Test enabling the GL_ANGLE_framebuffer_multisample extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferMultisampleExtension)855  TEST_P(WebGLCompatibilityTest, EnableFramebufferMultisampleExtension)
856  {
857      EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_multisample"));
858  
859      // This extensions become core in in ES3/WebGL2.
860      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
861  
862      GLint maxSamples = 0;
863      glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
864      EXPECT_GL_ERROR(GL_INVALID_ENUM);
865  
866      GLRenderbuffer renderbuffer;
867      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
868      glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 1, GL_RGBA4, 1, 1);
869      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
870  
871      if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_multisample"))
872      {
873          glRequestExtensionANGLE("GL_ANGLE_framebuffer_multisample");
874          EXPECT_GL_NO_ERROR();
875  
876          glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
877          EXPECT_GL_NO_ERROR();
878  
879          glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, maxSamples, GL_RGBA4, 1, 1);
880          EXPECT_GL_NO_ERROR();
881      }
882  }
883  
884  // Test enabling the GL_ANGLE_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionANGLE)885  TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionANGLE)
886  {
887      EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_instanced_arrays"));
888  
889      // This extensions become core in in ES3/WebGL2.
890      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
891  
892      GLint divisor = 0;
893      glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
894      EXPECT_GL_ERROR(GL_INVALID_ENUM);
895  
896      glVertexAttribDivisorANGLE(0, 1);
897      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
898  
899      if (IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"))
900      {
901          glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
902          EXPECT_GL_NO_ERROR();
903  
904          glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
905          glVertexAttribDivisorANGLE(0, 1);
906          EXPECT_GL_NO_ERROR();
907      }
908  }
909  
910  // Test enabling the GL_EXT_instanced_arrays extension
TEST_P(WebGLCompatibilityTest,EnableInstancedArraysExtensionEXT)911  TEST_P(WebGLCompatibilityTest, EnableInstancedArraysExtensionEXT)
912  {
913      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_instanced_arrays"));
914  
915      // This extensions become core in in ES3/WebGL2.
916      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
917  
918      GLint divisor = 0;
919      glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
920      EXPECT_GL_ERROR(GL_INVALID_ENUM);
921  
922      glVertexAttribDivisorEXT(0, 1);
923      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
924  
925      if (IsGLExtensionRequestable("GL_EXT_instanced_arrays"))
926      {
927          glRequestExtensionANGLE("GL_EXT_instanced_arrays");
928          EXPECT_GL_NO_ERROR();
929  
930          glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
931          glVertexAttribDivisorEXT(0, 1);
932          EXPECT_GL_NO_ERROR();
933      }
934  }
935  
936  // Test enabling the GL_ANGLE_pack_reverse_row_order extension
TEST_P(WebGLCompatibilityTest,EnablePackReverseRowOrderExtension)937  TEST_P(WebGLCompatibilityTest, EnablePackReverseRowOrderExtension)
938  {
939      EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_pack_reverse_row_order"));
940  
941      GLint result = 0;
942      glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
943      EXPECT_GL_ERROR(GL_INVALID_ENUM);
944  
945      glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
946      EXPECT_GL_ERROR(GL_INVALID_ENUM);
947  
948      if (IsGLExtensionRequestable("GL_ANGLE_pack_reverse_row_order"))
949      {
950          glRequestExtensionANGLE("GL_ANGLE_pack_reverse_row_order");
951          EXPECT_GL_NO_ERROR();
952  
953          glGetIntegerv(GL_PACK_REVERSE_ROW_ORDER_ANGLE, &result);
954          glPixelStorei(GL_PACK_REVERSE_ROW_ORDER_ANGLE, GL_TRUE);
955          EXPECT_GL_NO_ERROR();
956      }
957  }
958  
959  // Test enabling the GL_EXT_unpack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackUnpackSubImageExtension)960  TEST_P(WebGLCompatibilityTest, EnablePackUnpackSubImageExtension)
961  {
962      EXPECT_FALSE(IsGLExtensionEnabled("GL_EXT_unpack_subimage"));
963  
964      // This extensions become core in in ES3/WebGL2.
965      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
966  
967      constexpr GLenum parameters[] = {
968          GL_UNPACK_ROW_LENGTH_EXT,
969          GL_UNPACK_SKIP_ROWS_EXT,
970          GL_UNPACK_SKIP_PIXELS_EXT,
971      };
972  
973      for (GLenum param : parameters)
974      {
975          GLint resultI = 0;
976          glGetIntegerv(param, &resultI);
977          EXPECT_GL_ERROR(GL_INVALID_ENUM);
978  
979          GLfloat resultF = 0.0f;
980          glGetFloatv(param, &resultF);
981          EXPECT_GL_ERROR(GL_INVALID_ENUM);
982  
983          glPixelStorei(param, 0);
984          EXPECT_GL_ERROR(GL_INVALID_ENUM);
985      }
986  
987      if (IsGLExtensionRequestable("GL_EXT_unpack_subimage"))
988      {
989          glRequestExtensionANGLE("GL_EXT_unpack_subimage");
990          EXPECT_GL_NO_ERROR();
991  
992          for (GLenum param : parameters)
993          {
994              GLint resultI = 0;
995              glGetIntegerv(param, &resultI);
996  
997              GLfloat resultF = 0.0f;
998              glGetFloatv(param, &resultF);
999  
1000              glPixelStorei(param, 0);
1001  
1002              EXPECT_GL_NO_ERROR();
1003          }
1004      }
1005  }
1006  
TEST_P(WebGLCompatibilityTest,EnableTextureRectangle)1007  TEST_P(WebGLCompatibilityTest, EnableTextureRectangle)
1008  {
1009      EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1010  
1011      GLTexture texture;
1012      glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1013      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1014  
1015      GLint minFilter = 0;
1016      glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
1017      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1018  
1019      if (IsGLExtensionRequestable("GL_ANGLE_texture_rectangle"))
1020      {
1021          glRequestExtensionANGLE("GL_ANGLE_texture_rectangle");
1022          EXPECT_GL_NO_ERROR();
1023  
1024          EXPECT_TRUE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1025  
1026          glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1027          EXPECT_GL_NO_ERROR();
1028  
1029          glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1030                       nullptr);
1031          EXPECT_GL_NO_ERROR();
1032  
1033          glDisableExtensionANGLE("GL_ANGLE_texture_rectangle");
1034          EXPECT_GL_NO_ERROR();
1035  
1036          EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_rectangle"));
1037  
1038          glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, texture);
1039          EXPECT_GL_ERROR(GL_INVALID_ENUM);
1040      }
1041  }
1042  
1043  // Test enabling the GL_NV_pack_subimage extension
TEST_P(WebGLCompatibilityTest,EnablePackPackSubImageExtension)1044  TEST_P(WebGLCompatibilityTest, EnablePackPackSubImageExtension)
1045  {
1046      EXPECT_FALSE(IsGLExtensionEnabled("GL_NV_pack_subimage"));
1047  
1048      // This extensions become core in in ES3/WebGL2.
1049      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1050  
1051      constexpr GLenum parameters[] = {
1052          GL_PACK_ROW_LENGTH,
1053          GL_PACK_SKIP_ROWS,
1054          GL_PACK_SKIP_PIXELS,
1055      };
1056  
1057      for (GLenum param : parameters)
1058      {
1059          GLint resultI = 0;
1060          glGetIntegerv(param, &resultI);
1061          EXPECT_GL_ERROR(GL_INVALID_ENUM);
1062  
1063          GLfloat resultF = 0.0f;
1064          glGetFloatv(param, &resultF);
1065          EXPECT_GL_ERROR(GL_INVALID_ENUM);
1066  
1067          glPixelStorei(param, 0);
1068          EXPECT_GL_ERROR(GL_INVALID_ENUM);
1069      }
1070  
1071      if (IsGLExtensionRequestable("GL_NV_pack_subimage"))
1072      {
1073          glRequestExtensionANGLE("GL_NV_pack_subimage");
1074          EXPECT_GL_NO_ERROR();
1075  
1076          for (GLenum param : parameters)
1077          {
1078              GLint resultI = 0;
1079              glGetIntegerv(param, &resultI);
1080  
1081              GLfloat resultF = 0.0f;
1082              glGetFloatv(param, &resultF);
1083  
1084              glPixelStorei(param, 0);
1085  
1086              EXPECT_GL_NO_ERROR();
1087          }
1088      }
1089  }
1090  
TEST_P(WebGLCompatibilityTest,EnableRGB8RGBA8Extension)1091  TEST_P(WebGLCompatibilityTest, EnableRGB8RGBA8Extension)
1092  {
1093      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1094  
1095      // This extensions become core in in ES3/WebGL2.
1096      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1097  
1098      GLRenderbuffer renderbuffer;
1099      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1100      EXPECT_GL_NO_ERROR();
1101  
1102      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1103      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1104  
1105      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1106      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1107  
1108      if (IsGLExtensionRequestable("GL_OES_rgb8_rgba8"))
1109      {
1110          glRequestExtensionANGLE("GL_OES_rgb8_rgba8");
1111          EXPECT_GL_NO_ERROR();
1112  
1113          EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
1114  
1115          glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, 1, 1);
1116          EXPECT_GL_NO_ERROR();
1117  
1118          glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, 1, 1);
1119          EXPECT_GL_NO_ERROR();
1120      }
1121  }
1122  
1123  // Test enabling the GL_ANGLE_framebuffer_blit extension
TEST_P(WebGLCompatibilityTest,EnableFramebufferBlitExtension)1124  TEST_P(WebGLCompatibilityTest, EnableFramebufferBlitExtension)
1125  {
1126      EXPECT_FALSE(IsGLExtensionEnabled("GL_ANGLE_framebuffer_blit"));
1127  
1128      // This extensions become core in in ES3/WebGL2.
1129      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1130  
1131      GLFramebuffer fbo;
1132  
1133      glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1134      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1135  
1136      GLint result;
1137      glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1138      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1139  
1140      glBlitFramebufferANGLE(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
1141      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1142  
1143      if (IsGLExtensionRequestable("GL_ANGLE_framebuffer_blit"))
1144      {
1145          glRequestExtensionANGLE("GL_ANGLE_framebuffer_blit");
1146          EXPECT_GL_NO_ERROR();
1147  
1148          glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, fbo);
1149          glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING_ANGLE, &result);
1150          EXPECT_GL_NO_ERROR();
1151      }
1152  }
1153  
1154  // Test enabling the GL_OES_get_program_binary extension
TEST_P(WebGLCompatibilityTest,EnableProgramBinaryExtension)1155  TEST_P(WebGLCompatibilityTest, EnableProgramBinaryExtension)
1156  {
1157      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_get_program_binary"));
1158  
1159      // This extensions become core in in ES3/WebGL2.
1160      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1161  
1162      GLint result           = 0;
1163      GLint numBinaryFormats = 0;
1164      glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1165      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1166  
1167      glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1168      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1169  
1170      constexpr char kVS[] =
1171          R"(void main()
1172  {
1173      gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
1174  })";
1175      constexpr char kFS[] =
1176          R"(precision highp float;
1177  void main()
1178  {
1179      gl_FragColor = vec4(1.0);
1180  })";
1181      ANGLE_GL_PROGRAM(program, kVS, kFS);
1182  
1183      glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &result);
1184      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1185  
1186      uint8_t tempArray[512];
1187      GLenum tempFormat  = 0;
1188      GLsizei tempLength = 0;
1189      glGetProgramBinaryOES(program, static_cast<GLsizei>(ArraySize(tempArray)), &tempLength,
1190                            &tempFormat, tempArray);
1191      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1192  
1193      if (IsGLExtensionRequestable("GL_OES_get_program_binary"))
1194      {
1195          glRequestExtensionANGLE("GL_OES_get_program_binary");
1196          EXPECT_GL_NO_ERROR();
1197  
1198          glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats);
1199          // No use to test further if no binary formats are supported
1200          ANGLE_SKIP_TEST_IF(numBinaryFormats < 1);
1201  
1202          glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &result);
1203          EXPECT_GL_NO_ERROR();
1204  
1205          GLint binaryLength = 0;
1206          glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
1207          EXPECT_GL_NO_ERROR();
1208  
1209          GLenum binaryFormat;
1210          GLsizei writeLength = 0;
1211          std::vector<uint8_t> binary(binaryLength);
1212          glGetProgramBinaryOES(program, binaryLength, &writeLength, &binaryFormat, binary.data());
1213          EXPECT_GL_NO_ERROR();
1214  
1215          glProgramBinaryOES(program, binaryFormat, binary.data(), binaryLength);
1216          EXPECT_GL_NO_ERROR();
1217      }
1218  }
1219  
1220  // Test enabling the GL_OES_vertex_array_object extension
TEST_P(WebGLCompatibilityTest,EnableVertexArrayExtension)1221  TEST_P(WebGLCompatibilityTest, EnableVertexArrayExtension)
1222  {
1223      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1224  
1225      // This extensions become core in in ES3/WebGL2.
1226      ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
1227  
1228      GLint result = 0;
1229      glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1230      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1231  
1232      // Expect that GL_OES_vertex_array_object is always available.  It is implemented in the GL
1233      // frontend.
1234      EXPECT_TRUE(IsGLExtensionRequestable("GL_OES_vertex_array_object"));
1235  
1236      glRequestExtensionANGLE("GL_OES_vertex_array_object");
1237      EXPECT_GL_NO_ERROR();
1238  
1239      EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_vertex_array_object"));
1240  
1241      glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &result);
1242      EXPECT_GL_NO_ERROR();
1243  
1244      GLuint vao = 0;
1245      glGenVertexArraysOES(0, &vao);
1246      EXPECT_GL_NO_ERROR();
1247  
1248      glBindVertexArrayOES(vao);
1249      EXPECT_GL_NO_ERROR();
1250  
1251      glDeleteVertexArraysOES(1, &vao);
1252      EXPECT_GL_NO_ERROR();
1253  }
1254  
1255  // Verify that the context generates the correct error when the framebuffer attachments are
1256  // different sizes
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentSizeMismatch)1257  TEST_P(WebGLCompatibilityTest, FramebufferAttachmentSizeMismatch)
1258  {
1259      GLFramebuffer fbo;
1260      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1261  
1262      GLTexture textures[2];
1263      glBindTexture(GL_TEXTURE_2D, textures[0]);
1264      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1265      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
1266  
1267      ASSERT_GL_NO_ERROR();
1268      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1269  
1270      GLRenderbuffer renderbuffer;
1271      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1272      glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 3, 3);
1273      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
1274  
1275      ASSERT_GL_NO_ERROR();
1276      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1277                       glCheckFramebufferStatus(GL_FRAMEBUFFER));
1278  
1279      if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
1280      {
1281          glRequestExtensionANGLE("GL_EXT_draw_buffers");
1282          EXPECT_GL_NO_ERROR();
1283          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
1284  
1285          glBindTexture(GL_TEXTURE_2D, textures[1]);
1286          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1287          glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
1288          ASSERT_GL_NO_ERROR();
1289  
1290          ASSERT_GL_NO_ERROR();
1291          ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1292                           glCheckFramebufferStatus(GL_FRAMEBUFFER));
1293  
1294          glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1295  
1296          ASSERT_GL_NO_ERROR();
1297          ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1298  
1299          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1300  
1301          ASSERT_GL_NO_ERROR();
1302          ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS,
1303                           glCheckFramebufferStatus(GL_FRAMEBUFFER));
1304      }
1305  }
1306  
1307  // Test that client-side array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBuffer)1308  TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
1309  {
1310      constexpr char kVS[] =
1311          R"(attribute vec3 a_pos;
1312  void main()
1313  {
1314      gl_Position = vec4(a_pos, 1.0);
1315  })";
1316  
1317      constexpr char kFS[] =
1318          R"(precision highp float;
1319  void main()
1320  {
1321      gl_FragColor = vec4(1.0);
1322  })";
1323  
1324      ANGLE_GL_PROGRAM(program, kVS, kFS);
1325  
1326      GLint posLocation = glGetAttribLocation(program, "a_pos");
1327      ASSERT_NE(-1, posLocation);
1328      glUseProgram(program);
1329  
1330      const auto &vertices = GetQuadVertices();
1331      glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1332      glEnableVertexAttribArray(posLocation);
1333  
1334      ASSERT_GL_NO_ERROR();
1335      glDrawArrays(GL_TRIANGLES, 0, 6);
1336      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1337  }
1338  
1339  // Test that client-side element array buffers are forbidden in WebGL mode
TEST_P(WebGLCompatibilityTest,ForbidsClientSideElementBuffer)1340  TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
1341  {
1342      constexpr char kVS[] =
1343          R"(attribute vec3 a_pos;
1344  void main()
1345  {
1346      gl_Position = vec4(a_pos, 1.0);
1347  })";
1348  
1349      constexpr char kFS[] =
1350          R"(precision highp float;
1351  void main()
1352  {
1353      gl_FragColor = vec4(1.0);
1354  })";
1355  
1356      ANGLE_GL_PROGRAM(program, kVS, kFS);
1357  
1358      GLint posLocation = glGetAttribLocation(program, "a_pos");
1359      ASSERT_NE(-1, posLocation);
1360      glUseProgram(program);
1361  
1362      const auto &vertices = GetQuadVertices();
1363  
1364      GLBuffer vertexBuffer;
1365      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1366      glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
1367                   GL_STATIC_DRAW);
1368  
1369      glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
1370      glEnableVertexAttribArray(posLocation);
1371  
1372      ASSERT_GL_NO_ERROR();
1373  
1374      // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
1375      // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
1376      // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
1377      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(intptr_t(1)));
1378      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1379  }
1380  
1381  // Test that client-side array buffers are forbidden even if the program doesn't use the attribute
TEST_P(WebGLCompatibilityTest,ForbidsClientSideArrayBufferEvenNotUsedOnes)1382  TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBufferEvenNotUsedOnes)
1383  {
1384      constexpr char kVS[] =
1385          R"(void main()
1386  {
1387      gl_Position = vec4(1.0);
1388  })";
1389  
1390      constexpr char kFS[] =
1391          R"(precision highp float;
1392  void main()
1393  {
1394      gl_FragColor = vec4(1.0);
1395  })";
1396  
1397      ANGLE_GL_PROGRAM(program, kVS, kFS);
1398  
1399      glUseProgram(program);
1400  
1401      const auto &vertices = GetQuadVertices();
1402      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
1403      glEnableVertexAttribArray(0);
1404  
1405      ASSERT_GL_NO_ERROR();
1406      glDrawArrays(GL_TRIANGLES, 0, 6);
1407      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1408  }
1409  
1410  // Test that passing a null pixel data pointer to TexSubImage calls generates an INVALID_VALUE error
TEST_P(WebGLCompatibilityTest,NullPixelDataForSubImage)1411  TEST_P(WebGLCompatibilityTest, NullPixelDataForSubImage)
1412  {
1413      // glTexSubImage2D
1414      {
1415          GLTexture texture;
1416          glBindTexture(GL_TEXTURE_2D, texture);
1417  
1418          // TexImage with null data - OK
1419          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1420          EXPECT_GL_NO_ERROR();
1421  
1422          // TexSubImage with zero size and null data - OK
1423          glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1424          EXPECT_GL_NO_ERROR();
1425  
1426          // TexSubImage with non-zero size and null data - Invalid value
1427          glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1428          EXPECT_GL_ERROR(GL_INVALID_VALUE);
1429      }
1430  
1431      // glTexSubImage3D
1432      if (getClientMajorVersion() >= 3)
1433      {
1434          GLTexture texture;
1435          glBindTexture(GL_TEXTURE_3D, texture);
1436  
1437          // TexImage with null data - OK
1438          glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1439          EXPECT_GL_NO_ERROR();
1440  
1441          // TexSubImage with zero size and null data - OK
1442          glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1443          EXPECT_GL_NO_ERROR();
1444  
1445          // TexSubImage with non-zero size and null data - Invalid value
1446          glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1447          EXPECT_GL_ERROR(GL_INVALID_VALUE);
1448      }
1449  }
1450  
1451  // Tests the WebGL requirement of having the same stencil mask, writemask and ref for front and back
1452  // (when stencil testing is enabled)
TestDifferentStencilMaskAndRef(GLenum errIfMismatch)1453  void WebGLCompatibilityTest::TestDifferentStencilMaskAndRef(GLenum errIfMismatch)
1454  {
1455      // Run the test in an FBO to make sure we have some stencil bits.
1456      GLRenderbuffer renderbuffer;
1457      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
1458      glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
1459  
1460      GLFramebuffer framebuffer;
1461      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
1462      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1463                                renderbuffer);
1464  
1465      ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
1466                       "void main() { gl_FragColor = vec4(0, 1, 0, 1); }");
1467      glUseProgram(program);
1468      ASSERT_GL_NO_ERROR();
1469  
1470      // Having ref and mask the same for front and back is valid.
1471      glStencilMask(255);
1472      glStencilFunc(GL_ALWAYS, 0, 255);
1473      glDrawArrays(GL_TRIANGLES, 0, 6);
1474      ASSERT_GL_NO_ERROR();
1475  
1476      // Having a different front - back write mask generates an error.
1477      glStencilMaskSeparate(GL_FRONT, 1);
1478      glDrawArrays(GL_TRIANGLES, 0, 6);
1479      EXPECT_GL_ERROR(errIfMismatch);
1480  
1481      // Setting both write masks separately to the same value is valid.
1482      glStencilMaskSeparate(GL_BACK, 1);
1483      glDrawArrays(GL_TRIANGLES, 0, 6);
1484      ASSERT_GL_NO_ERROR();
1485  
1486      // Having a different stencil front - back mask generates an error
1487      glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
1488      glDrawArrays(GL_TRIANGLES, 0, 6);
1489      EXPECT_GL_ERROR(errIfMismatch);
1490  
1491      // Setting both masks separately to the same value is valid.
1492      glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
1493      glDrawArrays(GL_TRIANGLES, 0, 6);
1494      ASSERT_GL_NO_ERROR();
1495  
1496      // Having a different stencil front - back reference generates an error
1497      glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
1498      glDrawArrays(GL_TRIANGLES, 0, 6);
1499      EXPECT_GL_ERROR(errIfMismatch);
1500  
1501      // Setting both references separately to the same value is valid.
1502      glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
1503      glDrawArrays(GL_TRIANGLES, 0, 6);
1504      ASSERT_GL_NO_ERROR();
1505  
1506      // Using different stencil funcs, everything being equal is valid.
1507      glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
1508      glDrawArrays(GL_TRIANGLES, 0, 6);
1509      ASSERT_GL_NO_ERROR();
1510  }
1511  
TEST_P(WebGLCompatibilityTest,StencilTestEnabledDisallowsDifferentStencilMaskAndRef)1512  TEST_P(WebGLCompatibilityTest, StencilTestEnabledDisallowsDifferentStencilMaskAndRef)
1513  {
1514      glEnable(GL_STENCIL_TEST);
1515      TestDifferentStencilMaskAndRef(GL_INVALID_OPERATION);
1516  }
1517  
TEST_P(WebGLCompatibilityTest,StencilTestDisabledAllowsDifferentStencilMaskAndRef)1518  TEST_P(WebGLCompatibilityTest, StencilTestDisabledAllowsDifferentStencilMaskAndRef)
1519  {
1520      glDisable(GL_STENCIL_TEST);
1521      TestDifferentStencilMaskAndRef(GL_NO_ERROR);
1522  }
1523  
1524  // Test that GL_FIXED is forbidden
TEST_P(WebGLCompatibilityTest,ForbidsGLFixed)1525  TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
1526  {
1527      GLBuffer buffer;
1528      glBindBuffer(GL_ARRAY_BUFFER, buffer);
1529      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1530  
1531      glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
1532      ASSERT_GL_NO_ERROR();
1533  
1534      glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
1535      EXPECT_GL_ERROR(GL_INVALID_ENUM);
1536  }
1537  
1538  // Test the WebGL limit of 255 for the attribute stride
TEST_P(WebGLCompatibilityTest,MaxStride)1539  TEST_P(WebGLCompatibilityTest, MaxStride)
1540  {
1541      GLBuffer buffer;
1542      glBindBuffer(GL_ARRAY_BUFFER, buffer);
1543      glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
1544  
1545      glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
1546      ASSERT_GL_NO_ERROR();
1547  
1548      glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
1549      EXPECT_GL_ERROR(GL_INVALID_VALUE);
1550  }
1551  
1552  // Test the checks for OOB reads in the vertex buffers, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsNonInstanced)1553  TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
1554  {
1555      constexpr char kVS[] =
1556          R"(attribute float a_pos;
1557  void main()
1558  {
1559      gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1560  })";
1561  
1562      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1563      GLint posLocation = glGetAttribLocation(program, "a_pos");
1564      ASSERT_NE(-1, posLocation);
1565      glUseProgram(program);
1566  
1567      GLBuffer buffer;
1568      glBindBuffer(GL_ARRAY_BUFFER, buffer);
1569      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1570  
1571      glEnableVertexAttribArray(posLocation);
1572  
1573      const uint8_t *zeroOffset = nullptr;
1574  
1575      // Test touching the last element is valid.
1576      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1577      glDrawArrays(GL_POINTS, 0, 4);
1578      ASSERT_GL_NO_ERROR();
1579  
1580      // Test touching the last element + 1 is invalid.
1581      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1582      glDrawArrays(GL_POINTS, 0, 4);
1583      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1584  
1585      // Test touching the last element is valid, using a stride.
1586      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1587      glDrawArrays(GL_POINTS, 0, 4);
1588      ASSERT_GL_NO_ERROR();
1589  
1590      // Test touching the last element + 1 is invalid, using a stride.
1591      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1592      glDrawArrays(GL_POINTS, 0, 4);
1593      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1594  
1595      // Test any offset is valid if no vertices are drawn.
1596      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1597      glDrawArrays(GL_POINTS, 0, 0);
1598      ASSERT_GL_NO_ERROR();
1599  
1600      // Test a case of overflow that could give a max vertex that's negative
1601      constexpr GLint kIntMax = std::numeric_limits<GLint>::max();
1602      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 0);
1603      glDrawArrays(GL_POINTS, kIntMax, kIntMax);
1604      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1605  }
1606  
1607  // Test that index values outside of the 32-bit integer range do not read out of bounds
TEST_P(WebGLCompatibilityTest,LargeIndexRange)1608  TEST_P(WebGLCompatibilityTest, LargeIndexRange)
1609  {
1610      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_element_index_uint"));
1611  
1612      constexpr char kVS[] =
1613          R"(attribute vec4 a_Position;
1614  void main()
1615  {
1616      gl_Position = a_Position;
1617  })";
1618  
1619      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1620      glUseProgram(program);
1621  
1622      glEnableVertexAttribArray(glGetAttribLocation(program, "a_Position"));
1623  
1624      constexpr float kVertexData[] = {
1625          1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1626      };
1627  
1628      GLBuffer vertexBuffer;
1629      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1630      glBufferData(GL_ARRAY_BUFFER, sizeof(kVertexData), kVertexData, GL_STREAM_DRAW);
1631  
1632      constexpr GLuint kMaxIntAsGLuint = static_cast<GLuint>(std::numeric_limits<GLint>::max());
1633      constexpr GLuint kIndexData[]    = {
1634          kMaxIntAsGLuint,
1635          kMaxIntAsGLuint + 1,
1636          kMaxIntAsGLuint + 2,
1637          kMaxIntAsGLuint + 3,
1638      };
1639  
1640      GLBuffer indexBuffer;
1641      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBuffer);
1642      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndexData), kIndexData, GL_DYNAMIC_DRAW);
1643  
1644      EXPECT_GL_NO_ERROR();
1645  
1646      // First index is representable as 32-bit int but second is not
1647      glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, 0);
1648      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1649  
1650      // Neither index is representable as 32-bit int
1651      glDrawElements(GL_LINES, 2, GL_UNSIGNED_INT, reinterpret_cast<void *>(sizeof(GLuint) * 2));
1652      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1653  }
1654  
1655  // Test for drawing with a null index buffer
TEST_P(WebGLCompatibilityTest,NullIndexBuffer)1656  TEST_P(WebGLCompatibilityTest, NullIndexBuffer)
1657  {
1658      constexpr char kVS[] =
1659          R"(attribute float a_pos;
1660  void main()
1661  {
1662      gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1663  })";
1664  
1665      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1666      glUseProgram(program);
1667  
1668      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1669      glEnableVertexAttribArray(0);
1670  
1671      glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, 0);
1672      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1673  }
1674  
1675  // Test the checks for OOB reads in the vertex buffers, instanced version
TEST_P(WebGL2CompatibilityTest,DrawArraysBufferOutOfBoundsInstanced)1676  TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
1677  {
1678      constexpr char kVS[] =
1679          R"(attribute float a_pos;
1680  attribute float a_w;
1681  void main()
1682  {
1683      gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1684  })";
1685  
1686      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1687      GLint posLocation = glGetAttribLocation(program, "a_pos");
1688      GLint wLocation   = glGetAttribLocation(program, "a_w");
1689      ASSERT_NE(-1, posLocation);
1690      ASSERT_NE(-1, wLocation);
1691      glUseProgram(program);
1692  
1693      GLBuffer buffer;
1694      glBindBuffer(GL_ARRAY_BUFFER, buffer);
1695      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1696  
1697      glEnableVertexAttribArray(posLocation);
1698      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1699      glVertexAttribDivisor(posLocation, 0);
1700  
1701      glEnableVertexAttribArray(wLocation);
1702      glVertexAttribDivisor(wLocation, 1);
1703  
1704      const uint8_t *zeroOffset = nullptr;
1705  
1706      // Test touching the last element is valid.
1707      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1708      glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1709      ASSERT_GL_NO_ERROR();
1710  
1711      // Test touching the last element + 1 is invalid.
1712      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1713      glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1714      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1715  
1716      // Test touching the last element is valid, using a stride.
1717      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1718      glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1719      ASSERT_GL_NO_ERROR();
1720  
1721      // Test touching the last element + 1 is invalid, using a stride.
1722      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1723      glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
1724      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1725  
1726      // Test any offset is valid if no vertices are drawn.
1727      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1728      glDrawArraysInstanced(GL_POINTS, 0, 0, 1);
1729      ASSERT_GL_NO_ERROR();
1730  
1731      // Test any offset is valid if no primitives are drawn.
1732      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1733      glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
1734      ASSERT_GL_NO_ERROR();
1735  }
1736  
1737  // Test the checks for OOB reads in the vertex buffers, ANGLE_instanced_arrays version
TEST_P(WebGLCompatibilityTest,DrawArraysBufferOutOfBoundsInstancedANGLE)1738  TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsInstancedANGLE)
1739  {
1740      ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_ANGLE_instanced_arrays"));
1741      glRequestExtensionANGLE("GL_ANGLE_instanced_arrays");
1742      EXPECT_GL_NO_ERROR();
1743  
1744      constexpr char kVS[] =
1745          R"(attribute float a_pos;
1746  attribute float a_w;
1747  void main()
1748  {
1749      gl_Position = vec4(a_pos, a_pos, a_pos, a_w);
1750  })";
1751  
1752      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1753      GLint posLocation = glGetAttribLocation(program, "a_pos");
1754      GLint wLocation   = glGetAttribLocation(program, "a_w");
1755      ASSERT_NE(-1, posLocation);
1756      ASSERT_NE(-1, wLocation);
1757      glUseProgram(program);
1758  
1759      GLBuffer buffer;
1760      glBindBuffer(GL_ARRAY_BUFFER, buffer);
1761      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1762  
1763      glEnableVertexAttribArray(posLocation);
1764      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, 0);
1765      glVertexAttribDivisorANGLE(posLocation, 0);
1766  
1767      glEnableVertexAttribArray(wLocation);
1768      glVertexAttribDivisorANGLE(wLocation, 1);
1769  
1770      const uint8_t *zeroOffset = nullptr;
1771  
1772      // Test touching the last element is valid.
1773      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
1774      glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1775      ASSERT_GL_NO_ERROR() << "touching the last element.";
1776  
1777      // Test touching the last element + 1 is invalid.
1778      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
1779      glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1780      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1.";
1781  
1782      // Test touching the last element is valid, using a stride.
1783      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
1784      glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1785      ASSERT_GL_NO_ERROR() << "touching the last element using a stride.";
1786  
1787      // Test touching the last element + 1 is invalid, using a stride.
1788      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
1789      glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 4);
1790      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "touching the last element + 1 using a stride.";
1791  
1792      // Test any offset is valid if no vertices are drawn.
1793      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1794      glDrawArraysInstancedANGLE(GL_POINTS, 0, 0, 1);
1795      ASSERT_GL_NO_ERROR() << "any offset with no vertices.";
1796  
1797      // Test any offset is valid if no primitives are drawn.
1798      glVertexAttribPointer(wLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
1799      glDrawArraysInstancedANGLE(GL_POINTS, 0, 1, 0);
1800      ASSERT_GL_NO_ERROR() << "any offset with primitives.";
1801  }
1802  
1803  // Test the checks for OOB reads in the index buffer
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInIndexBuffer)1804  TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
1805  {
1806      constexpr char kVS[] =
1807          R"(attribute float a_pos;
1808  void main()
1809  {
1810      gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1811  })";
1812  
1813      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1814      GLint posLocation = glGetAttribLocation(program, "a_pos");
1815      ASSERT_NE(-1, posLocation);
1816      glUseProgram(program);
1817  
1818      GLBuffer vertexBuffer;
1819      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1820      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
1821  
1822      glEnableVertexAttribArray(posLocation);
1823      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1824  
1825      const uint8_t *zeroOffset   = nullptr;
1826      const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
1827  
1828      GLBuffer indexBuffer;
1829      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1830      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
1831      ASSERT_GL_NO_ERROR();
1832  
1833      // Test touching the last index is valid
1834      glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1835      ASSERT_GL_NO_ERROR();
1836  
1837      // Test touching the last + 1 element is invalid
1838      glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
1839      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1840  
1841      // Test any offset if valid if count is zero
1842      glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
1843      ASSERT_GL_NO_ERROR();
1844  
1845      // Test touching the first index is valid
1846      glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
1847      ASSERT_GL_NO_ERROR();
1848  
1849      // Test touching the first - 1 index is invalid
1850      // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
1851      // the historic behavior of WebGL implementations
1852      glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
1853      EXPECT_GL_ERROR(GL_INVALID_VALUE);
1854  }
1855  
1856  // Test the checks for OOB in vertex buffers caused by indices, non-instanced version
TEST_P(WebGLCompatibilityTest,DrawElementsBufferOutOfBoundsInVertexBuffer)1857  TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInVertexBuffer)
1858  {
1859      constexpr char kVS[] =
1860          R"(attribute float a_pos;
1861  void main()
1862  {
1863      gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
1864  })";
1865  
1866      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
1867      GLint posLocation = glGetAttribLocation(program, "a_pos");
1868      ASSERT_NE(-1, posLocation);
1869      glUseProgram(program);
1870  
1871      GLBuffer vertexBuffer;
1872      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
1873      glBufferData(GL_ARRAY_BUFFER, 8, nullptr, GL_STATIC_DRAW);
1874  
1875      glEnableVertexAttribArray(posLocation);
1876      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
1877  
1878      const uint8_t *zeroOffset   = nullptr;
1879      const uint8_t testIndices[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 255};
1880  
1881      GLBuffer indexBuffer;
1882      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
1883      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(testIndices), testIndices, GL_STATIC_DRAW);
1884      ASSERT_GL_NO_ERROR();
1885  
1886      // Test touching the end of the vertex buffer is valid
1887      glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 7);
1888      ASSERT_GL_NO_ERROR();
1889  
1890      // Test touching just after the end of the vertex buffer is invalid
1891      glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 8);
1892      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1893  
1894      // Test touching the whole vertex buffer is valid
1895      glDrawElements(GL_POINTS, 8, GL_UNSIGNED_BYTE, zeroOffset + 0);
1896      ASSERT_GL_NO_ERROR();
1897  
1898      // Test an index that would be negative
1899      glDrawElements(GL_POINTS, 1, GL_UNSIGNED_BYTE, zeroOffset + 9);
1900      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1901  }
1902  
1903  // Test depth range with 'near' more or less than 'far.'
TEST_P(WebGLCompatibilityTest,DepthRange)1904  TEST_P(WebGLCompatibilityTest, DepthRange)
1905  {
1906      glDepthRangef(0, 1);
1907      ASSERT_GL_NO_ERROR();
1908  
1909      glDepthRangef(.5, .5);
1910      ASSERT_GL_NO_ERROR();
1911  
1912      glDepthRangef(1, 0);
1913      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1914  }
1915  
1916  // Test all blend function combinations.
1917  // In WebGL it is invalid to combine constant color with constant alpha.
TEST_P(WebGLCompatibilityTest,BlendWithConstantColor)1918  TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
1919  {
1920      constexpr GLenum srcFunc[] = {
1921          GL_ZERO,
1922          GL_ONE,
1923          GL_SRC_COLOR,
1924          GL_ONE_MINUS_SRC_COLOR,
1925          GL_DST_COLOR,
1926          GL_ONE_MINUS_DST_COLOR,
1927          GL_SRC_ALPHA,
1928          GL_ONE_MINUS_SRC_ALPHA,
1929          GL_DST_ALPHA,
1930          GL_ONE_MINUS_DST_ALPHA,
1931          GL_CONSTANT_COLOR,
1932          GL_ONE_MINUS_CONSTANT_COLOR,
1933          GL_CONSTANT_ALPHA,
1934          GL_ONE_MINUS_CONSTANT_ALPHA,
1935          GL_SRC_ALPHA_SATURATE,
1936      };
1937  
1938      constexpr GLenum dstFunc[] = {
1939          GL_ZERO,           GL_ONE,
1940          GL_SRC_COLOR,      GL_ONE_MINUS_SRC_COLOR,
1941          GL_DST_COLOR,      GL_ONE_MINUS_DST_COLOR,
1942          GL_SRC_ALPHA,      GL_ONE_MINUS_SRC_ALPHA,
1943          GL_DST_ALPHA,      GL_ONE_MINUS_DST_ALPHA,
1944          GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
1945          GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
1946      };
1947  
1948      for (GLenum src : srcFunc)
1949      {
1950          for (GLenum dst : dstFunc)
1951          {
1952              glBlendFunc(src, dst);
1953              CheckBlendFunctions(src, dst);
1954              glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
1955              CheckBlendFunctions(src, dst);
1956          }
1957      }
1958  
1959      // Ensure the same semantics for indexed blendFunc
1960      if (IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"))
1961      {
1962          glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1963          EXPECT_GL_NO_ERROR();
1964          EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1965  
1966          for (GLenum src : srcFunc)
1967          {
1968              for (GLenum dst : dstFunc)
1969              {
1970                  glBlendFunciOES(0, src, dst);
1971                  CheckBlendFunctions(src, dst);
1972                  glBlendFuncSeparateiOES(0, src, dst, GL_ONE, GL_ONE);
1973                  CheckBlendFunctions(src, dst);
1974              }
1975          }
1976      }
1977  }
1978  
1979  // Test draw state validation and invalidation wrt indexed blendFunc.
TEST_P(WebGLCompatibilityTest,IndexedBlendWithConstantColorInvalidation)1980  TEST_P(WebGLCompatibilityTest, IndexedBlendWithConstantColorInvalidation)
1981  {
1982      ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
1983      ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
1984  
1985      glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
1986      EXPECT_GL_NO_ERROR();
1987      EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
1988  
1989      constexpr char kVS[] =
1990          R"(#version 300 es
1991  void main()
1992  {
1993      gl_PointSize = 1.0;
1994      gl_Position = vec4(0, 0, 0, 1);
1995  })";
1996  
1997      constexpr char kFS[] =
1998          R"(#version 300 es
1999  precision lowp float;
2000  layout(location = 0) out vec4 o_color0;
2001  layout(location = 1) out vec4 o_color1;
2002  void main()
2003  {
2004      o_color0 = vec4(1, 0, 0, 1);
2005      o_color1 = vec4(0, 1, 0, 1);
2006  })";
2007  
2008      ANGLE_GL_PROGRAM(program, kVS, kFS);
2009      glUseProgram(program);
2010  
2011      glDisable(GL_BLEND);
2012      glEnableiOES(GL_BLEND, 0);
2013      glEnableiOES(GL_BLEND, 1);
2014  
2015      GLTexture texture1;
2016      glBindTexture(GL_TEXTURE_2D, texture1);
2017      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2018      EXPECT_GL_NO_ERROR();
2019  
2020      GLTexture texture2;
2021      glBindTexture(GL_TEXTURE_2D, texture2);
2022      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2023      EXPECT_GL_NO_ERROR();
2024  
2025      GLFramebuffer fbo;
2026      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2027      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
2028      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2029      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2030  
2031      GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
2032      glDrawBuffers(2, drawbuffers);
2033  
2034      glDrawArrays(GL_POINTS, 0, 1);
2035      EXPECT_GL_NO_ERROR();
2036  
2037      // Force-invalidate draw call
2038      glBlendFuncSeparateiOES(0, GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, GL_CONSTANT_ALPHA,
2039                              GL_CONSTANT_ALPHA);
2040      EXPECT_GL_NO_ERROR();
2041  
2042      glBlendFuncSeparateiOES(1, GL_CONSTANT_ALPHA, GL_CONSTANT_ALPHA, GL_CONSTANT_COLOR,
2043                              GL_CONSTANT_COLOR);
2044      EXPECT_GL_NO_ERROR();
2045  
2046      glDrawArrays(GL_POINTS, 0, 1);
2047      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2048  }
2049  
2050  // Test getIndexedParameter wrt GL_OES_draw_buffers_indexed.
TEST_P(WebGLCompatibilityTest,DrawBuffersIndexedGetIndexedParameter)2051  TEST_P(WebGLCompatibilityTest, DrawBuffersIndexedGetIndexedParameter)
2052  {
2053      ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
2054      ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_draw_buffers_indexed"));
2055  
2056      GLint value;
2057      GLboolean data[4];
2058  
2059      glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2060      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2061      glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2062      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2063      glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2064      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2065      glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2066      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2067      glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2068      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2069      glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2070      EXPECT_GL_ERROR(GL_INVALID_ENUM);
2071      glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
2072      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2073  
2074      glRequestExtensionANGLE("GL_OES_draw_buffers_indexed");
2075      EXPECT_GL_NO_ERROR();
2076      EXPECT_TRUE(IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
2077  
2078      glDisable(GL_BLEND);
2079      glEnableiOES(GL_BLEND, 0);
2080      glBlendEquationSeparateiOES(0, GL_FUNC_ADD, GL_FUNC_SUBTRACT);
2081      glBlendFuncSeparateiOES(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ZERO);
2082      glColorMaskiOES(0, true, false, true, false);
2083      EXPECT_GL_NO_ERROR();
2084  
2085      EXPECT_EQ(true, glIsEnablediOES(GL_BLEND, 0));
2086      EXPECT_GL_NO_ERROR();
2087      glGetIntegeri_v(GL_BLEND_EQUATION_RGB, 0, &value);
2088      EXPECT_GL_NO_ERROR();
2089      EXPECT_EQ(GL_FUNC_ADD, value);
2090      glGetIntegeri_v(GL_BLEND_EQUATION_ALPHA, 0, &value);
2091      EXPECT_GL_NO_ERROR();
2092      EXPECT_EQ(GL_FUNC_SUBTRACT, value);
2093      glGetIntegeri_v(GL_BLEND_SRC_RGB, 0, &value);
2094      EXPECT_GL_NO_ERROR();
2095      EXPECT_EQ(GL_SRC_ALPHA, value);
2096      glGetIntegeri_v(GL_BLEND_SRC_ALPHA, 0, &value);
2097      EXPECT_GL_NO_ERROR();
2098      EXPECT_EQ(GL_ZERO, value);
2099      glGetIntegeri_v(GL_BLEND_DST_RGB, 0, &value);
2100      EXPECT_GL_NO_ERROR();
2101      EXPECT_EQ(GL_ONE_MINUS_SRC_ALPHA, value);
2102      glGetIntegeri_v(GL_BLEND_DST_ALPHA, 0, &value);
2103      EXPECT_GL_NO_ERROR();
2104      EXPECT_EQ(GL_ZERO, value);
2105      glGetBooleani_v(GL_COLOR_WRITEMASK, 0, data);
2106      EXPECT_GL_NO_ERROR();
2107      EXPECT_EQ(true, data[0]);
2108      EXPECT_EQ(false, data[1]);
2109      EXPECT_EQ(true, data[2]);
2110      EXPECT_EQ(false, data[3]);
2111  }
2112  
2113  // Test that binding/querying uniforms and attributes with invalid names generates errors
TEST_P(WebGLCompatibilityTest,InvalidAttributeAndUniformNames)2114  TEST_P(WebGLCompatibilityTest, InvalidAttributeAndUniformNames)
2115  {
2116      const std::string validAttribName =
2117          "abcdefghijklmnopqrstuvwxyz_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890";
2118      const std::string validUniformName =
2119          "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_1234567890";
2120      std::vector<char> invalidSet = {'"', '$', '`', '@', '\''};
2121      if (getClientMajorVersion() < 3)
2122      {
2123          invalidSet.push_back('\\');
2124      }
2125  
2126      std::string vert = "attribute float ";
2127      vert += validAttribName;
2128      vert +=
2129          R"(;
2130  void main()
2131  {
2132      gl_Position = vec4(1.0);
2133  })";
2134  
2135      std::string frag =
2136          R"(precision highp float;
2137  uniform vec4 )";
2138      frag += validUniformName;
2139      // Insert illegal characters into comments
2140      frag +=
2141          R"(;
2142      // $ \" @ /*
2143  void main()
2144  {/*
2145      ` @ $
2146      */gl_FragColor = vec4(1.0);
2147  })";
2148  
2149      ANGLE_GL_PROGRAM(program, vert.c_str(), frag.c_str());
2150      EXPECT_GL_NO_ERROR();
2151  
2152      for (char invalidChar : invalidSet)
2153      {
2154          std::string invalidName = validAttribName + invalidChar;
2155          glGetAttribLocation(program, invalidName.c_str());
2156          EXPECT_GL_ERROR(GL_INVALID_VALUE)
2157              << "glGetAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2158  
2159          glBindAttribLocation(program, 0, invalidName.c_str());
2160          EXPECT_GL_ERROR(GL_INVALID_VALUE)
2161              << "glBindAttribLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2162      }
2163  
2164      for (char invalidChar : invalidSet)
2165      {
2166          std::string invalidName = validUniformName + invalidChar;
2167          glGetUniformLocation(program, invalidName.c_str());
2168          EXPECT_GL_ERROR(GL_INVALID_VALUE)
2169              << "glGetUniformLocation unexpectedly succeeded for name \"" << invalidName << "\".";
2170      }
2171  
2172      for (char invalidChar : invalidSet)
2173      {
2174          std::string invalidAttribName = validAttribName + invalidChar;
2175          std::string invalidVert       = "attribute float ";
2176          invalidVert += invalidAttribName;
2177          invalidVert += R"(;,
2178  void main(),
2179  {,
2180      gl_Position = vec4(1.0);,
2181  })";
2182          GLuint program_number = CompileProgram(invalidVert.c_str(), essl1_shaders::fs::Red());
2183          EXPECT_EQ(0u, program_number);
2184      }
2185  }
2186  
2187  // Test that line continuation is handled correctly when validating shader source
TEST_P(WebGLCompatibilityTest,ShaderSourceLineContinuation)2188  TEST_P(WebGLCompatibilityTest, ShaderSourceLineContinuation)
2189  {
2190      // With recent changes to WebGL's shader source validation in
2191      // https://github.com/KhronosGroup/WebGL/pull/3206 and follow-ons,
2192      // the backslash character can be used in both WebGL 1.0 and 2.0
2193      // contexts.
2194  
2195      const char *validVert =
2196          R"(#define foo this \
2197      is a test
2198  precision mediump float;
2199  void main()
2200  {
2201      gl_Position = vec4(1.0);
2202  })";
2203  
2204      GLuint program = CompileProgram(validVert, essl1_shaders::fs::Red());
2205      EXPECT_NE(0u, program);
2206      glDeleteProgram(program);
2207  }
2208  
2209  // Test that line continuation is handled correctly when valdiating shader source
TEST_P(WebGL2CompatibilityTest,ShaderSourceLineContinuation)2210  TEST_P(WebGL2CompatibilityTest, ShaderSourceLineContinuation)
2211  {
2212      const char *validVert =
2213          R"(#version 300 es
2214  precision mediump float;
2215  
2216  void main ()
2217  {
2218      float f\
2219  oo = 1.0;
2220      gl_Position = vec4(foo);
2221  })";
2222  
2223      const char *invalidVert =
2224          R"(#version 300 es
2225  precision mediump float;
2226  
2227  void main ()
2228  {
2229      float f\$
2230  oo = 1.0;
2231      gl_Position = vec4(foo);
2232  })";
2233  
2234      GLuint program = CompileProgram(validVert, essl3_shaders::fs::Red());
2235      EXPECT_NE(0u, program);
2236      glDeleteProgram(program);
2237  
2238      program = CompileProgram(invalidVert, essl3_shaders::fs::Red());
2239      EXPECT_EQ(0u, program);
2240  }
2241  
2242  // Tests bindAttribLocations for reserved prefixes and length limits
TEST_P(WebGLCompatibilityTest,BindAttribLocationLimitation)2243  TEST_P(WebGLCompatibilityTest, BindAttribLocationLimitation)
2244  {
2245      constexpr int maxLocStringLength = 256;
2246      const std::string tooLongString(maxLocStringLength + 1, '_');
2247  
2248      glBindAttribLocation(0, 0, "_webgl_var");
2249  
2250      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2251  
2252      glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
2253  
2254      EXPECT_GL_ERROR(GL_INVALID_VALUE);
2255  }
2256  
2257  // Tests getAttribLocation for reserved prefixes
TEST_P(WebGLCompatibilityTest,GetAttribLocationNameLimitation)2258  TEST_P(WebGLCompatibilityTest, GetAttribLocationNameLimitation)
2259  {
2260      GLint attrLocation;
2261  
2262      attrLocation = glGetAttribLocation(0, "gl_attr");
2263      EXPECT_GL_NO_ERROR();
2264      EXPECT_EQ(-1, attrLocation);
2265  
2266      attrLocation = glGetAttribLocation(0, "webgl_attr");
2267      EXPECT_GL_NO_ERROR();
2268      EXPECT_EQ(-1, attrLocation);
2269  
2270      attrLocation = glGetAttribLocation(0, "_webgl_attr");
2271      EXPECT_GL_NO_ERROR();
2272      EXPECT_EQ(-1, attrLocation);
2273  }
2274  
2275  // Tests getAttribLocation for length limits
TEST_P(WebGLCompatibilityTest,GetAttribLocationLengthLimitation)2276  TEST_P(WebGLCompatibilityTest, GetAttribLocationLengthLimitation)
2277  {
2278      constexpr int maxLocStringLength = 256;
2279      const std::string tooLongString(maxLocStringLength + 1, '_');
2280  
2281      glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
2282  
2283      EXPECT_GL_ERROR(GL_INVALID_VALUE);
2284  }
2285  
2286  // Test that having no attributes with a zero divisor is valid in WebGL2
TEST_P(WebGL2CompatibilityTest,InstancedDrawZeroDivisor)2287  TEST_P(WebGL2CompatibilityTest, InstancedDrawZeroDivisor)
2288  {
2289      constexpr char kVS[] =
2290          R"(attribute float a_pos;
2291  void main()
2292  {
2293      gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);
2294  })";
2295  
2296      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2297  
2298      GLint posLocation = glGetAttribLocation(program, "a_pos");
2299      ASSERT_NE(-1, posLocation);
2300  
2301      glUseProgram(program);
2302  
2303      GLBuffer buffer;
2304      glBindBuffer(GL_ARRAY_BUFFER, buffer);
2305      glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
2306  
2307      glEnableVertexAttribArray(posLocation);
2308      glVertexAttribDivisor(posLocation, 1);
2309  
2310      glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
2311      glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
2312      ASSERT_GL_NO_ERROR();
2313  }
2314  
2315  // Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
TEST_P(WebGLCompatibilityTest,NPOT)2316  TEST_P(WebGLCompatibilityTest, NPOT)
2317  {
2318      EXPECT_FALSE(IsGLExtensionEnabled("GL_OES_texture_npot"));
2319  
2320      // Create a texture and set an NPOT mip 0, should always be acceptable.
2321      GLTexture texture;
2322      glBindTexture(GL_TEXTURE_2D, texture);
2323      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2324      ASSERT_GL_NO_ERROR();
2325  
2326      // Try setting an NPOT mip 1 and verify the error if WebGL 1
2327      glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2328      if (getClientMajorVersion() < 3)
2329      {
2330          ASSERT_GL_ERROR(GL_INVALID_VALUE);
2331      }
2332      else
2333      {
2334          ASSERT_GL_NO_ERROR();
2335      }
2336  
2337      if (IsGLExtensionRequestable("GL_OES_texture_npot"))
2338      {
2339          glRequestExtensionANGLE("GL_OES_texture_npot");
2340          ASSERT_GL_NO_ERROR();
2341  
2342          // Try again to set NPOT mip 1
2343          glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2344          ASSERT_GL_NO_ERROR();
2345      }
2346  }
2347  
2348  template <typename T>
FillTexture2D(GLuint texture,GLsizei width,GLsizei height,const T & onePixelData,GLint level,GLint internalFormat,GLenum format,GLenum type)2349  void FillTexture2D(GLuint texture,
2350                     GLsizei width,
2351                     GLsizei height,
2352                     const T &onePixelData,
2353                     GLint level,
2354                     GLint internalFormat,
2355                     GLenum format,
2356                     GLenum type)
2357  {
2358      std::vector<T> allPixelsData(width * height, onePixelData);
2359  
2360      glBindTexture(GL_TEXTURE_2D, texture);
2361      glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
2362                   allPixelsData.data());
2363      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2364      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2365      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2366      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2367  }
2368  
2369  // Test that unset gl_Position defaults to (0,0,0,0).
TEST_P(WebGLCompatibilityTest,DefaultPosition)2370  TEST_P(WebGLCompatibilityTest, DefaultPosition)
2371  {
2372      // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
2373      // and green otherwise.  The center of each quadrant will be red if and only if all
2374      // four corners are red.
2375      constexpr char kVS[] =
2376          R"(attribute vec3 pos;
2377  varying vec4 color;
2378  void main() {
2379      if (gl_Position == vec4(0,0,0,0)) {
2380          color = vec4(1,0,0,1);
2381      } else {
2382          color = vec4(0,1,0,1);
2383      }
2384      gl_Position = vec4(pos,1);
2385  })";
2386  
2387      constexpr char kFS[] =
2388          R"(precision mediump float;
2389  varying vec4 color;
2390  void main() {
2391      gl_FragColor = color;
2392  })";
2393  
2394      ANGLE_GL_PROGRAM(program, kVS, kFS);
2395      drawQuad(program, "pos", 0.0f, 1.0f, true);
2396      EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2397      EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2398      EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
2399      EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
2400  }
2401  
2402  // Tests that a rendering feedback loop triggers a GL error under WebGL.
2403  // Based on WebGL test conformance/renderbuffers/feedback-loop.html.
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoop)2404  TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
2405  {
2406      constexpr char kVS[] =
2407          R"(attribute vec4 a_position;
2408  varying vec2 v_texCoord;
2409  void main() {
2410      gl_Position = a_position;
2411      v_texCoord = (a_position.xy * 0.5) + 0.5;
2412  })";
2413  
2414      constexpr char kFS[] =
2415          R"(precision mediump float;
2416  varying vec2 v_texCoord;
2417  uniform sampler2D u_texture;
2418  void main() {
2419      // Shader swizzles color channels so we can tell if the draw succeeded.
2420      gl_FragColor = texture2D(u_texture, v_texCoord).gbra;
2421  })";
2422  
2423      GLTexture texture;
2424      FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2425  
2426      ASSERT_GL_NO_ERROR();
2427  
2428      GLFramebuffer framebuffer;
2429      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2430      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2431  
2432      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2433  
2434      ANGLE_GL_PROGRAM(program, kVS, kFS);
2435  
2436      GLint uniformLoc = glGetUniformLocation(program, "u_texture");
2437      ASSERT_NE(-1, uniformLoc);
2438  
2439      glUseProgram(program);
2440      glUniform1i(uniformLoc, 0);
2441      glDisable(GL_BLEND);
2442      glDisable(GL_DEPTH_TEST);
2443      ASSERT_GL_NO_ERROR();
2444  
2445      // Drawing with a texture that is also bound to the current framebuffer should fail
2446      glBindTexture(GL_TEXTURE_2D, texture);
2447      drawQuad(program, "a_position", 0.5f, 1.0f, true);
2448      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2449  
2450      // Ensure that the texture contents did not change after the previous render
2451      glBindFramebuffer(GL_FRAMEBUFFER, 0);
2452      drawQuad(program, "a_position", 0.5f, 1.0f, true);
2453      ASSERT_GL_NO_ERROR();
2454      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
2455  
2456      // Drawing when texture is bound to an inactive uniform should succeed
2457      GLTexture texture2;
2458      FillTexture2D(texture2, 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2459  
2460      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2461      glActiveTexture(GL_TEXTURE1);
2462      glBindTexture(GL_TEXTURE_2D, texture);
2463      drawQuad(program, "a_position", 0.5f, 1.0f, true);
2464      ASSERT_GL_NO_ERROR();
2465      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2466  }
2467  
2468  // Multi-context uses of textures should not cause rendering feedback loops.
TEST_P(WebGLCompatibilityTest,MultiContextNoRenderingFeedbackLoops)2469  TEST_P(WebGLCompatibilityTest, MultiContextNoRenderingFeedbackLoops)
2470  {
2471      constexpr char kUnusedTextureVS[] =
2472          R"(attribute vec4 a_position;
2473  varying vec2 v_texCoord;
2474  void main() {
2475      gl_Position = a_position;
2476      v_texCoord = (a_position.xy * 0.5) + 0.5;
2477  })";
2478  
2479      constexpr char kUnusedTextureFS[] =
2480          R"(precision mediump float;
2481  varying vec2 v_texCoord;
2482  uniform sampler2D u_texture;
2483  void main() {
2484      gl_FragColor = texture2D(u_texture, v_texCoord).rgba;
2485  })";
2486  
2487      ANGLE_GL_PROGRAM(unusedProgram, kUnusedTextureVS, kUnusedTextureFS);
2488  
2489      glUseProgram(unusedProgram);
2490      GLint uniformLoc = glGetUniformLocation(unusedProgram, "u_texture");
2491      ASSERT_NE(-1, uniformLoc);
2492      glUniform1i(uniformLoc, 0);
2493  
2494      GLTexture texture;
2495      FillTexture2D(texture, 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2496      glBindTexture(GL_TEXTURE_2D, texture);
2497      // Note that _texture_ is still bound to GL_TEXTURE_2D in this context at this point.
2498  
2499      EGLWindow *window          = getEGLWindow();
2500      EGLDisplay display         = window->getDisplay();
2501      EGLConfig config           = window->getConfig();
2502      EGLSurface surface         = window->getSurface();
2503      EGLint contextAttributes[] = {
2504          EGL_CONTEXT_MAJOR_VERSION_KHR,
2505          GetParam().majorVersion,
2506          EGL_CONTEXT_MINOR_VERSION_KHR,
2507          GetParam().minorVersion,
2508          EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE,
2509          EGL_TRUE,
2510          EGL_NONE,
2511      };
2512      auto context1 = eglGetCurrentContext();
2513      // Create context2, sharing resources with context1.
2514      auto context2 = eglCreateContext(display, config, context1, contextAttributes);
2515      ASSERT_NE(context2, EGL_NO_CONTEXT);
2516      eglMakeCurrent(display, surface, surface, context2);
2517  
2518      constexpr char kVS[] =
2519          R"(attribute vec4 a_position;
2520  void main() {
2521      gl_Position = a_position;
2522  })";
2523  
2524      constexpr char kFS[] =
2525          R"(precision mediump float;
2526  void main() {
2527      gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
2528  })";
2529  
2530      ANGLE_GL_PROGRAM(program, kVS, kFS);
2531      glUseProgram(program);
2532  
2533      ASSERT_GL_NO_ERROR();
2534  
2535      // Render to the texture in context2.
2536      GLFramebuffer framebuffer;
2537      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2538      // Texture is still a valid name in context2.
2539      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2540      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2541      // There is no rendering feedback loop at this point.
2542  
2543      glDisable(GL_BLEND);
2544      glDisable(GL_DEPTH_TEST);
2545      ASSERT_GL_NO_ERROR();
2546  
2547      drawQuad(program, "a_position", 0.5f, 1.0f, true);
2548      ASSERT_GL_NO_ERROR();
2549      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2550  
2551      eglMakeCurrent(display, surface, surface, context1);
2552      eglDestroyContext(display, context2);
2553  }
2554  
2555  // Test for the max draw buffers and color attachments.
TEST_P(WebGLCompatibilityTest,MaxDrawBuffersAttachmentPoints)2556  TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
2557  {
2558      // This test only applies to ES2.
2559      if (getClientMajorVersion() != 2)
2560      {
2561          return;
2562      }
2563  
2564      GLFramebuffer fbo[2];
2565      glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
2566  
2567      // Test that is valid when we bind with a single attachment point.
2568      GLTexture texture;
2569      glBindTexture(GL_TEXTURE_2D, texture);
2570      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2571      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2572      ASSERT_GL_NO_ERROR();
2573  
2574      // Test that enabling the draw buffers extension will allow us to bind with a non-zero
2575      // attachment point.
2576      if (IsGLExtensionRequestable("GL_EXT_draw_buffers"))
2577      {
2578          glRequestExtensionANGLE("GL_EXT_draw_buffers");
2579          EXPECT_GL_NO_ERROR();
2580          EXPECT_TRUE(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
2581  
2582          glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
2583  
2584          GLTexture texture2;
2585          glBindTexture(GL_TEXTURE_2D, texture2);
2586          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2587          glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
2588          ASSERT_GL_NO_ERROR();
2589      }
2590  }
2591  
2592  // Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLCompatibilityTest,DrawElementsOffsetRestriction)2593  TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
2594  {
2595      constexpr char kVS[] =
2596          R"(attribute vec3 a_pos;
2597  void main()
2598  {
2599      gl_Position = vec4(a_pos, 1.0);
2600  })";
2601  
2602      ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Red());
2603  
2604      GLint posLocation = glGetAttribLocation(program, "a_pos");
2605      ASSERT_NE(-1, posLocation);
2606      glUseProgram(program);
2607  
2608      const auto &vertices = GetQuadVertices();
2609  
2610      GLBuffer vertexBuffer;
2611      glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
2612      glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
2613                   GL_STATIC_DRAW);
2614  
2615      glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
2616      glEnableVertexAttribArray(posLocation);
2617  
2618      GLBuffer indexBuffer;
2619      const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0, 0};
2620      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
2621      glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
2622  
2623      ASSERT_GL_NO_ERROR();
2624  
2625      const char *zeroIndices = nullptr;
2626  
2627      glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
2628      ASSERT_GL_NO_ERROR();
2629  
2630      glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices);
2631      ASSERT_GL_NO_ERROR();
2632  
2633      glDrawElements(GL_TRIANGLES, 4, GL_UNSIGNED_SHORT, zeroIndices + 1);
2634      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2635  }
2636  
2637  // Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
2638  // size
TEST_P(WebGLCompatibilityTest,VertexAttribPointerOffsetRestriction)2639  TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
2640  {
2641      const char *zeroOffset = nullptr;
2642  
2643      // Base case, vector of two floats
2644      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
2645      ASSERT_GL_NO_ERROR();
2646  
2647      // Test setting a non-multiple offset
2648      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
2649      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2650      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
2651      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2652      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
2653      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2654  
2655      // Test setting a non-multiple stride
2656      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
2657      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2658      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
2659      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2660      glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
2661      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2662  }
2663  
drawBuffersEXTFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2664  void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
2665                                                          const std::array<GLenum, 2> &drawBuffers,
2666                                                          GLenum expectedError)
2667  {
2668      glDrawBuffersEXT(2, drawBuffers.data());
2669  
2670      // Make sure framebuffer is complete before feedback loop detection
2671      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2672  
2673      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2674  
2675      // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2676      // it should be NO_ERROR"
2677      EXPECT_GL_ERROR(expectedError);
2678  }
2679  
2680  // This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
2681  // Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
TEST_P(WebGLCompatibilityTest,RenderingFeedbackLoopWithDrawBuffersEXT)2682  TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
2683  {
2684      constexpr char kVS[] =
2685          R"(attribute vec4 aPosition;
2686  varying vec2 texCoord;
2687  void main() {
2688      gl_Position = aPosition;
2689      texCoord = (aPosition.xy * 0.5) + 0.5;
2690  })";
2691  
2692      constexpr char kFS[] =
2693          R"(#extension GL_EXT_draw_buffers : require
2694  precision mediump float;
2695  uniform sampler2D tex;
2696  varying vec2 texCoord;
2697  void main() {
2698      gl_FragData[0] = texture2D(tex, texCoord);
2699      gl_FragData[1] = texture2D(tex, texCoord);
2700  })";
2701  
2702      GLsizei width  = 8;
2703      GLsizei height = 8;
2704  
2705      // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
2706      // extension and gl_FragData semantics are changed to enforce indexing by zero always.
2707      // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
2708      if (/*!IsGLExtensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
2709      {
2710          // No WEBGL_draw_buffers support -- this is legal.
2711          return;
2712      }
2713  
2714      GLint maxDrawBuffers = 0;
2715      glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
2716  
2717      // Test skipped because MAX_DRAW_BUFFERS is too small.
2718      ANGLE_SKIP_TEST_IF(maxDrawBuffers < 2);
2719  
2720      ANGLE_GL_PROGRAM(program, kVS, kFS);
2721      glUseProgram(program);
2722      glViewport(0, 0, width, height);
2723  
2724      GLTexture tex0;
2725      GLTexture tex1;
2726      GLFramebuffer fbo;
2727      FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2728      FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
2729      ASSERT_GL_NO_ERROR();
2730  
2731      glBindTexture(GL_TEXTURE_2D, tex1);
2732      GLint texLoc = glGetUniformLocation(program, "tex");
2733      ASSERT_NE(-1, texLoc);
2734      glUniform1i(texLoc, 0);
2735      ASSERT_GL_NO_ERROR();
2736  
2737      // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
2738      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2739      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
2740      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
2741  
2742      drawBuffersEXTFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
2743      drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
2744                                 GL_INVALID_OPERATION);
2745      // A feedback loop is formed regardless of drawBuffers settings.
2746      drawBuffersEXTFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
2747  }
2748  
2749  // Test tests that texture copying feedback loops are properly rejected in WebGL.
2750  // Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
TEST_P(WebGLCompatibilityTest,TextureCopyingFeedbackLoops)2751  TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
2752  {
2753      // TODO(anglebug.com/40096747): Failing on ARM-based Apple DTKs.
2754      ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2755  
2756      GLTexture texture;
2757      glBindTexture(GL_TEXTURE_2D, texture);
2758      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2759      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2760      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2761      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2762      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2763  
2764      GLTexture texture2;
2765      glBindTexture(GL_TEXTURE_2D, texture2);
2766      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
2767      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2768      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2769      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2770      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2771  
2772      GLFramebuffer framebuffer;
2773      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2774      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2775  
2776      // framebuffer should be FRAMEBUFFER_COMPLETE.
2777      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2778      ASSERT_GL_NO_ERROR();
2779  
2780      // testing copyTexImage2D
2781  
2782      // copyTexImage2D to same texture but different level
2783      glBindTexture(GL_TEXTURE_2D, texture);
2784      glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2785      EXPECT_GL_NO_ERROR();
2786  
2787      // copyTexImage2D to same texture same level, invalid feedback loop
2788      glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2789      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2790  
2791      // copyTexImage2D to different texture
2792      glBindTexture(GL_TEXTURE_2D, texture2);
2793      glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
2794      EXPECT_GL_NO_ERROR();
2795  
2796      // testing copyTexSubImage2D
2797  
2798      // copyTexSubImage2D to same texture but different level
2799      glBindTexture(GL_TEXTURE_2D, texture);
2800      glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
2801      EXPECT_GL_NO_ERROR();
2802  
2803      // copyTexSubImage2D to same texture same level, invalid feedback loop
2804      glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2805      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2806  
2807      // copyTexSubImage2D to different texture
2808      glBindTexture(GL_TEXTURE_2D, texture2);
2809      glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
2810      EXPECT_GL_NO_ERROR();
2811  }
2812  
2813  // Test that copying from mip 1 of a texture to mip 0 works.  When the framebuffer is attached to
2814  // mip 1 of a mip-complete texture, an image with both mips are created.  When copying from the
2815  // framebuffer to mip 0, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip1ToMip0)2816  TEST_P(WebGL2CompatibilityTest, CopyMip1ToMip0)
2817  {
2818      // http://anglebug.com/42263391
2819      ANGLE_SKIP_TEST_IF(IsD3D11());
2820  
2821      // http://anglebug.com/42263392
2822      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && (IsWindows() || IsMac()));
2823  
2824      // TODO(anglebug.com/40096747): Failing on ARM64-based Apple DTKs.
2825      ANGLE_SKIP_TEST_IF(IsMac() && IsARM64() && IsDesktopOpenGL());
2826  
2827      GLFramebuffer framebuffer;
2828      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2829  
2830      GLTexture texture;
2831      glBindTexture(GL_TEXTURE_2D, texture);
2832  
2833      const GLColor mip0[4] = {
2834          GLColor::red,
2835          GLColor::red,
2836          GLColor::red,
2837          GLColor::red,
2838      };
2839      const GLColor mip1[1] = {
2840          GLColor::green,
2841      };
2842  
2843      // Create a complete mip chain in mips 0 to 2
2844      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2845      glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2846  
2847      // Framebuffer can bind to mip 1, as the texture is mip-complete.
2848      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2849      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2850  
2851      // Copy to mip 0.  This shouldn't crash.
2852      glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
2853      EXPECT_GL_NO_ERROR();
2854  
2855      // The framebuffer is now incomplete.
2856      EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
2857                       glCheckFramebufferStatus(GL_FRAMEBUFFER));
2858  
2859      // http://anglebug.com/42263389
2860      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
2861  
2862      // http://anglebug.com/42263390
2863      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsMac());
2864  
2865      // Bind framebuffer to mip 0 and make sure the copy was done.
2866      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2867      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2868      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2869  
2870      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2871  }
2872  
2873  // Test that copying from mip 0 of a texture to mip 1 works.  When the framebuffer is attached to
2874  // mip 0 of a mip-complete texture, an image with both mips are created.  When copying from the
2875  // framebuffer to mip 1, it is being redefined.
TEST_P(WebGL2CompatibilityTest,CopyMip0ToMip1)2876  TEST_P(WebGL2CompatibilityTest, CopyMip0ToMip1)
2877  {
2878      // http://anglebug.com/42263392
2879      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
2880  
2881      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
2882  
2883      GLFramebuffer framebuffer;
2884      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
2885  
2886      GLTexture texture;
2887      glBindTexture(GL_TEXTURE_2D, texture);
2888  
2889      const GLColor mip0[4] = {
2890          GLColor::red,
2891          GLColor::red,
2892          GLColor::red,
2893          GLColor::red,
2894      };
2895      const GLColor mip1[1] = {
2896          GLColor::green,
2897      };
2898  
2899      // Create a complete mip chain in mips 0 to 2
2900      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
2901      glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip1);
2902  
2903      // Framebuffer can bind to mip 0, as the texture is mip-complete.
2904      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
2905      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2906  
2907      // Copy to mip 1.  This shouldn't crash.
2908      glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
2909      EXPECT_GL_NO_ERROR();
2910  
2911      // The framebuffer is still complete.
2912      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2913      // Make sure mip 0 is untouched.
2914      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2915      EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2916  
2917      // Bind framebuffer to mip 1 and make sure the copy was done.
2918      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2919      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
2920      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
2921  
2922      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2923      EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
2924  }
2925  
drawBuffersFeedbackLoop(GLuint program,const std::array<GLenum,2> & drawBuffers,GLenum expectedError)2926  void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
2927                                                       const std::array<GLenum, 2> &drawBuffers,
2928                                                       GLenum expectedError)
2929  {
2930      glDrawBuffers(2, drawBuffers.data());
2931  
2932      // Make sure framebuffer is complete before feedback loop detection
2933      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
2934  
2935      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
2936  
2937      // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
2938      // it should be NO_ERROR"
2939      EXPECT_GL_ERROR(expectedError);
2940  }
2941  
2942  // Tests invariance matching rules between built in varyings.
2943  // Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
TEST_P(WebGLCompatibilityTest,BuiltInInvariant)2944  TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
2945  {
2946      constexpr char kVS[] =
2947          R"(varying vec4 v_varying;
2948  void main()
2949  {
2950      gl_PointSize = 1.0;
2951      gl_Position = v_varying;
2952  })";
2953      constexpr char kFSInvariantGlFragCoord[] =
2954          R"(invariant gl_FragCoord;
2955  void main()
2956  {
2957      gl_FragColor = gl_FragCoord;
2958  })";
2959      constexpr char kFSInvariantGlPointCoord[] =
2960          R"(invariant gl_PointCoord;
2961  void main()
2962  {
2963      gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);
2964  })";
2965  
2966      GLuint program = CompileProgram(kVS, kFSInvariantGlFragCoord);
2967      EXPECT_EQ(0u, program);
2968  
2969      program = CompileProgram(kVS, kFSInvariantGlPointCoord);
2970      EXPECT_EQ(0u, program);
2971  }
2972  
2973  // Tests global namespace conflicts between uniforms and attributes.
2974  // Based on WebGL test conformance/glsl/misc/shaders-with-name-conflicts.html.
TEST_P(WebGLCompatibilityTest,GlobalNamesConflict)2975  TEST_P(WebGLCompatibilityTest, GlobalNamesConflict)
2976  {
2977      constexpr char kVS[] =
2978          R"(attribute vec4 foo;
2979  void main()
2980  {
2981      gl_Position = foo;
2982  })";
2983      constexpr char kFS[] =
2984          R"(precision mediump float;
2985  uniform vec4 foo;
2986  void main()
2987  {
2988      gl_FragColor = foo;
2989  })";
2990  
2991      GLuint program = CompileProgram(kVS, kFS);
2992      EXPECT_NE(0u, program);
2993  }
2994  
2995  // Test dimension and image size validation of compressed textures
TEST_P(WebGLCompatibilityTest,CompressedTextureS3TC)2996  TEST_P(WebGLCompatibilityTest, CompressedTextureS3TC)
2997  {
2998      if (IsGLExtensionRequestable("GL_EXT_texture_compression_dxt1"))
2999      {
3000          glRequestExtensionANGLE("GL_EXT_texture_compression_dxt1");
3001      }
3002  
3003      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_dxt1"));
3004  
3005      constexpr uint8_t CompressedImageDXT1[] = {0x00, 0xf8, 0x00, 0xf8, 0xaa, 0xaa, 0xaa, 0xaa};
3006  
3007      GLTexture texture;
3008      glBindTexture(GL_TEXTURE_2D, texture);
3009  
3010      // Regular case, verify that it works
3011      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3012                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3013      ASSERT_GL_NO_ERROR();
3014  
3015      // Test various dimensions that are not valid
3016      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 3, 4, 0,
3017                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3018      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3019  
3020      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 3, 0,
3021                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3022      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3023  
3024      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3025                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3026      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3027  
3028      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3029                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3030      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3031  
3032      // Test various image sizes that are not valid
3033      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3034                             sizeof(CompressedImageDXT1) - 1, CompressedImageDXT1);
3035      ASSERT_GL_ERROR(GL_INVALID_VALUE);
3036  
3037      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3038                             sizeof(CompressedImageDXT1) + 1, CompressedImageDXT1);
3039      ASSERT_GL_ERROR(GL_INVALID_VALUE);
3040  
3041      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0, 0,
3042                             CompressedImageDXT1);
3043      ASSERT_GL_ERROR(GL_INVALID_VALUE);
3044  
3045      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 0, 0, 0,
3046                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3047      ASSERT_GL_ERROR(GL_INVALID_VALUE);
3048  
3049      // Fill a full mip chain and verify that it works
3050      glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 0,
3051                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3052      glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 2, 2, 0,
3053                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3054      glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 1, 1, 0,
3055                             sizeof(CompressedImageDXT1), CompressedImageDXT1);
3056      ASSERT_GL_NO_ERROR();
3057  
3058      glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3059                                sizeof(CompressedImageDXT1), CompressedImageDXT1);
3060      ASSERT_GL_NO_ERROR();
3061  
3062      // Test that non-block size sub-uploads are not valid for the 0 mip
3063      glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3064                                sizeof(CompressedImageDXT1), CompressedImageDXT1);
3065      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3066  
3067      // Test that non-block size sub-uploads are valid for if they fill the whole mip
3068      glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 2, 2, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3069                                sizeof(CompressedImageDXT1), CompressedImageDXT1);
3070      glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, 1, 1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3071                                sizeof(CompressedImageDXT1), CompressedImageDXT1);
3072      ASSERT_GL_NO_ERROR();
3073  
3074      // Test that if the format miss-matches the texture, an error is generated
3075      glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 2, 2, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3076                                sizeof(CompressedImageDXT1), CompressedImageDXT1);
3077      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3078  }
3079  
3080  // Test WebGL-specific constraints on sizes of S3TC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageS3TC)3081  TEST_P(WebGLCompatibilityTest, CompressedTexImageS3TC)
3082  {
3083      const char *extensions[] = {
3084          "GL_EXT_texture_compression_dxt1",
3085          "GL_ANGLE_texture_compression_dxt3",
3086          "GL_ANGLE_texture_compression_dxt5",
3087      };
3088  
3089      for (const char *extension : extensions)
3090      {
3091          if (IsGLExtensionRequestable(extension))
3092          {
3093              glRequestExtensionANGLE(extension);
3094          }
3095  
3096          ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled(extension));
3097      }
3098  
3099      // Ported from WebGL conformance suite:
3100      // sdk/tests/conformance/extensions/s3tc-and-srgb.html
3101      constexpr GLenum formats[] = {
3102          GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
3103          GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
3104          GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
3105          GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
3106      };
3107  
3108      for (GLenum format : formats)
3109      {
3110          testCompressedTexImage(format);
3111      }
3112  }
3113  
3114  // Test WebGL-specific constraints on sizes of RGTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageRGTC)3115  TEST_P(WebGLCompatibilityTest, CompressedTexImageRGTC)
3116  {
3117      if (IsGLExtensionRequestable("GL_EXT_texture_compression_rgtc"))
3118      {
3119          glRequestExtensionANGLE("GL_EXT_texture_compression_rgtc");
3120      }
3121  
3122      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_rgtc"));
3123  
3124      // Ported from WebGL conformance suite:
3125      // sdk/tests/conformance/extensions/ext-texture-compression-rgtc.html
3126      constexpr GLenum formats[] = {GL_COMPRESSED_RED_RGTC1_EXT, GL_COMPRESSED_SIGNED_RED_RGTC1_EXT,
3127                                    GL_COMPRESSED_RED_GREEN_RGTC2_EXT,
3128                                    GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT};
3129  
3130      for (GLenum format : formats)
3131      {
3132          testCompressedTexImage(format);
3133      }
3134  }
3135  
3136  // Test WebGL-specific constraints on sizes of BPTC textures' mipmap levels.
TEST_P(WebGLCompatibilityTest,CompressedTexImageBPTC)3137  TEST_P(WebGLCompatibilityTest, CompressedTexImageBPTC)
3138  {
3139      if (IsGLExtensionRequestable("GL_EXT_texture_compression_bptc"))
3140      {
3141          glRequestExtensionANGLE("GL_EXT_texture_compression_bptc");
3142      }
3143  
3144      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_compression_bptc"));
3145  
3146      // Ported from WebGL conformance suite:
3147      // sdk/tests/conformance/extensions/ext-texture-compression-bptc.html
3148      constexpr GLenum formats[] = {
3149          GL_COMPRESSED_RGBA_BPTC_UNORM_EXT, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT,
3150          GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT};
3151  
3152      for (GLenum format : formats)
3153      {
3154          testCompressedTexImage(format);
3155      }
3156  }
3157  
TEST_P(WebGLCompatibilityTest,L32FTextures)3158  TEST_P(WebGLCompatibilityTest, L32FTextures)
3159  {
3160      constexpr float textureData[]   = {15.1f, 0.0f, 0.0f, 0.0f};
3161      constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0], 1.0f};
3162  
3163      for (auto extension : FloatingPointTextureExtensions)
3164      {
3165          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3166          {
3167              glRequestExtensionANGLE(extension);
3168              ASSERT_GL_NO_ERROR();
3169          }
3170  
3171          // Unsized L 32F
3172          {
3173              bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3174              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3175              bool render  = false;
3176              TestFloatTextureFormat(GL_LUMINANCE, GL_LUMINANCE, GL_FLOAT, texture, filter, render,
3177                                     textureData, readPixelData);
3178          }
3179  
3180          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3181          {
3182              // Sized L 32F
3183              bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3184                             IsGLExtensionEnabled("GL_EXT_texture_storage");
3185              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3186              bool render = false;
3187              TestFloatTextureFormat(GL_LUMINANCE32F_EXT, GL_LUMINANCE, GL_FLOAT, texture, filter,
3188                                     render, textureData, readPixelData);
3189          }
3190      }
3191  }
3192  
TEST_P(WebGLCompatibilityTest,A32FTextures)3193  TEST_P(WebGLCompatibilityTest, A32FTextures)
3194  {
3195      constexpr float textureData[]   = {33.33f, 0.0f, 0.0f, 0.0f};
3196      constexpr float readPixelData[] = {0.0f, 0.0f, 0.0f, textureData[0]};
3197  
3198      for (auto extension : FloatingPointTextureExtensions)
3199      {
3200          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3201          {
3202              glRequestExtensionANGLE(extension);
3203              ASSERT_GL_NO_ERROR();
3204          }
3205  
3206          // Unsized A 32F
3207          {
3208              bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3209              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3210              bool render  = false;
3211              TestFloatTextureFormat(GL_ALPHA, GL_ALPHA, GL_FLOAT, texture, filter, render,
3212                                     textureData, readPixelData);
3213          }
3214  
3215          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3216          {
3217              // Sized A 32F
3218              bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3219                             IsGLExtensionEnabled("GL_EXT_texture_storage");
3220              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3221              bool render = false;
3222              TestFloatTextureFormat(GL_ALPHA32F_EXT, GL_ALPHA, GL_FLOAT, texture, filter, render,
3223                                     textureData, readPixelData);
3224          }
3225      }
3226  }
3227  
TEST_P(WebGLCompatibilityTest,LA32FTextures)3228  TEST_P(WebGLCompatibilityTest, LA32FTextures)
3229  {
3230      constexpr float textureData[]   = {-0.21f, 15.1f, 0.0f, 0.0f};
3231      constexpr float readPixelData[] = {textureData[0], textureData[0], textureData[0],
3232                                         textureData[1]};
3233  
3234      for (auto extension : FloatingPointTextureExtensions)
3235      {
3236          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3237          {
3238              glRequestExtensionANGLE(extension);
3239              ASSERT_GL_NO_ERROR();
3240          }
3241  
3242          // Unsized LA 32F
3243          {
3244              bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3245              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3246              bool render  = false;
3247              TestFloatTextureFormat(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3248                                     filter, render, textureData, readPixelData);
3249          }
3250  
3251          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3252          {
3253              // Sized LA 32F
3254              bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3255                             IsGLExtensionEnabled("GL_EXT_texture_storage");
3256              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3257              bool render = false;
3258              TestFloatTextureFormat(GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT, texture,
3259                                     filter, render, textureData, readPixelData);
3260          }
3261      }
3262  }
3263  
TEST_P(WebGLCompatibilityTest,R32FTextures)3264  TEST_P(WebGLCompatibilityTest, R32FTextures)
3265  {
3266      constexpr float data[] = {1000.0f, 0.0f, 0.0f, 1.0f};
3267  
3268      for (auto extension : FloatingPointTextureExtensions)
3269      {
3270          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3271          {
3272              glRequestExtensionANGLE(extension);
3273              ASSERT_GL_NO_ERROR();
3274          }
3275  
3276          // Unsized R 32F
3277          {
3278              bool texture = IsGLExtensionEnabled("GL_OES_texture_float") &&
3279                             IsGLExtensionEnabled("GL_EXT_texture_rg");
3280              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3281              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3282              TestFloatTextureFormat(GL_RED, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3283          }
3284  
3285          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3286          {
3287              // Sized R 32F
3288              bool texture =
3289                  (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3290                                                     IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3291                                                     IsGLExtensionEnabled("GL_EXT_texture_storage"));
3292              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3293              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3294              TestFloatTextureFormat(GL_R32F, GL_RED, GL_FLOAT, texture, filter, render, data, data);
3295          }
3296      }
3297  }
3298  
TEST_P(WebGLCompatibilityTest,RG32FTextures)3299  TEST_P(WebGLCompatibilityTest, RG32FTextures)
3300  {
3301      constexpr float data[] = {1000.0f, -0.001f, 0.0f, 1.0f};
3302  
3303      for (auto extension : FloatingPointTextureExtensions)
3304      {
3305          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3306          {
3307              glRequestExtensionANGLE(extension);
3308              ASSERT_GL_NO_ERROR();
3309          }
3310  
3311          // Unsized RG 32F
3312          {
3313              bool texture = (IsGLExtensionEnabled("GL_OES_texture_float") &&
3314                              IsGLExtensionEnabled("GL_EXT_texture_rg"));
3315              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3316              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3317              TestFloatTextureFormat(GL_RG, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3318          }
3319  
3320          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3321          {
3322              // Sized RG 32F
3323              bool texture =
3324                  (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3325                                                     IsGLExtensionEnabled("GL_EXT_texture_rg") &&
3326                                                     IsGLExtensionEnabled("GL_EXT_texture_storage"));
3327              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3328              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float");
3329              TestFloatTextureFormat(GL_RG32F, GL_RG, GL_FLOAT, texture, filter, render, data, data);
3330          }
3331      }
3332  }
3333  
TEST_P(WebGLCompatibilityTest,RGB32FTextures)3334  TEST_P(WebGLCompatibilityTest, RGB32FTextures)
3335  {
3336      constexpr float data[] = {1000.0f, -500.0f, 10.0f, 1.0f};
3337  
3338      for (auto extension : FloatingPointTextureExtensions)
3339      {
3340          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3341          {
3342              glRequestExtensionANGLE(extension);
3343              ASSERT_GL_NO_ERROR();
3344          }
3345  
3346          // Unsized RGB 32F
3347          {
3348              bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3349              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3350              bool render  = false;
3351              TestFloatTextureFormat(GL_RGB, GL_RGB, GL_FLOAT, texture, filter, render, data, data);
3352          }
3353  
3354          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3355          {
3356              // Sized RGB 32F
3357              bool texture =
3358                  (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3359                                                     IsGLExtensionEnabled("GL_EXT_texture_storage"));
3360              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3361              bool render = IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgb");
3362              TestFloatTextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, texture, filter, render, data,
3363                                     data);
3364          }
3365      }
3366  }
3367  
TEST_P(WebGLCompatibilityTest,RGBA32FTextures)3368  TEST_P(WebGLCompatibilityTest, RGBA32FTextures)
3369  {
3370      // http://anglebug.com/42263897
3371      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3372  
3373      constexpr float data[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3374  
3375      for (auto extension : FloatingPointTextureExtensions)
3376      {
3377          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3378          {
3379              glRequestExtensionANGLE(extension);
3380              ASSERT_GL_NO_ERROR();
3381          }
3382  
3383          // Unsized RGBA 32F
3384          {
3385              bool texture = IsGLExtensionEnabled("GL_OES_texture_float");
3386              bool filter  = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3387              bool render  = false;
3388              TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_FLOAT, texture, filter, render, data, data);
3389          }
3390  
3391          if (getClientMajorVersion() >= 3 || IsGLExtensionEnabled("GL_EXT_texture_storage"))
3392          {
3393              // Sized RGBA 32F
3394              bool texture =
3395                  (getClientMajorVersion() >= 3) || (IsGLExtensionEnabled("GL_OES_texture_float") &&
3396                                                     IsGLExtensionEnabled("GL_EXT_texture_storage"));
3397              bool filter = IsGLExtensionEnabled("GL_OES_texture_float_linear");
3398              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3399                            IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba");
3400              TestFloatTextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, texture, filter, render, data,
3401                                     data);
3402          }
3403      }
3404  }
3405  
3406  // Test that has float color attachment caching works when color attachments change, by calling draw
3407  // command when blending is enabled
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachment)3408  TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachment)
3409  {
3410      if (getClientMajorVersion() >= 3)
3411      {
3412          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3413      }
3414      else
3415      {
3416          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3417          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3418      }
3419  
3420      constexpr char kVS[] =
3421          R"(void main()
3422  {
3423      gl_Position = vec4(0, 0, 0, 1);
3424  })";
3425  
3426      constexpr char kFS[] =
3427          R"(void main()
3428  {
3429      gl_FragColor = vec4(0, 1, 0, 1);
3430  })";
3431  
3432      ANGLE_GL_PROGRAM(program, kVS, kFS);
3433      glUseProgram(program);
3434  
3435      glEnable(GL_BLEND);
3436  
3437      GLTexture texture1;
3438      glBindTexture(GL_TEXTURE_2D, texture1);
3439      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3440      EXPECT_GL_NO_ERROR();
3441  
3442      GLTexture texture2;
3443      glBindTexture(GL_TEXTURE_2D, texture2);
3444      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3445      EXPECT_GL_NO_ERROR();
3446  
3447      GLFramebuffer fbo1;
3448      glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3449      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3450      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3451  
3452      GLFramebuffer fbo2;
3453      glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3454      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3455      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3456      glDrawArrays(GL_POINTS, 0, 1);
3457      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3458  
3459      glDisable(GL_BLEND);
3460      glDrawArrays(GL_POINTS, 0, 1);
3461      EXPECT_GL_NO_ERROR();
3462      glEnable(GL_BLEND);
3463  
3464      glBindFramebuffer(GL_FRAMEBUFFER, fbo1);
3465      glDrawArrays(GL_POINTS, 0, 1);
3466  
3467      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0,
3468                             0);  // test unbind
3469      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
3470      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3471  
3472      glDrawArrays(GL_POINTS, 0, 1);
3473      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3474  
3475      glDisable(GL_BLEND);
3476      glDrawArrays(GL_POINTS, 0, 1);
3477      EXPECT_GL_NO_ERROR();
3478      glEnable(GL_BLEND);
3479  
3480      glBindTexture(GL_TEXTURE_2D, texture2);
3481      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3482  
3483      glDrawArrays(GL_POINTS, 0, 1);
3484      EXPECT_GL_NO_ERROR();
3485  }
3486  
3487  // Test that has float color attachment caching works with multiple color attachments bound to a
3488  // Framebuffer
TEST_P(WebGLCompatibilityTest,FramebufferFloatColorAttachmentMRT)3489  TEST_P(WebGLCompatibilityTest, FramebufferFloatColorAttachmentMRT)
3490  {
3491      bool isWebGL2 = getClientMajorVersion() >= 3;
3492      if (isWebGL2)
3493      {
3494          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3495  
3496          constexpr char kVS[] =
3497              R"(#version 300 es
3498  void main()
3499  {
3500      gl_Position = vec4(0, 0, 0, 1);
3501  })";
3502  
3503          constexpr char kFS[] =
3504              R"(#version 300 es
3505  precision lowp float;
3506  layout(location = 0) out vec4 o_color0;
3507  layout(location = 1) out vec4 o_color1;
3508  void main()
3509  {
3510      o_color0 = vec4(1, 0, 0, 1);
3511      o_color1 = vec4(0, 1, 0, 1);
3512  })";
3513  
3514          ANGLE_GL_PROGRAM(program, kVS, kFS);
3515          glUseProgram(program);
3516      }
3517      else
3518      {
3519          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3520          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3521          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_draw_buffers"));
3522  
3523          constexpr char kVS[] =
3524              R"(void main()
3525  {
3526      gl_Position = vec4(0, 0, 0, 1);
3527  })";
3528  
3529          constexpr char kFS[] =
3530              R"(#extension GL_EXT_draw_buffers : require
3531  precision lowp float;
3532  void main()
3533  {
3534      gl_FragData[0] = vec4(1, 0, 0, 1);
3535      gl_FragData[1] = vec4(0, 1, 0, 1);
3536  })";
3537  
3538          ANGLE_GL_PROGRAM(program, kVS, kFS);
3539          glUseProgram(program);
3540      }
3541  
3542      glEnable(GL_BLEND);
3543  
3544      GLTexture texture1;
3545      glBindTexture(GL_TEXTURE_2D, texture1);
3546      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3547      EXPECT_GL_NO_ERROR();
3548  
3549      GLTexture texture2;
3550      glBindTexture(GL_TEXTURE_2D, texture2);
3551      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3552      EXPECT_GL_NO_ERROR();
3553  
3554      GLTexture textureF1;
3555      glBindTexture(GL_TEXTURE_2D, textureF1);
3556      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3557      EXPECT_GL_NO_ERROR();
3558  
3559      GLTexture textureF2;
3560      glBindTexture(GL_TEXTURE_2D, textureF2);
3561      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3562      EXPECT_GL_NO_ERROR();
3563  
3564      GLFramebuffer fbo;
3565      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3566      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3567      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3568      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3569  
3570      GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
3571      if (isWebGL2)
3572      {
3573          glDrawBuffers(2, drawbuffers);
3574      }
3575      else
3576      {
3577          glDrawBuffersEXT(2, drawbuffers);
3578      }
3579  
3580      glDrawArrays(GL_POINTS, 0, 1);
3581      EXPECT_GL_NO_ERROR();
3582  
3583      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureF1, 0);
3584      glDrawArrays(GL_POINTS, 0, 1);
3585      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3586  
3587      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textureF2, 0);
3588      glDrawArrays(GL_POINTS, 0, 1);
3589      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3590  
3591      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
3592      glDrawArrays(GL_POINTS, 0, 1);
3593      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3594  
3595      if (isWebGL2)
3596      {
3597          // WebGL 1 will report a FRAMEBUFFER_UNSUPPORTED for one unsigned_byte and one float
3598          // attachment bound to one FBO at the same time
3599          glDrawBuffers(1, drawbuffers);
3600          ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
3601          glDrawArrays(GL_POINTS, 0, 1);
3602          EXPECT_GL_NO_ERROR();
3603          glDrawBuffers(2, drawbuffers);
3604      }
3605  
3606      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2, 0);
3607      glDrawArrays(GL_POINTS, 0, 1);
3608      EXPECT_GL_NO_ERROR();
3609  }
3610  
TestBlendColor(const bool shouldClamp)3611  static void TestBlendColor(const bool shouldClamp)
3612  {
3613      auto expected = GLColor32F(5, 0, 0, 0);
3614      glBlendColor(expected.R, expected.G, expected.B, expected.A);
3615      if (shouldClamp)
3616      {
3617          expected.R = 1;
3618      }
3619  
3620      float arr[4] = {};
3621      glGetFloatv(GL_BLEND_COLOR, arr);
3622      const auto actual = GLColor32F(arr[0], arr[1], arr[2], arr[3]);
3623      EXPECT_COLOR_NEAR(expected, actual, 0.001);
3624  }
3625  
3626  // Test if blending of float32 color attachment generates GL_INVALID_OPERATION when
3627  // GL_EXT_float_blend is not enabled
TEST_P(WebGLCompatibilityTest,FloatBlend)3628  TEST_P(WebGLCompatibilityTest, FloatBlend)
3629  {
3630      if (getClientMajorVersion() >= 3)
3631      {
3632          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3633      }
3634      else
3635      {
3636          TestBlendColor(true);
3637          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_float"));
3638          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
3639      }
3640  
3641      // -
3642  
3643      TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, false);
3644  
3645      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_float_blend"));
3646      ASSERT_GL_NO_ERROR();
3647  
3648      TestExtFloatBlend(GL_RGBA32F, GL_FLOAT, true);
3649  }
3650  
3651  // Test the blending of float16 color attachments
TEST_P(WebGLCompatibilityTest,HalfFloatBlend)3652  TEST_P(WebGLCompatibilityTest, HalfFloatBlend)
3653  {
3654      GLenum internalFormat = GL_RGBA16F;
3655      GLenum type           = GL_FLOAT;
3656      if (getClientMajorVersion() >= 3)
3657      {
3658          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_float"));
3659      }
3660      else
3661      {
3662          TestBlendColor(true);
3663          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_half_float"));
3664          ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_color_buffer_half_float"));
3665          internalFormat = GL_RGBA;
3666          type           = GL_HALF_FLOAT_OES;
3667      }
3668  
3669      // -
3670  
3671      TestExtFloatBlend(internalFormat, type, true);
3672  }
3673  
TEST_P(WebGLCompatibilityTest,R16FTextures)3674  TEST_P(WebGLCompatibilityTest, R16FTextures)
3675  {
3676      // http://anglebug.com/42263897
3677      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3678  
3679      constexpr float readPixelsData[] = {-5000.0f, 0.0f, 0.0f, 1.0f};
3680      const GLushort textureData[]     = {
3681          gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3682          gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3683  
3684      for (auto extension : FloatingPointTextureExtensions)
3685      {
3686          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3687          {
3688              glRequestExtensionANGLE(extension);
3689              ASSERT_GL_NO_ERROR();
3690          }
3691  
3692          // Unsized R 16F (OES)
3693          if (getClientMajorVersion() < 3)
3694          {
3695              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3696                             IsGLExtensionEnabled("GL_EXT_texture_rg");
3697              bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3698              bool render = false;
3699              TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3700                                     textureData, readPixelsData);
3701          }
3702  
3703          // Unsized R 16F
3704          {
3705              bool texture = false;
3706              bool filter  = false;
3707              bool render  = false;
3708              TestFloatTextureFormat(GL_RED, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3709                                     textureData, readPixelsData);
3710          }
3711  
3712          if (getClientMajorVersion() >= 3)
3713          {
3714              // Sized R 16F
3715              bool texture = true;
3716              bool filter  = true;
3717              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3718                            IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3719              TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT, texture, filter, render,
3720                                     textureData, readPixelsData);
3721          }
3722          else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3723          {
3724              // Sized R 16F (OES)
3725              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3726                             IsGLExtensionEnabled("GL_EXT_texture_rg");
3727              bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3728              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3729              TestFloatTextureFormat(GL_R16F, GL_RED, GL_HALF_FLOAT_OES, texture, filter, render,
3730                                     textureData, readPixelsData);
3731          }
3732      }
3733  }
3734  
TEST_P(WebGLCompatibilityTest,RG16FTextures)3735  TEST_P(WebGLCompatibilityTest, RG16FTextures)
3736  {
3737      // http://anglebug.com/42263897
3738      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3739  
3740      constexpr float readPixelsData[] = {7108.0f, -10.0f, 0.0f, 1.0f};
3741      const GLushort textureData[]     = {
3742          gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3743          gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3744  
3745      for (auto extension : FloatingPointTextureExtensions)
3746      {
3747          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3748          {
3749              glRequestExtensionANGLE(extension);
3750              ASSERT_GL_NO_ERROR();
3751          }
3752  
3753          // Unsized RG 16F (OES)
3754          if (getClientMajorVersion() < 3)
3755          {
3756              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3757                             IsGLExtensionEnabled("GL_EXT_texture_rg");
3758              bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3759              bool render = false;
3760              TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3761                                     textureData, readPixelsData);
3762          }
3763  
3764          // Unsized RG 16F
3765          {
3766              bool texture = false;
3767              bool filter  = false;
3768              bool render  = false;
3769              TestFloatTextureFormat(GL_RG, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3770                                     textureData, readPixelsData);
3771          }
3772  
3773          if (getClientMajorVersion() >= 3)
3774          {
3775              // Sized RG 16F
3776              bool texture = true;
3777              bool filter  = true;
3778              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3779                            IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3780              TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT, texture, filter, render,
3781                                     textureData, readPixelsData);
3782          }
3783          else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3784          {
3785              // Sized RG 16F (OES)
3786              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float") &&
3787                             IsGLExtensionEnabled("GL_EXT_texture_rg");
3788              bool filter = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3789              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3790              TestFloatTextureFormat(GL_RG16F, GL_RG, GL_HALF_FLOAT_OES, texture, filter, render,
3791                                     textureData, readPixelsData);
3792          }
3793      }
3794  }
3795  
TEST_P(WebGLCompatibilityTest,RGB16FTextures)3796  TEST_P(WebGLCompatibilityTest, RGB16FTextures)
3797  {
3798      // http://anglebug.com/42263897
3799      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3800  
3801      ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3802  
3803      constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, 1.0f};
3804      const GLushort textureData[]     = {
3805          gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3806          gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3807  
3808      for (auto extension : FloatingPointTextureExtensions)
3809      {
3810          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3811          {
3812              glRequestExtensionANGLE(extension);
3813              ASSERT_GL_NO_ERROR();
3814          }
3815  
3816          // Unsized RGB 16F (OES)
3817          if (getClientMajorVersion() < 3)
3818          {
3819              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3820              bool filter  = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3821              // WebGL says that Unsized RGB 16F (OES) can be renderable with
3822              // GL_EXT_color_buffer_half_float.
3823              bool render = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3824              TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3825                                     textureData, readPixelsData);
3826          }
3827  
3828          // Unsized RGB 16F
3829          {
3830              bool texture = false;
3831              bool filter  = false;
3832              bool render  = false;
3833              TestFloatTextureFormat(GL_RGB, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3834                                     textureData, readPixelsData);
3835          }
3836  
3837          if (getClientMajorVersion() >= 3)
3838          {
3839              // Sized RGB 16F
3840              bool texture = true;
3841              bool filter  = true;
3842              // Renderability of RGB is forbidden by GL_EXT_color_buffer_half_float in WebGL 2.
3843              bool render = false;
3844              TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT, texture, filter, render,
3845                                     textureData, readPixelsData);
3846          }
3847          else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3848          {
3849              // Sized RGB 16F (OES)
3850              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3851              bool filter  = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3852              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3853              TestFloatTextureFormat(GL_RGB16F, GL_RGB, GL_HALF_FLOAT_OES, texture, filter, render,
3854                                     textureData, readPixelsData);
3855          }
3856      }
3857  }
3858  
TEST_P(WebGLCompatibilityTest,RGBA16FTextures)3859  TEST_P(WebGLCompatibilityTest, RGBA16FTextures)
3860  {
3861      // http://anglebug.com/42263897
3862      ANGLE_SKIP_TEST_IF(IsOpenGL() && IsMac());
3863  
3864      ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
3865  
3866      constexpr float readPixelsData[] = {7000.0f, 100.0f, 33.0f, -1.0f};
3867      const GLushort textureData[]     = {
3868          gl::float32ToFloat16(readPixelsData[0]), gl::float32ToFloat16(readPixelsData[1]),
3869          gl::float32ToFloat16(readPixelsData[2]), gl::float32ToFloat16(readPixelsData[3])};
3870  
3871      for (auto extension : FloatingPointTextureExtensions)
3872      {
3873          if (strlen(extension) > 0 && IsGLExtensionRequestable(extension))
3874          {
3875              glRequestExtensionANGLE(extension);
3876              ASSERT_GL_NO_ERROR();
3877          }
3878  
3879          // Unsized RGBA 16F (OES)
3880          if (getClientMajorVersion() < 3)
3881          {
3882              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3883              bool filter  = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3884              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3885              TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3886                                     textureData, readPixelsData);
3887          }
3888  
3889          // Unsized RGBA 16F
3890          {
3891              bool texture = false;
3892              bool filter  = false;
3893              bool render  = false;
3894              TestFloatTextureFormat(GL_RGBA, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3895                                     textureData, readPixelsData);
3896          }
3897  
3898          if (getClientMajorVersion() >= 3)
3899          {
3900              // Sized RGBA 16F
3901              bool texture = true;
3902              bool filter  = true;
3903              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_float") ||
3904                            IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3905              TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, texture, filter, render,
3906                                     textureData, readPixelsData);
3907          }
3908          else if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
3909          {
3910              // Sized RGBA 16F (OES)
3911              bool texture = IsGLExtensionEnabled("GL_OES_texture_half_float");
3912              bool filter  = IsGLExtensionEnabled("GL_OES_texture_half_float_linear");
3913              bool render  = IsGLExtensionEnabled("GL_EXT_color_buffer_half_float");
3914              TestFloatTextureFormat(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT_OES, texture, filter, render,
3915                                     textureData, readPixelsData);
3916          }
3917      }
3918  }
3919  
3920  // Test that when GL_CHROMIUM_color_buffer_float_rgb[a] is enabled, sized GL_RGB[A]_32F formats are
3921  // accepted by glTexImage2D
TEST_P(WebGLCompatibilityTest,SizedRGBA32FFormats)3922  TEST_P(WebGLCompatibilityTest, SizedRGBA32FFormats)
3923  {
3924      // Test skipped because it is only valid for WebGL1 contexts.
3925      ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
3926  
3927      ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_OES_texture_float"));
3928  
3929      glRequestExtensionANGLE("GL_OES_texture_float");
3930      ASSERT_GL_NO_ERROR();
3931  
3932      GLTexture texture;
3933      glBindTexture(GL_TEXTURE_2D, texture);
3934  
3935      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3936      // dEQP implicitly defines error code ordering
3937      EXPECT_GL_ERROR(GL_INVALID_ENUM);
3938  
3939      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3940      // dEQP implicitly defines error code ordering
3941      EXPECT_GL_ERROR(GL_INVALID_ENUM);
3942  
3943      if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgba"))
3944      {
3945          glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
3946          ASSERT_GL_NO_ERROR();
3947  
3948          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
3949          EXPECT_GL_NO_ERROR();
3950      }
3951  
3952      if (IsGLExtensionRequestable("GL_CHROMIUM_color_buffer_float_rgb"))
3953      {
3954          glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgb");
3955          ASSERT_GL_NO_ERROR();
3956  
3957          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 1, 1, 0, GL_RGB, GL_FLOAT, nullptr);
3958          EXPECT_GL_NO_ERROR();
3959      }
3960  }
3961  
3962  // Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point.
TEST_P(WebGLCompatibilityTest,DepthStencilAttachment)3963  TEST_P(WebGLCompatibilityTest, DepthStencilAttachment)
3964  {
3965      ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
3966  
3967      // Test that attaching a bound texture succeeds.
3968      GLTexture texture;
3969      glBindTexture(GL_TEXTURE_2D, texture);
3970  
3971      GLFramebuffer fbo;
3972      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3973  
3974      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0);
3975  
3976      GLint attachmentType = 0;
3977      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3978                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
3979      EXPECT_GL_NO_ERROR();
3980      EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType);
3981  
3982      // Test when if no attach object at the named attachment point and pname is not OBJECT_TYPE.
3983      GLFramebuffer fbo2;
3984      glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
3985  
3986      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
3987                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &attachmentType);
3988      EXPECT_GL_ERROR(GL_INVALID_ENUM);
3989  }
3990  
3991  // Verify framebuffer attachments return expected types when in an inconsistant state.
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentConsistancy)3992  TEST_P(WebGLCompatibilityTest, FramebufferAttachmentConsistancy)
3993  {
3994      ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
3995  
3996      GLFramebuffer fbo;
3997      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3998  
3999      GLRenderbuffer rb1;
4000      glBindRenderbuffer(GL_RENDERBUFFER, rb1);
4001  
4002      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb1);
4003  
4004      GLint attachmentType = 0;
4005      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
4006                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4007  
4008      EXPECT_GL_NO_ERROR();
4009      EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4010  
4011      GLRenderbuffer rb2;
4012      glBindRenderbuffer(GL_RENDERBUFFER, rb2);
4013  
4014      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4015  
4016      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
4017                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4018  
4019      EXPECT_GL_NO_ERROR();
4020      EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4021  
4022      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb2);
4023  
4024      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4025                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4026  
4027      EXPECT_GL_NO_ERROR();
4028      EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4029  
4030      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2);
4031  
4032      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
4033                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
4034  
4035      EXPECT_GL_NO_ERROR();
4036      EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType);
4037  }
4038  
4039  // This tests that rendering feedback loops works as expected with WebGL 2.
4040  // Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDrawBuffers)4041  TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
4042  {
4043      constexpr char kVS[] =
4044          R"(#version 300 es
4045  in vec4 aPosition;
4046  out vec2 texCoord;
4047  void main() {
4048      gl_Position = aPosition;
4049      texCoord = (aPosition.xy * 0.5) + 0.5;
4050  })";
4051  
4052      constexpr char kFS[] =
4053          R"(#version 300 es
4054  precision mediump float;
4055  uniform sampler2D tex;
4056  in vec2 texCoord;
4057  out vec4 oColor;
4058  void main() {
4059      oColor = texture(tex, texCoord);
4060  })";
4061  
4062      GLsizei width  = 8;
4063      GLsizei height = 8;
4064  
4065      GLint maxDrawBuffers = 0;
4066      glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4067      // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
4068      ASSERT_GE(maxDrawBuffers, 2);
4069  
4070      ANGLE_GL_PROGRAM(program, kVS, kFS);
4071      glUseProgram(program);
4072      glViewport(0, 0, width, height);
4073  
4074      GLTexture tex0;
4075      GLTexture tex1;
4076      GLFramebuffer fbo;
4077      FillTexture2D(tex0, width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4078      FillTexture2D(tex1, width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4079      ASSERT_GL_NO_ERROR();
4080  
4081      glBindTexture(GL_TEXTURE_2D, tex1);
4082      GLint texLoc = glGetUniformLocation(program, "tex");
4083      ASSERT_NE(-1, texLoc);
4084      glUniform1i(texLoc, 0);
4085  
4086      // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
4087      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4088      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4089      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1, 0);
4090      ASSERT_GL_NO_ERROR();
4091  
4092      drawBuffersFeedbackLoop(program, {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
4093      drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
4094                              GL_INVALID_OPERATION);
4095      // A feedback loop is formed regardless of drawBuffers settings.
4096      drawBuffersFeedbackLoop(program, {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_INVALID_OPERATION);
4097  }
4098  
4099  // This tests that texture base level for immutable textures is clamped to the valid range, unlike
4100  // for non-immutable textures, for purposes of validation. Related to WebGL test
4101  // conformance2/textures/misc/immutable-tex-render-feedback.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)4102  TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithImmutableTextureWithOutOfRangeBaseLevel)
4103  {
4104      constexpr char kVS[] =
4105          R"(#version 300 es
4106  in vec4 aPosition;
4107  out vec2 texCoord;
4108  void main() {
4109      gl_Position = aPosition;
4110      texCoord = (aPosition.xy * 0.5) + 0.5;
4111  })";
4112  
4113      constexpr char kFS[] =
4114          R"(#version 300 es
4115  precision mediump float;
4116  uniform sampler2D tex;
4117  in vec2 texCoord;
4118  out vec4 oColor;
4119  void main() {
4120      oColor = texture(tex, texCoord);
4121  })";
4122  
4123      GLTexture texture;
4124      glBindTexture(GL_TEXTURE_2D, texture);
4125      glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
4126      std::vector<GLColor> texData(4 * 4, GLColor::green);
4127      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_RGBA, GL_UNSIGNED_BYTE, texData.data());
4128      // Set a base level greater than the max level. It should be clamped to the actual max level.
4129      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
4130      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
4131  
4132      ASSERT_GL_NO_ERROR();
4133  
4134      GLFramebuffer framebuffer;
4135      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4136      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4137  
4138      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4139  
4140      ANGLE_GL_PROGRAM(program, kVS, kFS);
4141  
4142      GLint uniformLoc = glGetUniformLocation(program, "tex");
4143      ASSERT_NE(-1, uniformLoc);
4144  
4145      glUseProgram(program);
4146      glUniform1i(uniformLoc, 0);
4147      glDisable(GL_BLEND);
4148      glDisable(GL_DEPTH_TEST);
4149      ASSERT_GL_NO_ERROR();
4150  
4151      // Ensure that the texture can be used for rendering.
4152      glBindFramebuffer(GL_FRAMEBUFFER, 0);
4153      glBindTexture(GL_TEXTURE_2D, texture);
4154      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4155      ASSERT_GL_NO_ERROR();
4156      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
4157  
4158      // Ensure that the texture can't be used to create a feedback loop.
4159      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4160      glBindTexture(GL_TEXTURE_2D, texture);
4161      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4162      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4163  }
4164  
4165  // This test covers detection of rendering feedback loops between the FBO and a depth Texture.
4166  // Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
TEST_P(WebGL2CompatibilityTest,RenderingFeedbackLoopWithDepthStencil)4167  TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
4168  {
4169      constexpr char kVS[] =
4170          R"(#version 300 es
4171  in vec4 aPosition;
4172  out vec2 texCoord;
4173  void main() {
4174      gl_Position = aPosition;
4175      texCoord = (aPosition.xy * 0.5) + 0.5;
4176  })";
4177  
4178      constexpr char kFS[] =
4179          R"(#version 300 es
4180  precision mediump float;
4181  uniform sampler2D tex;
4182  in vec2 texCoord;
4183  out vec4 oColor;
4184  void main() {
4185      oColor = texture(tex, texCoord);
4186  })";
4187  
4188      GLsizei width  = 8;
4189      GLsizei height = 8;
4190  
4191      ANGLE_GL_PROGRAM(program, kVS, kFS);
4192      glUseProgram(program);
4193  
4194      glViewport(0, 0, width, height);
4195  
4196      GLint texLoc = glGetUniformLocation(program, "tex");
4197      glUniform1i(texLoc, 0);
4198  
4199      // Create textures and allocate storage
4200      GLTexture tex0;
4201      GLTexture tex1;
4202      GLTexture tex2;
4203      FillTexture2D(tex0, width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
4204      FillTexture2D(tex1, width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
4205                    GL_UNSIGNED_INT);
4206      FillTexture2D(tex2, width, height, 0x40, 0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
4207                    GL_UNSIGNED_INT_24_8);
4208      ASSERT_GL_NO_ERROR();
4209  
4210      GLFramebuffer fbo;
4211      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4212      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0, 0);
4213  
4214      // Test rendering and sampling feedback loop for depth buffer
4215      glBindTexture(GL_TEXTURE_2D, tex1);
4216      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1, 0);
4217      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4218  
4219      // The same image is used as depth buffer during rendering.
4220      glEnable(GL_DEPTH_TEST);
4221      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4222      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as depth buffer should fail";
4223  
4224      // The same image is used as depth buffer. But depth mask is false.
4225      // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4226      glDepthMask(GL_FALSE);
4227      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4228      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth writes disabled should still fail";
4229  
4230      // The same image is used as depth buffer. But depth test is not enabled during rendering.
4231      // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4232      glDepthMask(GL_TRUE);
4233      glDisable(GL_DEPTH_TEST);
4234      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4235      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth read disabled should still fail";
4236  
4237      // Test rendering and sampling feedback loop for stencil buffer
4238      glBindTexture(GL_TEXTURE_2D, tex2);
4239      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
4240      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex2, 0);
4241      ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
4242      constexpr GLint stencilClearValue = 0x40;
4243      glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
4244  
4245      // The same image is used as stencil buffer during rendering.
4246      glEnable(GL_STENCIL_TEST);
4247      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4248      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Same image as stencil buffer should fail";
4249  
4250      // The same image is used as stencil buffer. But stencil mask is zero.
4251      // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4252      glStencilMask(0x0);
4253      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4254      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil mask zero should still fail";
4255  
4256      // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
4257      // This is now considered a feedback loop and should generate an error. http://crbug.com/763695
4258      glStencilMask(0xffff);
4259      glDisable(GL_STENCIL_TEST);
4260      drawQuad(program, "aPosition", 0.5f, 1.0f, true);
4261      EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Stencil test disabled should still fail";
4262  }
4263  
4264  // The source and the target for CopyTexSubImage3D are the same 3D texture.
4265  // But the level of the 3D texture != the level of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLevels)4266  TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
4267  {
4268      GLTexture texture;
4269      GLFramebuffer framebuffer;
4270  
4271      glBindTexture(GL_TEXTURE_3D, texture);
4272      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4273  
4274      glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4275      glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4276      glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 0);
4277      ASSERT_GL_NO_ERROR();
4278  
4279      glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4280      EXPECT_GL_NO_ERROR();
4281  }
4282  
4283  // The source and the target for CopyTexSubImage3D are the same 3D texture.
4284  // But the zoffset of the 3D texture != the layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,NoTextureCopyingFeedbackLoopBetween3DLayers)4285  TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
4286  {
4287      GLTexture texture;
4288      GLFramebuffer framebuffer;
4289  
4290      glBindTexture(GL_TEXTURE_3D, texture);
4291      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4292  
4293      glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4294      glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, 1);
4295      ASSERT_GL_NO_ERROR();
4296  
4297      glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
4298      EXPECT_GL_NO_ERROR();
4299  }
4300  
4301  // The source and the target for CopyTexSubImage3D are the same 3D texture.
4302  // And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
TEST_P(WebGL2CompatibilityTest,TextureCopyingFeedbackLoop3D)4303  TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
4304  {
4305      GLTexture texture;
4306      GLFramebuffer framebuffer;
4307  
4308      glBindTexture(GL_TEXTURE_3D, texture);
4309      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4310  
4311      glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4312      glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4313      glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4314      glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 1, 0);
4315      ASSERT_GL_NO_ERROR();
4316  
4317      glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
4318      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4319  }
4320  
4321  // Verify that errors are generated when there isn't a defined conversion between the clear type and
4322  // the buffer type.
TEST_P(WebGL2CompatibilityTest,ClearBufferTypeCompatibity)4323  TEST_P(WebGL2CompatibilityTest, ClearBufferTypeCompatibity)
4324  {
4325      // Test skipped for D3D11 because it generates D3D11 runtime warnings.
4326      ANGLE_SKIP_TEST_IF(IsD3D11());
4327  
4328      constexpr float clearFloat[]       = {0.0f, 0.0f, 0.0f, 0.0f};
4329      constexpr int clearInt[]           = {0, 0, 0, 0};
4330      constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4331  
4332      GLTexture texture;
4333      GLFramebuffer framebuffer;
4334  
4335      glBindTexture(GL_TEXTURE_2D, texture);
4336      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
4337  
4338      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
4339      ASSERT_GL_NO_ERROR();
4340  
4341      // Unsigned integer buffer
4342      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_INT, nullptr);
4343      ASSERT_GL_NO_ERROR();
4344  
4345      glClearBufferfv(GL_COLOR, 0, clearFloat);
4346      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4347  
4348      glClearBufferiv(GL_COLOR, 0, clearInt);
4349      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4350  
4351      glClearBufferuiv(GL_COLOR, 0, clearUint);
4352      EXPECT_GL_NO_ERROR();
4353  
4354      glClear(GL_COLOR_BUFFER_BIT);
4355      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4356  
4357      // Integer buffer
4358      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, nullptr);
4359      ASSERT_GL_NO_ERROR();
4360  
4361      glClearBufferfv(GL_COLOR, 0, clearFloat);
4362      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4363  
4364      glClearBufferiv(GL_COLOR, 0, clearInt);
4365      EXPECT_GL_NO_ERROR();
4366  
4367      glClearBufferuiv(GL_COLOR, 0, clearUint);
4368      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4369  
4370      glClear(GL_COLOR_BUFFER_BIT);
4371      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4372  
4373      // Float buffer
4374      if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4375      {
4376          glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4377      }
4378  
4379      if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4380      {
4381          glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
4382          ASSERT_GL_NO_ERROR();
4383  
4384          glClearBufferfv(GL_COLOR, 0, clearFloat);
4385          EXPECT_GL_NO_ERROR();
4386  
4387          glClearBufferiv(GL_COLOR, 0, clearInt);
4388          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4389  
4390          glClearBufferuiv(GL_COLOR, 0, clearUint);
4391          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4392  
4393          glClear(GL_COLOR_BUFFER_BIT);
4394          EXPECT_GL_NO_ERROR();
4395      }
4396  
4397      // Normalized uint buffer
4398      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4399      ASSERT_GL_NO_ERROR();
4400  
4401      glClearBufferfv(GL_COLOR, 0, clearFloat);
4402      EXPECT_GL_NO_ERROR();
4403  
4404      glClearBufferiv(GL_COLOR, 0, clearInt);
4405      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4406  
4407      glClearBufferuiv(GL_COLOR, 0, clearUint);
4408      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4409  
4410      glClear(GL_COLOR_BUFFER_BIT);
4411      EXPECT_GL_NO_ERROR();
4412  }
4413  
4414  // Test the interaction of WebGL compatibility clears with default framebuffers
TEST_P(WebGL2CompatibilityTest,ClearBufferDefaultFramebuffer)4415  TEST_P(WebGL2CompatibilityTest, ClearBufferDefaultFramebuffer)
4416  {
4417      constexpr float clearFloat[]       = {0.0f, 0.0f, 0.0f, 0.0f};
4418      constexpr int clearInt[]           = {0, 0, 0, 0};
4419      constexpr unsigned int clearUint[] = {0, 0, 0, 0};
4420  
4421      // glClear works as usual, this is also a regression test for a bug where we
4422      // iterated on maxDrawBuffers for default framebuffers, triggering an assert
4423      glClear(GL_COLOR_BUFFER_BIT);
4424      EXPECT_GL_NO_ERROR();
4425  
4426      // Default framebuffers are normalized uints, so only glClearBufferfv works.
4427      glClearBufferfv(GL_COLOR, 0, clearFloat);
4428      EXPECT_GL_NO_ERROR();
4429  
4430      glClearBufferiv(GL_COLOR, 0, clearInt);
4431      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4432  
4433      glClearBufferuiv(GL_COLOR, 0, clearUint);
4434      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4435  }
4436  
4437  // Test that clearing a non-existent drawbuffer of the default
4438  // framebuffer does not cause an assertion in WebGL validation
TEST_P(WebGL2CompatibilityTest,ClearBuffer1OnDefaultFramebufferNoAssert)4439  TEST_P(WebGL2CompatibilityTest, ClearBuffer1OnDefaultFramebufferNoAssert)
4440  {
4441      constexpr float clearFloat[]   = {0.0f, 0.0f, 0.0f, 0.0f};
4442      constexpr int32_t clearInt[]   = {0, 0, 0, 0};
4443      constexpr uint32_t clearUint[] = {0, 0, 0, 0};
4444  
4445      glClearBufferfv(GL_COLOR, 1, clearFloat);
4446      EXPECT_GL_NO_ERROR();
4447  
4448      glClearBufferiv(GL_COLOR, 1, clearInt);
4449      EXPECT_GL_NO_ERROR();
4450  
4451      glClearBufferuiv(GL_COLOR, 1, clearUint);
4452      EXPECT_GL_NO_ERROR();
4453  }
4454  
4455  // Verify that errors are generate when trying to blit from an image to itself
TEST_P(WebGL2CompatibilityTest,BlitFramebufferSameImage)4456  TEST_P(WebGL2CompatibilityTest, BlitFramebufferSameImage)
4457  {
4458      GLTexture textures[2];
4459      glBindTexture(GL_TEXTURE_2D, textures[0]);
4460      glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4461      glBindTexture(GL_TEXTURE_2D, textures[1]);
4462      glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
4463  
4464      GLRenderbuffer renderbuffers[2];
4465      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
4466      glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4467      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
4468      glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 4, 4);
4469  
4470      GLFramebuffer framebuffers[2];
4471      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffers[0]);
4472      glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffers[1]);
4473  
4474      ASSERT_GL_NO_ERROR();
4475  
4476      // Same texture
4477      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4478                             0);
4479      glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4480                             0);
4481      ASSERT_GL_NO_ERROR();
4482      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4483      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4484  
4485      // Same textures but different renderbuffers
4486      glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4487                                renderbuffers[0]);
4488      glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4489                                renderbuffers[1]);
4490      ASSERT_GL_NO_ERROR();
4491      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
4492      ASSERT_GL_NO_ERROR();
4493      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4494                        GL_NEAREST);
4495      ASSERT_GL_NO_ERROR();
4496      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4497                        GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4498                        GL_NEAREST);
4499      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4500  
4501      // Same renderbuffers but different textures
4502      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0],
4503                             0);
4504      glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
4505                             0);
4506      glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4507                                renderbuffers[0]);
4508      glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
4509                                renderbuffers[0]);
4510      ASSERT_GL_NO_ERROR();
4511      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
4512      ASSERT_GL_NO_ERROR();
4513      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4514                        GL_NEAREST);
4515      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4516      glBlitFramebuffer(0, 0, 4, 4, 0, 0, 4, 4,
4517                        GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
4518                        GL_NEAREST);
4519      ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4520  }
4521  
4522  // Verify that errors are generated when the fragment shader output doesn't match the bound color
4523  // buffer types
TEST_P(WebGL2CompatibilityTest,FragmentShaderColorBufferTypeMissmatch)4524  TEST_P(WebGL2CompatibilityTest, FragmentShaderColorBufferTypeMissmatch)
4525  {
4526      constexpr char kVS[] =
4527          R"(#version 300 es
4528  void main() {
4529      gl_Position = vec4(0, 0, 0, 1);
4530  })";
4531  
4532      constexpr char kFS[] =
4533          R"(#version 300 es
4534  precision mediump float;
4535  layout(location = 0) out vec4 floatOutput;
4536  layout(location = 1) out uvec4 uintOutput;
4537  layout(location = 2) out ivec4 intOutput;
4538  void main() {
4539      floatOutput = vec4(0, 0, 0, 1);
4540      uintOutput = uvec4(0, 0, 0, 1);
4541      intOutput = ivec4(0, 0, 0, 1);
4542  })";
4543  
4544      ANGLE_GL_PROGRAM(program, kVS, kFS);
4545      glUseProgram(program);
4546  
4547      GLuint floatLocation = glGetFragDataLocation(program, "floatOutput");
4548      GLuint uintLocation  = glGetFragDataLocation(program, "uintOutput");
4549      GLuint intLocation   = glGetFragDataLocation(program, "intOutput");
4550  
4551      GLFramebuffer fbo;
4552      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4553  
4554      GLRenderbuffer floatRenderbuffer;
4555      glBindRenderbuffer(GL_RENDERBUFFER, floatRenderbuffer);
4556      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
4557      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4558                                floatRenderbuffer);
4559  
4560      GLRenderbuffer uintRenderbuffer;
4561      glBindRenderbuffer(GL_RENDERBUFFER, uintRenderbuffer);
4562      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
4563      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4564                                uintRenderbuffer);
4565  
4566      GLRenderbuffer intRenderbuffer;
4567      glBindRenderbuffer(GL_RENDERBUFFER, intRenderbuffer);
4568      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8I, 1, 1);
4569      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4570                                intRenderbuffer);
4571  
4572      ASSERT_GL_NO_ERROR();
4573  
4574      GLint maxDrawBuffers = 0;
4575      glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4576      std::vector<GLenum> drawBuffers(static_cast<size_t>(maxDrawBuffers), GL_NONE);
4577      drawBuffers[floatLocation] = GL_COLOR_ATTACHMENT0 + floatLocation;
4578      drawBuffers[uintLocation]  = GL_COLOR_ATTACHMENT0 + uintLocation;
4579      drawBuffers[intLocation]   = GL_COLOR_ATTACHMENT0 + intLocation;
4580  
4581      glDrawBuffers(maxDrawBuffers, drawBuffers.data());
4582  
4583      // Check that the correct case generates no errors
4584      glDrawArrays(GL_TRIANGLES, 0, 6);
4585      EXPECT_GL_NO_ERROR();
4586  
4587      // Unbind some buffers and verify that there are still no errors
4588      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4589                                0);
4590      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4591                                0);
4592      glDrawArrays(GL_TRIANGLES, 0, 6);
4593      EXPECT_GL_NO_ERROR();
4594  
4595      // Swap the int and uint buffers to and verify that an error is generated
4596      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4597                                intRenderbuffer);
4598      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4599                                uintRenderbuffer);
4600      glDrawArrays(GL_TRIANGLES, 0, 6);
4601      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4602  
4603      // Swap the float and uint buffers to and verify that an error is generated
4604      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + uintLocation, GL_RENDERBUFFER,
4605                                floatRenderbuffer);
4606      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + floatLocation, GL_RENDERBUFFER,
4607                                uintRenderbuffer);
4608      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + intLocation, GL_RENDERBUFFER,
4609                                intRenderbuffer);
4610      glDrawArrays(GL_TRIANGLES, 0, 6);
4611      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4612  }
4613  
4614  // Verify that errors are generated when the vertex shader intput doesn't match the bound attribute
4615  // types
TEST_P(WebGL2CompatibilityTest,VertexShaderAttributeTypeMismatch)4616  TEST_P(WebGL2CompatibilityTest, VertexShaderAttributeTypeMismatch)
4617  {
4618      constexpr char kVS[] =
4619          R"(#version 300 es
4620  in vec4 floatInput;
4621  in uvec4 uintInput;
4622  in ivec4 intInput;
4623  void main() {
4624      gl_Position = vec4(floatInput.x, uintInput.x, intInput.x, 1);
4625  })";
4626  
4627      constexpr char kFS[] =
4628          R"(#version 300 es
4629  precision mediump float;
4630  out vec4 outputColor;
4631  void main() {
4632      outputColor = vec4(0, 0, 0, 1);
4633  })";
4634  
4635      ANGLE_GL_PROGRAM(program, kVS, kFS);
4636      glUseProgram(program);
4637  
4638      GLint floatLocation = glGetAttribLocation(program, "floatInput");
4639      GLint uintLocation  = glGetAttribLocation(program, "uintInput");
4640      GLint intLocation   = glGetAttribLocation(program, "intInput");
4641  
4642      // Default attributes are of float types
4643      glDrawArrays(GL_TRIANGLES, 0, 6);
4644      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4645  
4646      // Set the default attributes to the correct types, should succeed
4647      glVertexAttribI4ui(uintLocation, 0, 0, 0, 1);
4648      glVertexAttribI4i(intLocation, 0, 0, 0, 1);
4649      glDrawArrays(GL_TRIANGLES, 0, 6);
4650      EXPECT_GL_NO_ERROR();
4651  
4652      // Change the default float attribute to an integer, should fail
4653      glVertexAttribI4ui(floatLocation, 0, 0, 0, 1);
4654      glDrawArrays(GL_TRIANGLES, 0, 6);
4655      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4656  
4657      // Use a buffer for some attributes
4658      GLBuffer buffer;
4659      glBindBuffer(GL_ARRAY_BUFFER, buffer);
4660      glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
4661      glEnableVertexAttribArray(floatLocation);
4662      glVertexAttribPointer(floatLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4663      glDrawArrays(GL_TRIANGLES, 0, 6);
4664      EXPECT_GL_NO_ERROR();
4665  
4666      // Use a float pointer attrib for a uint input
4667      glEnableVertexAttribArray(uintLocation);
4668      glVertexAttribPointer(uintLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
4669      glDrawArrays(GL_TRIANGLES, 0, 6);
4670      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4671  
4672      // Use a uint pointer for the uint input
4673      glVertexAttribIPointer(uintLocation, 4, GL_UNSIGNED_INT, 0, nullptr);
4674      glDrawArrays(GL_TRIANGLES, 0, 6);
4675      EXPECT_GL_NO_ERROR();
4676  }
4677  
4678  // Test that it's not possible to query the non-zero color attachments without the drawbuffers
4679  // extension in WebGL1
TEST_P(WebGLCompatibilityTest,FramebufferAttachmentQuery)4680  TEST_P(WebGLCompatibilityTest, FramebufferAttachmentQuery)
4681  {
4682      ANGLE_SKIP_TEST_IF(getClientMajorVersion() > 2);
4683      ANGLE_SKIP_TEST_IF(IsGLExtensionEnabled("GL_EXT_draw_buffers"));
4684  
4685      GLFramebuffer fbo;
4686      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
4687      EXPECT_GL_NO_ERROR();
4688  
4689      GLint result;
4690      glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
4691                                            GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &result);
4692      EXPECT_GL_ERROR(GL_INVALID_ENUM);
4693  
4694      GLRenderbuffer renderbuffer;
4695      glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
4696      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4697      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, renderbuffer);
4698      EXPECT_GL_ERROR(GL_INVALID_ENUM);
4699  }
4700  
4701  // Tests WebGL reports INVALID_OPERATION for mismatch of drawbuffers and fragment output
TEST_P(WebGLCompatibilityTest,DrawBuffers)4702  TEST_P(WebGLCompatibilityTest, DrawBuffers)
4703  {
4704      // Make sure we can use at least 4 attachments for the tests.
4705      bool useEXT = false;
4706      if (getClientMajorVersion() < 3)
4707      {
4708          ANGLE_SKIP_TEST_IF(!IsGLExtensionRequestable("GL_EXT_draw_buffers"));
4709  
4710          glRequestExtensionANGLE("GL_EXT_draw_buffers");
4711          useEXT = true;
4712          EXPECT_GL_NO_ERROR();
4713      }
4714  
4715      GLint maxDrawBuffers = 0;
4716      glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
4717      // Test skipped because MAX_DRAW_BUFFERS is too small.
4718      ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
4719  
4720      // Clears all the renderbuffers to red.
4721      auto ClearEverythingToRed = [](GLRenderbuffer *renderbuffers) {
4722          GLFramebuffer clearFBO;
4723          glBindFramebuffer(GL_FRAMEBUFFER, clearFBO);
4724  
4725          glClearColor(1, 0, 0, 1);
4726          for (int i = 0; i < 4; ++i)
4727          {
4728              glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4729                                        renderbuffers[i]);
4730              glClear(GL_COLOR_BUFFER_BIT);
4731          }
4732          ASSERT_GL_NO_ERROR();
4733      };
4734  
4735      // Checks that the renderbuffers specified by mask have the correct color
4736      auto CheckColors = [](GLRenderbuffer *renderbuffers, int mask, GLColor color) {
4737          GLFramebuffer readFBO;
4738          glBindFramebuffer(GL_FRAMEBUFFER, readFBO);
4739  
4740          for (int attachmentIndex = 0; attachmentIndex < 4; ++attachmentIndex)
4741          {
4742              if (mask & (1 << attachmentIndex))
4743              {
4744                  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
4745                                            renderbuffers[attachmentIndex]);
4746                  EXPECT_PIXEL_COLOR_EQ(0, 0, color) << "attachment " << attachmentIndex;
4747              }
4748          }
4749          ASSERT_GL_NO_ERROR();
4750      };
4751  
4752      // Depending on whether we are using the extension or ES3, a different entrypoint must be called
4753      auto DrawBuffers = [](bool useEXT, int numBuffers, GLenum *buffers) {
4754          if (useEXT)
4755          {
4756              glDrawBuffersEXT(numBuffers, buffers);
4757          }
4758          else
4759          {
4760              glDrawBuffers(numBuffers, buffers);
4761          }
4762      };
4763  
4764      // Initialized the test framebuffer
4765      GLFramebuffer drawFBO;
4766      glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4767  
4768      GLRenderbuffer renderbuffers[4];
4769      for (int i = 0; i < 4; ++i)
4770      {
4771          glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[i]);
4772          glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 1, 1);
4773          glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER,
4774                                    renderbuffers[i]);
4775      }
4776  
4777      ASSERT_GL_NO_ERROR();
4778  
4779      GLenum allDrawBuffers[] = {
4780          GL_COLOR_ATTACHMENT0,
4781          GL_COLOR_ATTACHMENT1,
4782          GL_COLOR_ATTACHMENT2,
4783          GL_COLOR_ATTACHMENT3,
4784      };
4785  
4786      GLenum halfDrawBuffers[] = {
4787          GL_NONE,
4788          GL_COLOR_ATTACHMENT1,
4789          GL_NONE,
4790          GL_COLOR_ATTACHMENT3,
4791      };
4792  
4793      // Test that when using gl_FragColor with no-array
4794      const char *fragESSL1 =
4795          R"(precision highp float;
4796  void main()
4797  {
4798      gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
4799  })";
4800      ANGLE_GL_PROGRAM(programESSL1, essl1_shaders::vs::Simple(), fragESSL1);
4801  
4802      {
4803          glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4804          DrawBuffers(useEXT, 4, allDrawBuffers);
4805          drawQuad(programESSL1, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
4806          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4807      }
4808  
4809      // Test what happens when rendering to a subset of the outputs. There is a behavior difference
4810      // between the extension and ES3. In the extension gl_FragData is implicitly declared as an
4811      // array of size MAX_DRAW_BUFFERS, so the WebGL spec stipulates that elements not written to
4812      // should default to 0. On the contrary, in ES3 outputs are specified one by one, so
4813      // attachments not declared in the shader should not be written to.
4814      const char *positionAttrib;
4815      const char *writeOddOutputsVert;
4816      const char *writeOddOutputsFrag;
4817      if (useEXT)
4818      {
4819          positionAttrib      = essl1_shaders::PositionAttrib();
4820          writeOddOutputsVert = essl1_shaders::vs::Simple();
4821          writeOddOutputsFrag =
4822              R"(#extension GL_EXT_draw_buffers : require
4823  precision highp float;
4824  void main()
4825  {
4826      gl_FragData[1] = vec4(0.0, 1.0, 0.0, 1.0);
4827      gl_FragData[3] = vec4(0.0, 1.0, 0.0, 1.0);
4828  })";
4829      }
4830      else
4831      {
4832          positionAttrib      = essl3_shaders::PositionAttrib();
4833          writeOddOutputsVert = essl3_shaders::vs::Simple();
4834          writeOddOutputsFrag =
4835              R"(#version 300 es
4836  precision highp float;
4837  layout(location = 1) out vec4 output1;
4838  layout(location = 3) out vec4 output2;
4839  void main()
4840  {
4841      output1 = vec4(0.0, 1.0, 0.0, 1.0);
4842      output2 = vec4(0.0, 1.0, 0.0, 1.0);
4843  })";
4844      }
4845      ANGLE_GL_PROGRAM(writeOddOutputsProgram, writeOddOutputsVert, writeOddOutputsFrag);
4846  
4847      // Test that attachments not written to get the "unwritten" color (useEXT)
4848      // Or INVALID_OPERATION is generated if there's active draw buffer receive no output
4849      {
4850          ClearEverythingToRed(renderbuffers);
4851  
4852          glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4853          DrawBuffers(useEXT, 4, allDrawBuffers);
4854          drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4855  
4856          if (useEXT)
4857          {
4858              ASSERT_GL_NO_ERROR();
4859              CheckColors(renderbuffers, 0b1010, GLColor::green);
4860              // In the extension, when an attachment isn't written to, it should get 0's
4861              CheckColors(renderbuffers, 0b0101, GLColor(0, 0, 0, 0));
4862          }
4863          else
4864          {
4865              EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4866          }
4867      }
4868  
4869      // Test that attachments written to get the correct color from shader output but that even when
4870      // the extension is used, disabled attachments are not written at all and stay red.
4871      {
4872          ClearEverythingToRed(renderbuffers);
4873  
4874          glBindFramebuffer(GL_FRAMEBUFFER, drawFBO);
4875          DrawBuffers(useEXT, 4, halfDrawBuffers);
4876          drawQuad(writeOddOutputsProgram, positionAttrib, 0.5, 1.0, true);
4877          ASSERT_GL_NO_ERROR();
4878  
4879          CheckColors(renderbuffers, 0b1010, GLColor::green);
4880          CheckColors(renderbuffers, 0b0101, GLColor::red);
4881      }
4882  }
4883  
4884  // Test that it's possible to generate mipmaps on unsized floating point textures once the
4885  // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapUnsizedFloatingPointTexture)4886  TEST_P(WebGLCompatibilityTest, GenerateMipmapUnsizedFloatingPointTexture)
4887  {
4888      glRequestExtensionANGLE("GL_OES_texture_float");
4889      glRequestExtensionANGLE("GL_CHROMIUM_color_buffer_float_rgba");
4890      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4891      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
4892  
4893      GLTexture texture;
4894      glBindTexture(GL_TEXTURE_2D, texture);
4895  
4896      constexpr GLColor32F data[4] = {
4897          kFloatRed,
4898          kFloatRed,
4899          kFloatGreen,
4900          kFloatBlue,
4901      };
4902      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_FLOAT, data);
4903      ASSERT_GL_NO_ERROR();
4904  
4905      glGenerateMipmap(GL_TEXTURE_2D);
4906      EXPECT_GL_NO_ERROR();
4907  }
4908  // Test that it's possible to generate mipmaps on unsized floating point textures once the
4909  // extensions have been enabled
TEST_P(WebGLCompatibilityTest,GenerateMipmapSizedFloatingPointTexture)4910  TEST_P(WebGLCompatibilityTest, GenerateMipmapSizedFloatingPointTexture)
4911  {
4912      if (IsGLExtensionRequestable("GL_OES_texture_float"))
4913      {
4914          glRequestExtensionANGLE("GL_OES_texture_float");
4915      }
4916      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_float"));
4917  
4918      if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
4919      {
4920          glRequestExtensionANGLE("GL_EXT_texture_storage");
4921      }
4922      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
4923  
4924      GLTexture texture;
4925      glBindTexture(GL_TEXTURE_2D, texture);
4926  
4927      constexpr GLColor32F data[4] = {
4928          kFloatRed,
4929          kFloatRed,
4930          kFloatGreen,
4931          kFloatBlue,
4932      };
4933      glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA32F, 2, 2);
4934      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_FLOAT, data);
4935      ASSERT_GL_NO_ERROR();
4936  
4937      glGenerateMipmap(GL_TEXTURE_2D);
4938      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4939  
4940      if (IsGLExtensionRequestable("GL_EXT_color_buffer_float"))
4941      {
4942          // Format is renderable but not filterable
4943          glRequestExtensionANGLE("GL_EXT_color_buffer_float");
4944          glGenerateMipmap(GL_TEXTURE_2D);
4945          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4946      }
4947  
4948      if (IsGLExtensionRequestable("GL_EXT_color_buffer_float_linear"))
4949      {
4950          // Format is renderable but not filterable
4951          glRequestExtensionANGLE("GL_EXT_color_buffer_float_linear");
4952  
4953          if (IsGLExtensionEnabled("GL_EXT_color_buffer_float"))
4954          {
4955              // Format is filterable and renderable
4956              glGenerateMipmap(GL_TEXTURE_2D);
4957              EXPECT_GL_NO_ERROR();
4958          }
4959          else
4960          {
4961              // Format is filterable but not renderable
4962              glGenerateMipmap(GL_TEXTURE_2D);
4963              EXPECT_GL_ERROR(GL_INVALID_OPERATION);
4964          }
4965      }
4966  }
4967  
4968  // Verify that a texture format is only allowed with extension enabled.
validateTexImageExtensionFormat(GLenum format,const std::string & extName)4969  void WebGLCompatibilityTest::validateTexImageExtensionFormat(GLenum format,
4970                                                               const std::string &extName)
4971  {
4972      // Verify texture format fails by default.
4973      glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4974      EXPECT_GL_ERROR(GL_INVALID_ENUM);
4975  
4976      if (IsGLExtensionRequestable(extName))
4977      {
4978          // Verify texture format is allowed once extension is enabled.
4979          glRequestExtensionANGLE(extName.c_str());
4980          EXPECT_TRUE(IsGLExtensionEnabled(extName));
4981  
4982          glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, GL_UNSIGNED_BYTE, nullptr);
4983          ASSERT_GL_NO_ERROR();
4984      }
4985  }
4986  
4987  // Test enabling various non-compressed texture format extensions
TEST_P(WebGLCompatibilityTest,EnableTextureFormatExtensions)4988  TEST_P(WebGLCompatibilityTest, EnableTextureFormatExtensions)
4989  {
4990      ANGLE_SKIP_TEST_IF(IsOzone());
4991      ANGLE_SKIP_TEST_IF(getClientMajorVersion() != 2);
4992  
4993      GLTexture texture;
4994      glBindTexture(GL_TEXTURE_2D, texture);
4995  
4996      // Verify valid format is allowed.
4997      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4998      ASSERT_GL_NO_ERROR();
4999  
5000      // Verify invalid format fails.
5001      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1, 1, 0, GL_RGBA32F, GL_UNSIGNED_BYTE, nullptr);
5002      EXPECT_GL_ERROR(GL_INVALID_ENUM);
5003  
5004      // Verify formats from enableable extensions.
5005      if (!IsOpenGLES())
5006      {
5007          validateTexImageExtensionFormat(GL_RED_EXT, "GL_EXT_texture_rg");
5008      }
5009  
5010      validateTexImageExtensionFormat(GL_SRGB_EXT, "GL_EXT_texture_sRGB");
5011      validateTexImageExtensionFormat(GL_BGRA_EXT, "GL_EXT_texture_format_BGRA8888");
5012  }
5013  
validateCompressedTexImageExtensionFormat(GLenum format,GLsizei width,GLsizei height,GLsizei blockSize,const std::string & extName,bool subImageAllowed)5014  void WebGLCompatibilityTest::validateCompressedTexImageExtensionFormat(GLenum format,
5015                                                                         GLsizei width,
5016                                                                         GLsizei height,
5017                                                                         GLsizei blockSize,
5018                                                                         const std::string &extName,
5019                                                                         bool subImageAllowed)
5020  {
5021      std::vector<GLubyte> data(blockSize, 0u);
5022  
5023      GLTexture texture;
5024      glBindTexture(GL_TEXTURE_2D, texture);
5025  
5026      // Verify texture format fails by default.
5027      glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5028      EXPECT_GL_ERROR(GL_INVALID_ENUM);
5029  
5030      if (IsGLExtensionRequestable(extName))
5031      {
5032          // Verify texture format is allowed once extension is enabled.
5033          glRequestExtensionANGLE(extName.c_str());
5034          EXPECT_TRUE(IsGLExtensionEnabled(extName));
5035  
5036          glCompressedTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, blockSize, data.data());
5037          EXPECT_GL_NO_ERROR();
5038  
5039          glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, blockSize,
5040                                    data.data());
5041          if (subImageAllowed)
5042          {
5043              EXPECT_GL_NO_ERROR();
5044          }
5045          else
5046          {
5047              EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5048          }
5049      }
5050  }
5051  
expectedByteLength(GLenum format,GLsizei width,GLsizei height)5052  GLint WebGLCompatibilityTest::expectedByteLength(GLenum format, GLsizei width, GLsizei height)
5053  {
5054      switch (format)
5055      {
5056          case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
5057          case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
5058          case GL_COMPRESSED_RED_RGTC1_EXT:
5059          case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
5060              return ((width + 3) / 4) * ((height + 3) / 4) * 8;
5061          case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
5062          case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
5063          case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
5064          case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
5065          case GL_COMPRESSED_RGBA_BPTC_UNORM_EXT:
5066          case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:
5067          case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT:
5068          case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT:
5069              return ((width + 3) / 4) * ((height + 3) / 4) * 16;
5070      }
5071  
5072      UNREACHABLE();
5073      return 0;
5074  }
5075  
testCompressedTexLevelDimension(GLenum format,GLint level,GLsizei width,GLsizei height,GLsizei expectedByteLength,GLenum expectedError,const char * explanation)5076  void WebGLCompatibilityTest::testCompressedTexLevelDimension(GLenum format,
5077                                                               GLint level,
5078                                                               GLsizei width,
5079                                                               GLsizei height,
5080                                                               GLsizei expectedByteLength,
5081                                                               GLenum expectedError,
5082                                                               const char *explanation)
5083  {
5084      std::vector<uint8_t> tempVector(expectedByteLength, 0);
5085  
5086      EXPECT_GL_NO_ERROR();
5087  
5088      GLTexture sourceTexture;
5089      glBindTexture(GL_TEXTURE_2D, sourceTexture);
5090      glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height, 0, expectedByteLength,
5091                             tempVector.data());
5092      if (expectedError == 0)
5093      {
5094          EXPECT_GL_NO_ERROR() << explanation;
5095      }
5096      else
5097      {
5098          EXPECT_GL_ERROR(expectedError) << explanation;
5099      }
5100  
5101      if (level == 0 && width > 0)
5102      {
5103          GLTexture sourceTextureStorage;
5104          glBindTexture(GL_TEXTURE_2D, sourceTextureStorage);
5105  
5106          if (getClientMajorVersion() >= 3)
5107          {
5108              glTexStorage2D(GL_TEXTURE_2D, 1, format, width, height);
5109              if (expectedError == 0)
5110              {
5111                  EXPECT_GL_NO_ERROR() << explanation << " (texStorage2D)";
5112              }
5113              else
5114              {
5115                  EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2D)";
5116              }
5117          }
5118          else
5119          {
5120              if (IsGLExtensionRequestable("GL_EXT_texture_storage"))
5121              {
5122                  glRequestExtensionANGLE("GL_EXT_texture_storage");
5123                  ASSERT_TRUE(IsGLExtensionEnabled("GL_EXT_texture_storage"));
5124  
5125                  glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, width, height);
5126                  if (expectedError == 0)
5127                  {
5128                      EXPECT_GL_NO_ERROR() << explanation << " (texStorage2DEXT)";
5129                  }
5130                  else
5131                  {
5132                      EXPECT_GL_ERROR(expectedError) << explanation << " (texStorage2DEXT)";
5133                  }
5134              }
5135          }
5136      }
5137  }
5138  
testCompressedTexImage(GLenum format)5139  void WebGLCompatibilityTest::testCompressedTexImage(GLenum format)
5140  {
5141      struct TestCase
5142      {
5143          GLint level;
5144          GLsizei width;
5145          GLsizei height;
5146          GLenum expectedError;
5147          const char *explanation;
5148      };
5149  
5150      constexpr TestCase testCases[] = {
5151          {0, 4, 3, GL_INVALID_OPERATION, "level is 0, height is not a multiple of 4"},
5152          {0, 3, 4, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5153          {0, 2, 2, GL_INVALID_OPERATION, "level is 0, width is not a multiple of 4"},
5154          {0, 4, 4, GL_NO_ERROR, "is valid"},
5155          {1, 1, 1, GL_INVALID_OPERATION, "implied base mip 2x2 is invalid"},
5156          {1, 1, 2, GL_INVALID_OPERATION, "implied base mip 2x4 is invalid"},
5157          {1, 2, 1, GL_INVALID_OPERATION, "implied base mip 4x2 is invalid"},
5158          {1, 2, 2, GL_NO_ERROR, "implied base mip 4x4 is valid"},
5159      };
5160  
5161      constexpr TestCase webgl2TestCases[] = {
5162          {0, 0, 0, GL_NO_ERROR, "0: 0x0 is valid"},
5163          {0, 1, 1, GL_INVALID_OPERATION, "0: 1x1 is invalid"},
5164          {0, 2, 2, GL_INVALID_OPERATION, "0: 2x2 is invalid"},
5165          {0, 3, 3, GL_INVALID_OPERATION, "0: 3x3 is invalid"},
5166          {0, 10, 10, GL_INVALID_OPERATION, "0: 10x10 is invalid"},
5167          {0, 11, 11, GL_INVALID_OPERATION, "0: 11x11 is invalid"},
5168          {0, 11, 12, GL_INVALID_OPERATION, "0: 11x12 is invalid"},
5169          {0, 12, 11, GL_INVALID_OPERATION, "0: 12x11 is invalid"},
5170          {0, 12, 12, GL_NO_ERROR, "0: 12x12 is valid"},
5171          {1, 0, 0, GL_NO_ERROR, "1: 0x0 is valid"},
5172          {1, 3, 3, GL_INVALID_OPERATION, "1: 3x3 is invalid"},
5173          {1, 5, 5, GL_INVALID_OPERATION, "1: 5x5 is invalid"},
5174          {1, 5, 6, GL_INVALID_OPERATION, "1: 5x6 is invalid"},
5175          {1, 6, 5, GL_INVALID_OPERATION, "1: 6x5 is invalid"},
5176          {1, 6, 6, GL_NO_ERROR, "1: 6x6 is valid"},
5177          {2, 0, 0, GL_NO_ERROR, "2: 0x0 is valid"},
5178          {2, 3, 3, GL_NO_ERROR, "2: 3x3 is valid"},
5179          {3, 1, 3, GL_NO_ERROR, "3: 1x3 is valid"},
5180          {3, 1, 1, GL_NO_ERROR, "3: 1x1 is valid"},
5181          {2, 1, 3, GL_NO_ERROR, "implied base mip 4x12 is valid"},
5182      };
5183  
5184      for (const TestCase &test : testCases)
5185      {
5186          testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5187                                          expectedByteLength(format, test.width, test.height),
5188                                          test.expectedError, test.explanation);
5189      }
5190  
5191      if (getClientMajorVersion() >= 3)
5192      {
5193          for (const TestCase &test : webgl2TestCases)
5194          {
5195              testCompressedTexLevelDimension(format, test.level, test.width, test.height,
5196                                              expectedByteLength(format, test.width, test.height),
5197                                              test.expectedError, test.explanation);
5198          }
5199      }
5200  }
5201  
5202  // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGB)5203  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGB)
5204  {
5205      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 4, 4, 8,
5206                                                "GL_EXT_texture_compression_dxt1", true);
5207  }
5208  
5209  // Test enabling GL_EXT_texture_compression_dxt1 for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1RGBA)5210  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1RGBA)
5211  {
5212      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 8,
5213                                                "GL_EXT_texture_compression_dxt1", true);
5214  }
5215  
5216  // Test enabling GL_ANGLE_texture_compression_dxt3
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3)5217  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3)
5218  {
5219      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, 4, 4, 16,
5220                                                "GL_ANGLE_texture_compression_dxt3", true);
5221  }
5222  
5223  // Test enabling GL_ANGLE_texture_compression_dxt5
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5)5224  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5)
5225  {
5226      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, 4, 4, 16,
5227                                                "GL_ANGLE_texture_compression_dxt5", true);
5228  }
5229  
5230  // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGB)5231  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGB)
5232  {
5233      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, 4, 4, 8,
5234                                                "GL_EXT_texture_compression_s3tc_srgb", true);
5235  }
5236  
5237  // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT1SRGBA)5238  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT1SRGBA)
5239  {
5240      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 4, 4, 8,
5241                                                "GL_EXT_texture_compression_s3tc_srgb", true);
5242  }
5243  
5244  // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT3SRGBA)5245  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT3SRGBA)
5246  {
5247      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 4, 4, 16,
5248                                                "GL_EXT_texture_compression_s3tc_srgb", true);
5249  }
5250  
5251  // Test enabling GL_EXT_texture_compression_s3tc_srgb for GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionDXT5SRGBA)5252  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionDXT5SRGBA)
5253  {
5254      validateCompressedTexImageExtensionFormat(GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 4, 4, 16,
5255                                                "GL_EXT_texture_compression_s3tc_srgb", true);
5256  }
5257  
5258  // Test enabling GL_OES_compressed_ETC1_RGB8_texture
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionETC1)5259  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionETC1)
5260  {
5261      validateCompressedTexImageExtensionFormat(
5262          GL_ETC1_RGB8_OES, 4, 4, 8, "GL_OES_compressed_ETC1_RGB8_texture",
5263          IsGLExtensionEnabled("GL_EXT_compressed_ETC1_RGB8_sub_texture"));
5264  }
5265  
5266  // Test enabling GL_ANGLE_lossy_etc_decode
TEST_P(WebGLCompatibilityTest,EnableCompressedTextureExtensionLossyDecode)5267  TEST_P(WebGLCompatibilityTest, EnableCompressedTextureExtensionLossyDecode)
5268  {
5269      validateCompressedTexImageExtensionFormat(GL_ETC1_RGB8_LOSSY_DECODE_ANGLE, 4, 4, 8,
5270                                                "GL_ANGLE_lossy_etc_decode", true);
5271  }
5272  
5273  // Reject attempts to allocate too-large arrays in shaders.
5274  // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateArraySizes)5275  TEST_P(WebGLCompatibilityTest, ValidateArraySizes)
5276  {
5277      // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5278      // close to this limit causes pathologically slow shader
5279      // compilation in the driver. For the "ok" case, therefore, use a
5280      // fairly small array.
5281      constexpr char kVSArrayOK[] =
5282          R"(varying vec4 color;
5283  const int array_size = 500;
5284  void main()
5285  {
5286      mat2 array[array_size];
5287      mat2 array2[array_size];
5288      if (array[0][0][0] + array2[0][0][0] == 2.0)
5289          color = vec4(0.0, 1.0, 0.0, 1.0);
5290      else
5291          color = vec4(1.0, 0.0, 0.0, 1.0);
5292  })";
5293  
5294      constexpr char kVSArrayTooLarge[] =
5295          R"(varying vec4 color;
5296  // 16 MB / 32 aligned bytes per mat2 = 524288
5297  const int array_size = 524289;
5298  void main()
5299  {
5300      mat2 array[array_size];
5301      if (array[0][0][0] == 2.0)
5302          color = vec4(0.0, 1.0, 0.0, 1.0);
5303      else
5304          color = vec4(1.0, 0.0, 0.0, 1.0);
5305  })";
5306  
5307      constexpr char kVSArrayMuchTooLarge[] =
5308          R"(varying vec4 color;
5309  const int array_size = 757000;
5310  void main()
5311  {
5312      mat2 array[array_size];
5313      if (array[0][0][0] == 2.0)
5314          color = vec4(0.0, 1.0, 0.0, 1.0);
5315      else
5316          color = vec4(1.0, 0.0, 0.0, 1.0);
5317  })";
5318  
5319      constexpr char kFS[] =
5320          R"(precision mediump float;
5321  varying vec4 color;
5322  void main()
5323  {
5324      gl_FragColor = vec4(color.r - 0.5, 0.0, 0.0, 1.0);
5325  })";
5326  
5327      GLuint program = CompileProgram(kVSArrayOK, kFS);
5328      EXPECT_NE(0u, program);
5329  
5330      program = CompileProgram(kVSArrayTooLarge, kFS);
5331      EXPECT_EQ(0u, program);
5332  
5333      program = CompileProgram(kVSArrayMuchTooLarge, kFS);
5334      EXPECT_EQ(0u, program);
5335  }
5336  
5337  // Reject attempts to allocate too-large structs in shaders.
5338  // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGLCompatibilityTest,ValidateStructSizes)5339  TEST_P(WebGLCompatibilityTest, ValidateStructSizes)
5340  {
5341      // Note: on macOS with ANGLE's OpenGL backend, getting anywhere
5342      // close to this limit causes pathologically slow shader
5343      // compilation in the driver. For this reason, only perform a
5344      // negative test.
5345      constexpr char kFSStructTooLarge[] =
5346          R"(precision mediump float;
5347  struct Light {
5348  // 2 GB / 32 aligned bytes per mat2 = 67108864
5349  mat2 array[67108865];
5350  };
5351  
5352  uniform Light light;
5353  
5354  void main()
5355  {
5356      if (light.array[0][0][0] == 2.0)
5357          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5358      else
5359          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5360  })";
5361  
5362      GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge);
5363      EXPECT_EQ(0u, program);
5364  
5365      // A second variation where the large array is on the variable itself not a member.
5366      constexpr char kFSStructTooLarge2[] =
5367          R"(precision mediump float;
5368  struct Light {
5369  mat2 array;
5370  };
5371  
5372  uniform Light light[67108865];
5373  
5374  void main()
5375  {
5376      if (light[0].array[0][0] == 2.0)
5377          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5378      else
5379          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5380  })";
5381  
5382      program = CompileProgram(essl1_shaders::vs::Simple(), kFSStructTooLarge2);
5383      EXPECT_EQ(0u, program);
5384  }
5385  
5386  // Reject attempts to allocate too much private memory.
5387  // This is an implementation-defined limit - crbug.com/1431761.
TEST_P(WebGLCompatibilityTest,ValidateTotalPrivateSize)5388  TEST_P(WebGLCompatibilityTest, ValidateTotalPrivateSize)
5389  {
5390      constexpr char kTooLargeGlobalMemory1[] =
5391          R"(precision mediump float;
5392  
5393  // 16 MB / 16 bytes per vec4 = 1048576
5394  vec4 array[524288];
5395  vec4 array2[524289];
5396  
5397  void main()
5398  {
5399      if (array[0].x + array[1].x == 0.)
5400          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5401      else
5402          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5403  })";
5404  
5405      constexpr char kTooLargeGlobalMemory2[] =
5406          R"(precision mediump float;
5407  
5408  // 16 MB / 16 bytes per vec4 = 1048576
5409  vec4 array[524287];
5410  vec4 array2[524287];
5411  vec4 x, y, z;
5412  
5413  void main()
5414  {
5415      if (array[0].x + array[1].x == x.w + y.w + z.w)
5416          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5417      else
5418          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5419  })";
5420  
5421      constexpr char kTooLargeGlobalAndLocalMemory1[] =
5422          R"(precision mediump float;
5423  
5424  // 16 MB / 16 bytes per vec4 = 1048576
5425  vec4 array[524288];
5426  
5427  void main()
5428  {
5429      vec4 array2[524289];
5430      if (array[0].x + array[1].x == 2.0)
5431          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5432      else
5433          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5434  })";
5435  
5436      // Note: The call stack is not taken into account for the purposes of total memory calculation.
5437      constexpr char kTooLargeGlobalAndLocalMemory2[] =
5438          R"(precision mediump float;
5439  
5440  // 16 MB / 16 bytes per vec4 = 1048576
5441  vec4 array[524288];
5442  
5443  float f()
5444  {
5445      vec4 array2[524288];
5446      return array2[0].x;
5447  }
5448  
5449  float g()
5450  {
5451      vec4 array3[524287];
5452      return array3[0].x;
5453  }
5454  
5455  float h()
5456  {
5457      vec4 value;
5458      float value2;
5459      return value.x + value2;
5460  }
5461  
5462  void main()
5463  {
5464      if (array[0].x + f() + g() + h() == 2.0)
5465          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5466      else
5467          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5468  })";
5469  
5470      constexpr char kTooLargeGlobalMemoryOverflow[] =
5471          R"(precision mediump float;
5472  
5473  // 16 MB / 16 bytes per vec4 = 1048576
5474  // Create 256 arrays so each is small, but the total overflows a 32-bit number
5475  vec4 array[1048576], array2[1048576], array3[1048576], array4[1048576], array5[1048576];
5476  vec4 array6[1048576], array7[1048576], array8[1048576], array9[1048576], array10[1048576];
5477  vec4 array11[1048576], array12[1048576], array13[1048576], array14[1048576], array15[1048576];
5478  vec4 array16[1048576], array17[1048576], array18[1048576], array19[1048576], array20[1048576];
5479  vec4 array21[1048576], array22[1048576], array23[1048576], array24[1048576], array25[1048576];
5480  vec4 array26[1048576], array27[1048576], array28[1048576], array29[1048576], array30[1048576];
5481  vec4 array31[1048576], array32[1048576], array33[1048576], array34[1048576], array35[1048576];
5482  vec4 array36[1048576], array37[1048576], array38[1048576], array39[1048576], array40[1048576];
5483  vec4 array41[1048576], array42[1048576], array43[1048576], array44[1048576], array45[1048576];
5484  vec4 array46[1048576], array47[1048576], array48[1048576], array49[1048576], array50[1048576];
5485  vec4 array51[1048576], array52[1048576], array53[1048576], array54[1048576], array55[1048576];
5486  vec4 array56[1048576], array57[1048576], array58[1048576], array59[1048576], array60[1048576];
5487  vec4 array61[1048576], array62[1048576], array63[1048576], array64[1048576], array65[1048576];
5488  vec4 array66[1048576], array67[1048576], array68[1048576], array69[1048576], array70[1048576];
5489  vec4 array71[1048576], array72[1048576], array73[1048576], array74[1048576], array75[1048576];
5490  vec4 array76[1048576], array77[1048576], array78[1048576], array79[1048576], array80[1048576];
5491  vec4 array81[1048576], array82[1048576], array83[1048576], array84[1048576], array85[1048576];
5492  vec4 array86[1048576], array87[1048576], array88[1048576], array89[1048576], array90[1048576];
5493  vec4 array91[1048576], array92[1048576], array93[1048576], array94[1048576], array95[1048576];
5494  vec4 array96[1048576], array97[1048576], array98[1048576], array99[1048576], array100[1048576];
5495  vec4 array101[1048576], array102[1048576], array103[1048576], array104[1048576], array105[1048576];
5496  vec4 array106[1048576], array107[1048576], array108[1048576], array109[1048576], array110[1048576];
5497  vec4 array111[1048576], array112[1048576], array113[1048576], array114[1048576], array115[1048576];
5498  vec4 array116[1048576], array117[1048576], array118[1048576], array119[1048576], array120[1048576];
5499  vec4 array121[1048576], array122[1048576], array123[1048576], array124[1048576], array125[1048576];
5500  vec4 array126[1048576], array127[1048576], array128[1048576], array129[1048576], array130[1048576];
5501  vec4 array131[1048576], array132[1048576], array133[1048576], array134[1048576], array135[1048576];
5502  vec4 array136[1048576], array137[1048576], array138[1048576], array139[1048576], array140[1048576];
5503  vec4 array141[1048576], array142[1048576], array143[1048576], array144[1048576], array145[1048576];
5504  vec4 array146[1048576], array147[1048576], array148[1048576], array149[1048576], array150[1048576];
5505  vec4 array151[1048576], array152[1048576], array153[1048576], array154[1048576], array155[1048576];
5506  vec4 array156[1048576], array157[1048576], array158[1048576], array159[1048576], array160[1048576];
5507  vec4 array161[1048576], array162[1048576], array163[1048576], array164[1048576], array165[1048576];
5508  vec4 array166[1048576], array167[1048576], array168[1048576], array169[1048576], array170[1048576];
5509  vec4 array171[1048576], array172[1048576], array173[1048576], array174[1048576], array175[1048576];
5510  vec4 array176[1048576], array177[1048576], array178[1048576], array179[1048576], array180[1048576];
5511  vec4 array181[1048576], array182[1048576], array183[1048576], array184[1048576], array185[1048576];
5512  vec4 array186[1048576], array187[1048576], array188[1048576], array189[1048576], array190[1048576];
5513  vec4 array191[1048576], array192[1048576], array193[1048576], array194[1048576], array195[1048576];
5514  vec4 array196[1048576], array197[1048576], array198[1048576], array199[1048576], array200[1048576];
5515  vec4 array201[1048576], array202[1048576], array203[1048576], array204[1048576], array205[1048576];
5516  vec4 array206[1048576], array207[1048576], array208[1048576], array209[1048576], array210[1048576];
5517  vec4 array211[1048576], array212[1048576], array213[1048576], array214[1048576], array215[1048576];
5518  vec4 array216[1048576], array217[1048576], array218[1048576], array219[1048576], array220[1048576];
5519  vec4 array221[1048576], array222[1048576], array223[1048576], array224[1048576], array225[1048576];
5520  vec4 array226[1048576], array227[1048576], array228[1048576], array229[1048576], array230[1048576];
5521  vec4 array231[1048576], array232[1048576], array233[1048576], array234[1048576], array235[1048576];
5522  vec4 array236[1048576], array237[1048576], array238[1048576], array239[1048576], array240[1048576];
5523  vec4 array241[1048576], array242[1048576], array243[1048576], array244[1048576], array245[1048576];
5524  vec4 array246[1048576], array247[1048576], array248[1048576], array249[1048576], array250[1048576];
5525  vec4 array251[1048576], array252[1048576], array253[1048576], array254[1048576], array255[1048576];
5526  vec4 array256[1048576];
5527  
5528  void main()
5529  {
5530      float f = array[0].x; f += array2[0].x; f += array3[0].x; f += array4[0].x; f += array5[0].x;
5531      f += array6[0].x; f += array7[0].x; f += array8[0].x; f += array9[0].x; f += array10[0].x;
5532      f += array11[0].x; f += array12[0].x; f += array13[0].x; f += array14[0].x; f += array15[0].x;
5533      f += array16[0].x; f += array17[0].x; f += array18[0].x; f += array19[0].x; f += array20[0].x;
5534      f += array21[0].x; f += array22[0].x; f += array23[0].x; f += array24[0].x; f += array25[0].x;
5535      f += array26[0].x; f += array27[0].x; f += array28[0].x; f += array29[0].x; f += array30[0].x;
5536      f += array31[0].x; f += array32[0].x; f += array33[0].x; f += array34[0].x; f += array35[0].x;
5537      f += array36[0].x; f += array37[0].x; f += array38[0].x; f += array39[0].x; f += array40[0].x;
5538      f += array41[0].x; f += array42[0].x; f += array43[0].x; f += array44[0].x; f += array45[0].x;
5539      f += array46[0].x; f += array47[0].x; f += array48[0].x; f += array49[0].x; f += array50[0].x;
5540      f += array51[0].x; f += array52[0].x; f += array53[0].x; f += array54[0].x; f += array55[0].x;
5541      f += array56[0].x; f += array57[0].x; f += array58[0].x; f += array59[0].x; f += array60[0].x;
5542      f += array61[0].x; f += array62[0].x; f += array63[0].x; f += array64[0].x; f += array65[0].x;
5543      f += array66[0].x; f += array67[0].x; f += array68[0].x; f += array69[0].x; f += array70[0].x;
5544      f += array71[0].x; f += array72[0].x; f += array73[0].x; f += array74[0].x; f += array75[0].x;
5545      f += array76[0].x; f += array77[0].x; f += array78[0].x; f += array79[0].x; f += array80[0].x;
5546      f += array81[0].x; f += array82[0].x; f += array83[0].x; f += array84[0].x; f += array85[0].x;
5547      f += array86[0].x; f += array87[0].x; f += array88[0].x; f += array89[0].x; f += array90[0].x;
5548      f += array91[0].x; f += array92[0].x; f += array93[0].x; f += array94[0].x; f += array95[0].x;
5549      f += array96[0].x; f += array97[0].x; f += array98[0].x; f += array99[0].x; f += array100[0].x;
5550      f += array101[0].x; f += array102[0].x; f += array103[0].x; f += array104[0].x;
5551      f += array105[0].x; f += array106[0].x; f += array107[0].x; f += array108[0].x;
5552      f += array109[0].x; f += array110[0].x; f += array111[0].x; f += array112[0].x;
5553      f += array113[0].x; f += array114[0].x; f += array115[0].x; f += array116[0].x;
5554      f += array117[0].x; f += array118[0].x; f += array119[0].x; f += array120[0].x;
5555      f += array121[0].x; f += array122[0].x; f += array123[0].x; f += array124[0].x;
5556      f += array125[0].x; f += array126[0].x; f += array127[0].x; f += array128[0].x;
5557      f += array129[0].x; f += array130[0].x; f += array131[0].x; f += array132[0].x;
5558      f += array133[0].x; f += array134[0].x; f += array135[0].x; f += array136[0].x;
5559      f += array137[0].x; f += array138[0].x; f += array139[0].x; f += array140[0].x;
5560      f += array141[0].x; f += array142[0].x; f += array143[0].x; f += array144[0].x;
5561      f += array145[0].x; f += array146[0].x; f += array147[0].x; f += array148[0].x;
5562      f += array149[0].x; f += array150[0].x; f += array151[0].x; f += array152[0].x;
5563      f += array153[0].x; f += array154[0].x; f += array155[0].x; f += array156[0].x;
5564      f += array157[0].x; f += array158[0].x; f += array159[0].x; f += array160[0].x;
5565      f += array161[0].x; f += array162[0].x; f += array163[0].x; f += array164[0].x;
5566      f += array165[0].x; f += array166[0].x; f += array167[0].x; f += array168[0].x;
5567      f += array169[0].x; f += array170[0].x; f += array171[0].x; f += array172[0].x;
5568      f += array173[0].x; f += array174[0].x; f += array175[0].x; f += array176[0].x;
5569      f += array177[0].x; f += array178[0].x; f += array179[0].x; f += array180[0].x;
5570      f += array181[0].x; f += array182[0].x; f += array183[0].x; f += array184[0].x;
5571      f += array185[0].x; f += array186[0].x; f += array187[0].x; f += array188[0].x;
5572      f += array189[0].x; f += array190[0].x; f += array191[0].x; f += array192[0].x;
5573      f += array193[0].x; f += array194[0].x; f += array195[0].x; f += array196[0].x;
5574      f += array197[0].x; f += array198[0].x; f += array199[0].x; f += array200[0].x;
5575      f += array201[0].x; f += array202[0].x; f += array203[0].x; f += array204[0].x;
5576      f += array205[0].x; f += array206[0].x; f += array207[0].x; f += array208[0].x;
5577      f += array209[0].x; f += array210[0].x; f += array211[0].x; f += array212[0].x;
5578      f += array213[0].x; f += array214[0].x; f += array215[0].x; f += array216[0].x;
5579      f += array217[0].x; f += array218[0].x; f += array219[0].x; f += array220[0].x;
5580      f += array221[0].x; f += array222[0].x; f += array223[0].x; f += array224[0].x;
5581      f += array225[0].x; f += array226[0].x; f += array227[0].x; f += array228[0].x;
5582      f += array229[0].x; f += array230[0].x; f += array231[0].x; f += array232[0].x;
5583      f += array233[0].x; f += array234[0].x; f += array235[0].x; f += array236[0].x;
5584      f += array237[0].x; f += array238[0].x; f += array239[0].x; f += array240[0].x;
5585      f += array241[0].x; f += array242[0].x; f += array243[0].x; f += array244[0].x;
5586      f += array245[0].x; f += array246[0].x; f += array247[0].x; f += array248[0].x;
5587      f += array249[0].x; f += array250[0].x; f += array251[0].x; f += array252[0].x;
5588      f += array253[0].x; f += array254[0].x; f += array255[0].x; f += array256[0].x;
5589      if (f == 2.0)
5590          gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5591      else
5592          gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5593  })";
5594  
5595      GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory1);
5596      EXPECT_EQ(0u, program);
5597  
5598      program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemory2);
5599      EXPECT_EQ(0u, program);
5600  
5601      program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory1);
5602      EXPECT_EQ(0u, program);
5603  
5604      program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalAndLocalMemory2);
5605      EXPECT_EQ(0u, program);
5606  
5607      program = CompileProgram(essl1_shaders::vs::Simple(), kTooLargeGlobalMemoryOverflow);
5608      EXPECT_EQ(0u, program);
5609  }
5610  
5611  // Linking should fail when corresponding vertex/fragment uniform blocks have different precision
5612  // qualifiers.
TEST_P(WebGL2CompatibilityTest,UniformBlockPrecisionMismatch)5613  TEST_P(WebGL2CompatibilityTest, UniformBlockPrecisionMismatch)
5614  {
5615      constexpr char kVS[] =
5616          R"(#version 300 es
5617  uniform Block { mediump vec4 val; };
5618  void main() { gl_Position = val; })";
5619      constexpr char kFS[] =
5620          R"(#version 300 es
5621  uniform Block { highp vec4 val; };
5622  out highp vec4 out_FragColor;
5623  void main() { out_FragColor = val; })";
5624  
5625      GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
5626      ASSERT_NE(0u, vs);
5627      GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
5628      ASSERT_NE(0u, fs);
5629  
5630      GLuint program = glCreateProgram();
5631  
5632      glAttachShader(program, vs);
5633      glDeleteShader(vs);
5634      glAttachShader(program, fs);
5635      glDeleteShader(fs);
5636  
5637      glLinkProgram(program);
5638      GLint linkStatus;
5639      glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
5640      ASSERT_EQ(0, linkStatus);
5641  
5642      glDeleteProgram(program);
5643  }
5644  
5645  // Test no attribute vertex shaders
TEST_P(WebGL2CompatibilityTest,NoAttributeVertexShader)5646  TEST_P(WebGL2CompatibilityTest, NoAttributeVertexShader)
5647  {
5648      constexpr char kVS[] =
5649          R"(#version 300 es
5650  void main()
5651  {
5652  
5653      ivec2 xy = ivec2(gl_VertexID % 2, (gl_VertexID / 2 + gl_VertexID / 3) % 2);
5654      gl_Position = vec4(vec2(xy) * 2. - 1., 0, 1);
5655  })";
5656  
5657      ANGLE_GL_PROGRAM(program, kVS, essl3_shaders::fs::Red());
5658      glUseProgram(program);
5659  
5660      glDrawArrays(GL_TRIANGLES, 0, 6);
5661      ASSERT_GL_NO_ERROR();
5662      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
5663  }
5664  
5665  // Tests bindAttribLocations for length limit
TEST_P(WebGL2CompatibilityTest,BindAttribLocationLimitation)5666  TEST_P(WebGL2CompatibilityTest, BindAttribLocationLimitation)
5667  {
5668      constexpr int maxLocStringLength = 1024;
5669      const std::string tooLongString(maxLocStringLength + 1, '_');
5670  
5671      glBindAttribLocation(0, 0, static_cast<const GLchar *>(tooLongString.c_str()));
5672  
5673      EXPECT_GL_ERROR(GL_INVALID_VALUE);
5674  }
5675  
5676  // Tests getAttribLocation for length limit
TEST_P(WebGL2CompatibilityTest,GetAttribLocationLengthLimitation)5677  TEST_P(WebGL2CompatibilityTest, GetAttribLocationLengthLimitation)
5678  {
5679      constexpr int maxLocStringLength = 1024;
5680      const std::string tooLongString(maxLocStringLength + 1, '_');
5681  
5682      glGetAttribLocation(0, static_cast<const GLchar *>(tooLongString.c_str()));
5683  
5684      EXPECT_GL_ERROR(GL_INVALID_VALUE);
5685  }
5686  
5687  // Covers a bug in transform feedback loop detection.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackCheckNullDeref)5688  TEST_P(WebGL2CompatibilityTest, TransformFeedbackCheckNullDeref)
5689  {
5690      constexpr char kVS[] = R"(attribute vec4 color; void main() { color.r; })";
5691      constexpr char kFS[] = R"(void main(){})";
5692      ANGLE_GL_PROGRAM(program, kVS, kFS);
5693      glUseProgram(program);
5694  
5695      glEnableVertexAttribArray(0);
5696      glDrawArrays(GL_POINTS, 0, 1);
5697  
5698      // This should fail because it is trying to pull a vertex with no buffer.
5699      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5700  
5701      GLBuffer buffer;
5702      glBindBuffer(GL_ARRAY_BUFFER, buffer);
5703      glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
5704  
5705      // This should fail because it is trying to pull a vertex from an empty buffer.
5706      glDrawArrays(GL_POINTS, 0, 1);
5707      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5708  }
5709  
5710  // We should forbid two transform feedback outputs going to the same buffer.
TEST_P(WebGL2CompatibilityTest,TransformFeedbackDoubleBinding)5711  TEST_P(WebGL2CompatibilityTest, TransformFeedbackDoubleBinding)
5712  {
5713      constexpr char kVS[] =
5714          R"(attribute float a; varying float b; varying float c; void main() { b = a; c = a; })";
5715      constexpr char kFS[] = R"(void main(){})";
5716      ANGLE_GL_PROGRAM(program, kVS, kFS);
5717      static const char *varyings[] = {"b", "c"};
5718      glTransformFeedbackVaryings(program, 2, varyings, GL_SEPARATE_ATTRIBS);
5719      glLinkProgram(program);
5720      glUseProgram(program);
5721      ASSERT_GL_NO_ERROR();
5722  
5723      // Bind the transform feedback varyings to non-overlapping regions of the same buffer.
5724      GLBuffer buffer;
5725      glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 0, 4);
5726      glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, buffer, 4, 4);
5727      glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 8, nullptr, GL_STATIC_DRAW);
5728      ASSERT_GL_NO_ERROR();
5729      // Two varyings bound to the same buffer should be an error.
5730      glBeginTransformFeedback(GL_POINTS);
5731      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5732  }
5733  
5734  // Check the return type of a given parameter upon getting the active uniforms.
TEST_P(WebGL2CompatibilityTest,UniformVariablesReturnTypes)5735  TEST_P(WebGL2CompatibilityTest, UniformVariablesReturnTypes)
5736  {
5737      ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
5738  
5739      std::vector<GLuint> validUniformIndices = {0};
5740      std::vector<GLint> uniformNameLengthBuf(validUniformIndices.size());
5741  
5742      // This should fail because GL_UNIFORM_NAME_LENGTH cannot be used in WebGL2.
5743      glGetActiveUniformsiv(program, static_cast<GLsizei>(validUniformIndices.size()),
5744                            &validUniformIndices[0], GL_UNIFORM_NAME_LENGTH,
5745                            &uniformNameLengthBuf[0]);
5746      EXPECT_GL_ERROR(GL_INVALID_ENUM);
5747  }
5748  
5749  // Tests an error case to ensure we don't crash.
TEST_P(WebGLCompatibilityTest,DrawWithNoProgram)5750  TEST_P(WebGLCompatibilityTest, DrawWithNoProgram)
5751  {
5752      glDrawArrays(GL_TRIANGLES, 0, 6);
5753      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5754  }
5755  
5756  // Ensures that rendering to different texture levels of a sampled texture is supported.
TEST_P(WebGL2CompatibilityTest,RenderToLevelsOfSampledTexture)5757  TEST_P(WebGL2CompatibilityTest, RenderToLevelsOfSampledTexture)
5758  {
5759      // TODO: Fix on Vulkan back-end. http://anglebug.com/40644733
5760      ANGLE_SKIP_TEST_IF(IsVulkan());
5761  
5762      constexpr GLsizei kTexSize   = 2;
5763      constexpr GLsizei kTexLevels = 2;
5764  
5765      std::vector<GLColor> texData(kTexSize * kTexSize, GLColor::green);
5766  
5767      GLTexture sourceTexture;
5768      glBindTexture(GL_TEXTURE_2D, sourceTexture);
5769      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5770      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5771      glTexStorage2D(GL_TEXTURE_2D, kTexLevels, GL_RGBA8, kTexSize, kTexSize);
5772      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTexSize, kTexSize, GL_RGBA, GL_UNSIGNED_BYTE,
5773                      texData.data());
5774  
5775      GLFramebuffer fbo;
5776      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5777      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sourceTexture, 1);
5778      ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5779      glViewport(0, 0, kTexSize / 2, kTexSize / 2);
5780  
5781      ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
5782      ASSERT_GL_NO_ERROR();
5783  
5784      // Should work - drawing from level 0 to level 1.
5785      drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5786      EXPECT_GL_NO_ERROR();
5787      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5788  
5789      // Should not work - drawing from levels [0,1] to level 1.
5790      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
5791      drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5792      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5793  
5794      // Should work - drawing with levels [0,1] to default FBO.
5795      glBindFramebuffer(GL_FRAMEBUFFER, 0);
5796      glViewport(0, 0, getWindowWidth(), getWindowHeight());
5797  
5798      drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5799      EXPECT_GL_NO_ERROR();
5800      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
5801  }
5802  
5803  // Reject attempts to allocate too-large variables in shaders.
5804  // This is an implementation-defined limit - crbug.com/1220237 .
TEST_P(WebGL2CompatibilityTest,ValidateTypeSizes)5805  TEST_P(WebGL2CompatibilityTest, ValidateTypeSizes)
5806  {
5807      constexpr char kFSArrayBlockTooLarge[] = R"(#version 300 es
5808  precision mediump float;
5809  // 1 + the maximum size this implementation allows.
5810  uniform LargeArrayBlock {
5811      vec4 large_array[134217729];
5812  };
5813  
5814  out vec4 out_FragColor;
5815  
5816  void main()
5817  {
5818      if (large_array[1].x == 2.0)
5819          out_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
5820      else
5821          out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
5822  }
5823  )";
5824  
5825      GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFSArrayBlockTooLarge);
5826      EXPECT_EQ(0u, program);
5827  }
5828  
5829  // Ensure that new type size validation code added for
5830  // crbug.com/1220237 does not crash.
TEST_P(WebGL2CompatibilityTest,ValidatingTypeSizesShouldNotCrash)5831  TEST_P(WebGL2CompatibilityTest, ValidatingTypeSizesShouldNotCrash)
5832  {
5833      constexpr char kFS1[] = R"(#version 300 es
5834  precision mediump float;
5835  out vec4 my_FragColor;
5836  
5837  const vec4 constants[2] = vec4[] (
5838      vec4(0.6, 0.3, 0.0, 3.0),
5839      vec4(-0.6, 0.7, 0.0, -2.0)
5840  );
5841  
5842  void main()
5843  {
5844      my_FragColor = constants[0] + constants[1];
5845      return;
5846  })";
5847  
5848      constexpr char kFS2[] = R"(#version 300 es
5849  precision mediump float;
5850  out vec4 my_FragColor;
5851  
5852  const vec4 constants[2] = vec4[] (
5853      vec4(0.6, 0.3, 0.0, 3.0),
5854      vec4(-0.6, 0.7, 0.0, -2.0)
5855  );
5856  
5857  const vec4 constants2[2] = vec4[] (
5858      constants[1],
5859      constants[0]
5860  );
5861  
5862  void main()
5863  {
5864      my_FragColor = constants2[0] + constants2[1];
5865      return;
5866  })";
5867  
5868      constexpr char kFS3[] = R"(#version 300 es
5869  precision mediump float;
5870  out vec4 my_FragColor;
5871  
5872  const vec4 constants[2] = vec4[] (
5873      vec4(0.6, 0.3, 0.0, 3.0),
5874      vec4(-0.6, 0.7, 0.0, -2.0)
5875  );
5876  
5877  const vec4 constants2[2] = constants;
5878  
5879  void main()
5880  {
5881      my_FragColor = constants2[0] + constants2[1];
5882      return;
5883  })";
5884  
5885      GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS1);
5886      EXPECT_NE(0u, program);
5887  
5888      program = CompileProgram(essl3_shaders::vs::Simple(), kFS2);
5889      EXPECT_NE(0u, program);
5890  
5891      program = CompileProgram(essl3_shaders::vs::Simple(), kFS3);
5892      EXPECT_NE(0u, program);
5893  }
5894  
5895  // Verify glReadPixels will accept GL_RGBX8_ANGLE + GL_UNSIGNED_BYTE.
TEST_P(WebGL2CompatibilityTest,ReadPixelsRgbx8AngleUnsignedByte)5896  TEST_P(WebGL2CompatibilityTest, ReadPixelsRgbx8AngleUnsignedByte)
5897  {
5898      ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_rgbx_internal_format"));
5899  
5900      GLFramebuffer fb;
5901      glBindFramebuffer(GL_FRAMEBUFFER, fb);
5902  
5903      GLTexture tex;
5904      glBindTexture(GL_TEXTURE_2D, tex);
5905      glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBX8_ANGLE, 1, 1);
5906      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5907      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5908  
5909      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
5910      ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5911  
5912      glBindFramebuffer(GL_FRAMEBUFFER, 0);
5913  
5914      glClearColor(1.0, 0.0, 0.0, 1.0);
5915      glClear(GL_COLOR_BUFFER_BIT);
5916      ASSERT_GL_NO_ERROR();
5917  
5918      GLColor pixel;
5919      glReadPixels(0, 0, 1, 1, GL_RGBX8_ANGLE, GL_UNSIGNED_BYTE, &pixel.R);
5920      ASSERT_GL_NO_ERROR();
5921  
5922      EXPECT_EQ(GLColor::red, pixel);
5923  }
5924  
5925  // Test that masked-out draw attachments do not require fragment outputs.
TEST_P(WebGL2CompatibilityTest,DrawWithMaskedOutAttachments)5926  TEST_P(WebGL2CompatibilityTest, DrawWithMaskedOutAttachments)
5927  {
5928      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
5929  
5930      GLFramebuffer fbo;
5931      GLRenderbuffer rbo[2];
5932      glBindFramebuffer(GL_FRAMEBUFFER, fbo);
5933  
5934      glBindRenderbuffer(GL_RENDERBUFFER, rbo[0]);
5935      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5936      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo[0]);
5937  
5938      glBindRenderbuffer(GL_RENDERBUFFER, rbo[1]);
5939      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
5940      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rbo[1]);
5941  
5942      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
5943  
5944      constexpr char kFS[] = R"(#version 300 es
5945  precision highp float;
5946  
5947  layout(location = 0) out vec4 color;
5948  
5949  void main()
5950  {
5951      color = vec4(1.0, 1.0, 1.0, 1.0);
5952  }
5953  )";
5954  
5955      ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
5956      glUseProgram(program);
5957  
5958      GLenum bufs[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
5959      glDrawBuffers(2, bufs);
5960  
5961      // Error: no fragment output for attachment1
5962      drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5963      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
5964  
5965      // No error: attachment1 is masked-out
5966      glColorMaskiOES(1, false, false, false, false);
5967      drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
5968      EXPECT_GL_NO_ERROR();
5969  }
5970  
5971  // Test that ETC2/EAC formats are rejected by unextended WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,ETC2EACFormats)5972  TEST_P(WebGL2CompatibilityTest, ETC2EACFormats)
5973  {
5974      size_t byteLength          = 8;
5975      constexpr uint8_t data[16] = {};
5976      constexpr GLenum formats[] = {GL_COMPRESSED_R11_EAC,
5977                                    GL_COMPRESSED_SIGNED_R11_EAC,
5978                                    GL_COMPRESSED_RGB8_ETC2,
5979                                    GL_COMPRESSED_SRGB8_ETC2,
5980                                    GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5981                                    GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2,
5982                                    GL_COMPRESSED_RG11_EAC,
5983                                    GL_COMPRESSED_SIGNED_RG11_EAC,
5984                                    GL_COMPRESSED_RGBA8_ETC2_EAC,
5985                                    GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC};
5986  
5987      for (const auto &fmt : formats)
5988      {
5989          if (fmt == GL_COMPRESSED_RG11_EAC)
5990              byteLength = 16;
5991  
5992          {
5993              GLTexture tex;
5994              glBindTexture(GL_TEXTURE_2D, tex);
5995              glCompressedTexImage2D(GL_TEXTURE_2D, 0, fmt, 4, 4, 0, byteLength, data);
5996              EXPECT_GL_ERROR(GL_INVALID_ENUM);
5997          }
5998  
5999          {
6000              GLTexture tex;
6001              glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6002              glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, fmt, 4, 4, 1, 0, byteLength, data);
6003              EXPECT_GL_ERROR(GL_INVALID_ENUM);
6004          }
6005  
6006          {
6007              GLTexture tex;
6008              glBindTexture(GL_TEXTURE_2D, tex);
6009              glTexStorage2D(GL_TEXTURE_2D, 1, fmt, 4, 4);
6010              EXPECT_GL_ERROR(GL_INVALID_ENUM);
6011          }
6012  
6013          {
6014              GLTexture tex;
6015              glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
6016              glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, fmt, 4, 4, 1);
6017              EXPECT_GL_ERROR(GL_INVALID_ENUM);
6018          }
6019      }
6020  }
6021  
6022  // Test that GL_HALF_FLOAT_OES type is rejected by WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,HalfFloatOesType)6023  TEST_P(WebGL2CompatibilityTest, HalfFloatOesType)
6024  {
6025      const std::array<std::pair<GLenum, GLenum>, 6> formats = {{{GL_R16F, GL_RED},
6026                                                                 {GL_RG16F, GL_RG},
6027                                                                 {GL_RGB16F, GL_RGB},
6028                                                                 {GL_RGBA16F, GL_RGBA},
6029                                                                 {GL_R11F_G11F_B10F, GL_RGB},
6030                                                                 {GL_RGB9_E5, GL_RGB}}};
6031      for (const auto &fmt : formats)
6032      {
6033          {
6034              GLTexture tex;
6035              glBindTexture(GL_TEXTURE_2D, tex);
6036              EXPECT_GL_NO_ERROR();
6037  
6038              glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6039                           nullptr);
6040              EXPECT_GL_ERROR(GL_INVALID_ENUM);
6041  
6042              glTexImage2D(GL_TEXTURE_2D, 0, fmt.first, 1, 1, 0, fmt.second, GL_HALF_FLOAT, nullptr);
6043              EXPECT_GL_NO_ERROR();
6044          }
6045          {
6046              GLTexture tex;
6047              glBindTexture(GL_TEXTURE_3D, tex);
6048              EXPECT_GL_NO_ERROR();
6049  
6050              glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT_OES,
6051                           nullptr);
6052              EXPECT_GL_ERROR(GL_INVALID_ENUM);
6053  
6054              glTexImage3D(GL_TEXTURE_3D, 0, fmt.first, 1, 1, 1, 0, fmt.second, GL_HALF_FLOAT,
6055                           nullptr);
6056              EXPECT_GL_NO_ERROR();
6057          }
6058      }
6059  }
6060  
6061  // Test that unsigned integer samplers work with stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingStencil8)6062  TEST_P(WebGL2CompatibilityTest, StencilTexturingStencil8)
6063  {
6064      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_texture_stencil8"));
6065  
6066      const uint8_t stencilValue = 42;
6067      GLTexture tex;
6068      glBindTexture(GL_TEXTURE_2D, tex);
6069      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6070      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6071      glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, 1, 1, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
6072                   &stencilValue);
6073      ASSERT_GL_NO_ERROR();
6074  
6075      constexpr char kFS[] = R"(#version 300 es
6076  out mediump vec4 color;
6077  uniform mediump usampler2D tex;
6078  void main() {
6079      color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6080  })";
6081      ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6082  
6083      drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6084      EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6085  }
6086  
6087  // Test that unsigned integer samplers work with combined depth/stencil textures.
TEST_P(WebGL2CompatibilityTest,StencilTexturingCombined)6088  TEST_P(WebGL2CompatibilityTest, StencilTexturingCombined)
6089  {
6090      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_ANGLE_stencil_texturing"));
6091  
6092      const uint32_t stencilValue = 42;
6093      GLTexture tex;
6094      glBindTexture(GL_TEXTURE_2D, tex);
6095      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6096      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6097      glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE_ANGLE, GL_STENCIL_INDEX);
6098      glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL,
6099                   GL_UNSIGNED_INT_24_8, &stencilValue);
6100      ASSERT_GL_NO_ERROR();
6101  
6102      constexpr char kFS[] = R"(#version 300 es
6103  out mediump vec4 color;
6104  uniform mediump usampler2D tex;
6105  void main() {
6106      color = vec4(vec3(texture(tex, vec2(0.0, 0.0))) / 255.0, 1.0);
6107  })";
6108      ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
6109  
6110      drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6111      EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(42, 0, 0, 255), 1);
6112  }
6113  
6114  // Regression test for syncing internal state for TexImage calls while there is an incomplete
6115  // framebuffer bound
TEST_P(WebGL2CompatibilityTest,TexImageSyncWithIncompleteFramebufferBug)6116  TEST_P(WebGL2CompatibilityTest, TexImageSyncWithIncompleteFramebufferBug)
6117  {
6118      glColorMask(false, true, false, false);
6119      glClear(GL_COLOR_BUFFER_BIT);
6120      glViewport(100, 128, 65, 65537);
6121  
6122      GLFramebuffer fb1;
6123      glBindFramebuffer(GL_FRAMEBUFFER, fb1);
6124  
6125      GLRenderbuffer rb;
6126      glBindRenderbuffer(GL_RENDERBUFFER, rb);
6127      glRenderbufferStorage(GL_RENDERBUFFER, GL_RG8UI, 1304, 2041);
6128      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
6129  
6130      GLTexture texture;
6131      glBindTexture(GL_TEXTURE_2D, texture);
6132      glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED_EXT, GL_UNSIGNED_BYTE, nullptr);
6133  }
6134  
6135  // Test that "depth_unchanged" layout qualifier is rejected for WebGL contexts.
TEST_P(WebGL2CompatibilityTest,FragDepthLayoutUnchanged)6136  TEST_P(WebGL2CompatibilityTest, FragDepthLayoutUnchanged)
6137  {
6138      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_conservative_depth"));
6139  
6140      constexpr char kFS[] = R"(#version 300 es
6141  #extension GL_EXT_conservative_depth: enable
6142  out highp vec4 color;
6143  layout (depth_unchanged) out highp float gl_FragDepth;
6144  void main() {
6145      color = vec4(0.0, 0.0, 0.0, 1.0);
6146      gl_FragDepth = 1.0;
6147  })";
6148  
6149      GLProgram prg;
6150      prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6151      EXPECT_FALSE(prg.valid());
6152  }
6153  
6154  // Test that EXT_blend_func_extended does not allow omitting locations in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedNoLocations)6155  TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedNoLocations)
6156  {
6157      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6158  
6159      constexpr char kFS[] = R"(#version 300 es
6160  #extension GL_EXT_blend_func_extended : require
6161  out highp vec4 color0;
6162  out highp vec4 color1;
6163  void main() {
6164      color0 = vec4(1.0, 0.0, 0.0, 1.0);
6165      color1 = vec4(0.0, 1.0, 0.0, 1.0);
6166  })";
6167  
6168      GLProgram prg;
6169      prg.makeRaster(essl3_shaders::vs::Simple(), kFS);
6170      EXPECT_FALSE(prg.valid());
6171  }
6172  
6173  // Test that fragment outputs may be omitted when enabling
6174  // SRC1 blend functions with all color channels masked out.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)6175  TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsWithAllChannelsMaskedOut)
6176  {
6177      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6178  
6179      glEnable(GL_BLEND);
6180      glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6181      glColorMask(false, false, false, false);
6182  
6183      // Secondary output missing
6184      {
6185          constexpr char kFragColor[] = R"(
6186              void main() {
6187                  gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
6188              })";
6189          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6190          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6191          EXPECT_GL_NO_ERROR();
6192      }
6193  
6194      // Primary output missing
6195      {
6196          constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : enable
6197              void main() {
6198                  gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6199              })";
6200          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6201          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6202          EXPECT_GL_NO_ERROR();
6203      }
6204  
6205      // Both outputs missing
6206      {
6207          constexpr char kNone[] = "void main() {}";
6208          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kNone);
6209          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5, 1.0, true);
6210          EXPECT_GL_NO_ERROR();
6211      }
6212  }
6213  
6214  // Test that both fragment outputs must be statically used
6215  // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6216  TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6217  {
6218      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6219  
6220      glEnable(GL_BLEND);
6221      glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6222      ASSERT_GL_NO_ERROR();
6223  
6224      {
6225          constexpr char kFragColor[] = R"(
6226  void main() {
6227      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
6228  })";
6229          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColor);
6230          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6231          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6232      }
6233      {
6234          constexpr char kSecondaryFragColor[] = R"(#extension GL_EXT_blend_func_extended : require
6235  void main() {
6236      gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6237  })";
6238          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragColor);
6239          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6240          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6241      }
6242      {
6243          constexpr char kFragColorAndSecondaryFragColor[] =
6244              R"(#extension GL_EXT_blend_func_extended : require
6245  void main() {
6246      gl_FragColor             = vec4(1.0, 0.0, 0.0, 1.0);
6247      gl_SecondaryFragColorEXT = vec4(0.0, 1.0, 0.0, 1.0);
6248  })";
6249          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragColorAndSecondaryFragColor);
6250          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6251          ASSERT_GL_NO_ERROR();
6252      }
6253  }
6254  
6255  // Test that both fragment outputs must be statically used
6256  // when enabling SRC1 blend functions in WebGL 1.0 contexts.
TEST_P(WebGLCompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6257  TEST_P(WebGLCompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6258  {
6259      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6260  
6261      glEnable(GL_BLEND);
6262      glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6263      ASSERT_GL_NO_ERROR();
6264  
6265      {
6266          constexpr char kFragData[] = R"(
6267  void main() {
6268      gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
6269  })";
6270          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragData);
6271          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6272          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6273      }
6274      {
6275          constexpr char kSecondaryFragData[] = R"(#extension GL_EXT_blend_func_extended : require
6276  void main() {
6277      gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6278  })";
6279          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kSecondaryFragData);
6280          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6281          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6282      }
6283      {
6284          constexpr char kFragDataAndSecondaryFragData[] =
6285              R"(#extension GL_EXT_blend_func_extended : require
6286  void main() {
6287      gl_FragData[0]             = vec4(1.0, 0.0, 0.0, 1.0);
6288      gl_SecondaryFragDataEXT[0] = vec4(0.0, 1.0, 0.0, 1.0);
6289  })";
6290          ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragDataAndSecondaryFragData);
6291          drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6292          ASSERT_GL_NO_ERROR();
6293      }
6294  }
6295  
6296  // Test that both fragment outputs must be statically used
6297  // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputs)6298  TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputs)
6299  {
6300      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6301  
6302      glEnable(GL_BLEND);
6303      glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6304      ASSERT_GL_NO_ERROR();
6305  
6306      {
6307          constexpr char kColor0[] = R"(#version 300 es
6308  out mediump vec4 color0;
6309  void main() {
6310      color0 = vec4(1.0, 0.0, 0.0, 1.0);
6311  })";
6312          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0);
6313          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6314          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6315      }
6316      {
6317          constexpr char kColor1[] = R"(#version 300 es
6318  #extension GL_EXT_blend_func_extended : require
6319  layout(location = 0, index = 1) out mediump vec4 color1;
6320  void main() {
6321      color1 = vec4(0.0, 1.0, 0.0, 1.0);
6322  })";
6323          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor1);
6324          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6325          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6326      }
6327      {
6328          constexpr char kColor0AndColor1[] = R"(#version 300 es
6329  #extension GL_EXT_blend_func_extended : require
6330  layout(location = 0, index = 0) out mediump vec4 color0;
6331  layout(location = 0, index = 1) out mediump vec4 color1;
6332  void main() {
6333      color0 = vec4(1.0, 0.0, 0.0, 1.0);
6334      color1 = vec4(0.0, 1.0, 0.0, 1.0);
6335  })";
6336          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kColor0AndColor1);
6337          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6338          ASSERT_GL_NO_ERROR();
6339      }
6340  }
6341  
6342  // Test that both fragment outputs must be statically used
6343  // when enabling SRC1 blend functions in WebGL 2.0 contexts.
TEST_P(WebGL2CompatibilityTest,EXTBlendFuncExtendedMissingOutputsArrays)6344  TEST_P(WebGL2CompatibilityTest, EXTBlendFuncExtendedMissingOutputsArrays)
6345  {
6346      ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_blend_func_extended"));
6347  
6348      glEnable(GL_BLEND);
6349      glBlendFunc(GL_ONE, GL_SRC1_COLOR_EXT);
6350      ASSERT_GL_NO_ERROR();
6351  
6352      {
6353          constexpr char kArrayColor0[] = R"(#version 300 es
6354  out mediump vec4 color0[1];
6355  void main() {
6356      color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6357  })";
6358          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0);
6359          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6360          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6361      }
6362      {
6363          constexpr char kArrayColor1[] = R"(#version 300 es
6364  #extension GL_EXT_blend_func_extended : require
6365  layout(location = 0, index = 1) out mediump vec4 color1[1];
6366  void main() {
6367      color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6368  })";
6369          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor1);
6370          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6371          ASSERT_GL_ERROR(GL_INVALID_OPERATION);
6372      }
6373      {
6374          constexpr char kArrayColor0AndColor0[] = R"(#version 300 es
6375  #extension GL_EXT_blend_func_extended : require
6376  layout(location = 0, index = 0) out mediump vec4 color0[1];
6377  layout(location = 0, index = 1) out mediump vec4 color1[1];
6378  void main() {
6379      color0[0] = vec4(1.0, 0.0, 0.0, 1.0);
6380      color1[0] = vec4(0.0, 1.0, 0.0, 1.0);
6381  })";
6382          ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kArrayColor0AndColor0);
6383          drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
6384          ASSERT_GL_NO_ERROR();
6385      }
6386  }
6387  
6388  // Test that vertex conversion correctly no-ops when the vertex format requires conversion but there
6389  // are no vertices to convert.
TEST_P(WebGLCompatibilityTest,ConversionWithNoVertices)6390  TEST_P(WebGLCompatibilityTest, ConversionWithNoVertices)
6391  {
6392      constexpr char kVS[] = R"(precision highp float;
6393  attribute vec3 attr1;
6394  void main(void) {
6395     gl_Position = vec4(attr1, 1.0);
6396  })";
6397  
6398      constexpr char kFS[] = R"(precision highp float;
6399  void main(void) {
6400     gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
6401  })";
6402  
6403      GLBuffer buffer;
6404      glBindBuffer(GL_ARRAY_BUFFER, buffer);
6405      std::array<int8_t, 12> data = {
6406          1,
6407      };
6408      glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(data[0]), data.data(), GL_STATIC_DRAW);
6409  
6410      ANGLE_GL_PROGRAM(program, kVS, kFS);
6411      glBindAttribLocation(program, 0, "attr1");
6412      glLinkProgram(program);
6413      ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
6414      glUseProgram(program);
6415  
6416      // Set the offset of the attribute past the end of the buffer but use a format that requires
6417      // conversion in Vulkan
6418      glEnableVertexAttribArray(0);
6419      glVertexAttribPointer(0, 3, GL_BYTE, true, 128, reinterpret_cast<void *>(256));
6420  
6421      glDrawArrays(GL_TRIANGLES, 0, 3);
6422      // Either no error or invalid operation is okay.
6423  }
6424  
6425  // Tests that using an out of bounds draw offset with a dynamic array succeeds.
TEST_P(WebGLCompatibilityTest,DynamicVertexArrayOffsetOutOfBounds)6426  TEST_P(WebGLCompatibilityTest, DynamicVertexArrayOffsetOutOfBounds)
6427  {
6428      ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
6429      glUseProgram(program);
6430  
6431      GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
6432      ASSERT_NE(-1, posLoc);
6433  
6434      glEnableVertexAttribArray(posLoc);
6435      GLBuffer buf;
6436      glBindBuffer(GL_ARRAY_BUFFER, buf);
6437      glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const void *>(500));
6438      glBufferData(GL_ARRAY_BUFFER, 100, nullptr, GL_DYNAMIC_DRAW);
6439      glDrawArrays(GL_TRIANGLES, 0, 3);
6440  
6441      // Either no error or invalid operation is okay.
6442  }
6443  
6444  // Covers situations where vertex conversion could read out of bounds.
TEST_P(WebGL2CompatibilityTest,OutOfBoundsByteAttribute)6445  TEST_P(WebGL2CompatibilityTest, OutOfBoundsByteAttribute)
6446  {
6447      ANGLE_GL_PROGRAM(testProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
6448      glUseProgram(testProgram);
6449  
6450      GLBuffer buffer;
6451      glBindBuffer(GL_ARRAY_BUFFER, buffer);
6452      glBufferData(GL_ARRAY_BUFFER, 2, nullptr, GL_STREAM_COPY);
6453  
6454      glEnableVertexAttribArray(0);
6455      glVertexAttribPointer(0, 4, GL_BYTE, false, 0xff, reinterpret_cast<const void *>(0xfe));
6456  
6457      glDrawArraysInstanced(GL_TRIANGLE_STRIP, 1, 10, 1000);
6458  }
6459  
6460  // Test for a mishandling of instanced vertex attributes with zero-sized buffers bound on Apple
6461  // OpenGL drivers.
TEST_P(WebGL2CompatibilityTest,DrawWithZeroSizedBuffer)6462  TEST_P(WebGL2CompatibilityTest, DrawWithZeroSizedBuffer)
6463  {
6464      ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
6465      glUseProgram(program);
6466  
6467      GLBuffer buffer;
6468      glBindBuffer(GL_ARRAY_BUFFER, buffer);
6469  
6470      GLint posLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
6471      glEnableVertexAttribArray(posLocation);
6472  
6473      glVertexAttribDivisor(posLocation, 1);
6474      glVertexAttribPointer(posLocation, 1, GL_UNSIGNED_BYTE, GL_FALSE, 9,
6475                            reinterpret_cast<void *>(0x41424344));
6476      ASSERT_GL_NO_ERROR();
6477  
6478      glDrawArrays(GL_TRIANGLES, 0, 6);
6479      // This should be caught as an invalid draw
6480      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6481  }
6482  
6483  // Test that draw calls exceeding the vertex attribute range are caught in the presence of both
6484  // instanced and non-instanced attributes.
TEST_P(WebGL2CompatibilityTest,DrawWithInstancedAndNonInstancedAttributes)6485  TEST_P(WebGL2CompatibilityTest, DrawWithInstancedAndNonInstancedAttributes)
6486  {
6487      if (IsGLExtensionRequestable("GL_ANGLE_base_vertex_base_instance"))
6488      {
6489          glRequestExtensionANGLE("GL_ANGLE_base_vertex_base_instance");
6490      }
6491  
6492      const bool hasBaseInstance = IsGLExtensionEnabled("GL_ANGLE_base_vertex_base_instance");
6493  
6494      constexpr char kVS[] = R"(#version 300 es
6495  in vec4 attr1;
6496  in vec2 attr2;
6497  in vec4 attr3;
6498  in vec3 attr4;
6499  
6500  out vec4 v1;
6501  out vec2 v2;
6502  out vec4 v3;
6503  out vec3 v4;
6504  
6505  void main()
6506  {
6507      v1 = attr1;
6508      v2 = attr2;
6509      v3 = attr3;
6510      v4 = attr4;
6511      gl_Position = vec4(0, 0, 0, 0);
6512  })";
6513  
6514      constexpr char kFS[] = R"(#version 300 es
6515  precision mediump float;
6516  
6517  in vec4 v1;
6518  in vec2 v2;
6519  in vec4 v3;
6520  in vec3 v4;
6521  
6522  out vec4 color;
6523  
6524  void main()
6525  {
6526      color = v1 + v2.xyxy + v3 + v4.xyxz;
6527  })";
6528  
6529      ANGLE_GL_PROGRAM(program, kVS, kFS);
6530      glUseProgram(program);
6531  
6532      const GLint attrLocations[4] = {
6533          glGetAttribLocation(program, "attr1"),
6534          glGetAttribLocation(program, "attr2"),
6535          glGetAttribLocation(program, "attr3"),
6536          glGetAttribLocation(program, "attr4"),
6537      };
6538  
6539      GLBuffer buffers[4];
6540  
6541      // Set up all the buffers as such:
6542      //
6543      // Buffer 1: 64 bytes + (offset) 124
6544      // Buffer 2: 16 bytes + (offset) 212
6545      // Buffer 3: 128 bytes + (offset) 76
6546      // Buffer 4: 96 bytes + (offset) 52
6547      constexpr GLsizei kBufferSizes[4] = {
6548          64,
6549          16,
6550          128,
6551          96,
6552      };
6553      constexpr GLsizei kBufferOffsets[4] = {
6554          124,
6555          212,
6556          76,
6557          52,
6558      };
6559      // Attribute component count corresponding to the shader
6560      constexpr GLint kAttrComponents[4] = {
6561          4,
6562          2,
6563          4,
6564          3,
6565      };
6566      // Attribute types
6567      constexpr GLenum kAttrTypes[4] = {
6568          GL_SHORT,
6569          GL_BYTE,
6570          GL_FLOAT,
6571          GL_UNSIGNED_SHORT,
6572      };
6573      // Attribute strides.
6574      //
6575      // - Buffer 1 has 64 bytes, each attribute is 8 bytes.  With a stride of 12, 5 vertices can be
6576      //   drawn from this buffer.
6577      // - Buffer 2 has 16 bytes, each attribute is 2 bytes.  With a stride of 0, 8 vertices can be
6578      //   drawn from this buffer.
6579      // - Buffer 3 has 128 bytes, each attribute is 16 bytes.  With a stride of 20, 6 vertices can be
6580      //   drawn from this buffer.
6581      // - Buffer 4 has 96 bytes, each attribute is 6 bytes.  With a stride of 8, 12 vertices can be
6582      //   drawn from this buffer.
6583      constexpr GLsizei kAttrStrides[4] = {
6584          12,
6585          0,
6586          20,
6587          8,
6588      };
6589  
6590      for (int i = 0; i < 4; ++i)
6591      {
6592          glBindBuffer(GL_ARRAY_BUFFER, buffers[i]);
6593          glBufferData(GL_ARRAY_BUFFER, kBufferSizes[i] + kBufferOffsets[i], nullptr, GL_STATIC_DRAW);
6594  
6595          glEnableVertexAttribArray(attrLocations[i]);
6596          glVertexAttribPointer(attrLocations[i], kAttrComponents[i], kAttrTypes[i], GL_TRUE,
6597                                kAttrStrides[i], reinterpret_cast<void *>(kBufferOffsets[i]));
6598      }
6599      ASSERT_GL_NO_ERROR();
6600  
6601      // Without any attribute divisors, the maximum vertex attribute allowed is min(5, 8, 6, 12) with
6602      // non-instanced draws.
6603      glDrawArrays(GL_POINTS, 0, 4);
6604      EXPECT_GL_NO_ERROR();
6605      glDrawArrays(GL_POINTS, 0, 5);
6606      EXPECT_GL_NO_ERROR();
6607      glDrawArrays(GL_POINTS, 0, 6);
6608      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6609      glDrawArrays(GL_POINTS, 1, 5);
6610      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6611      glDrawArrays(GL_POINTS, 1, 4);
6612      EXPECT_GL_NO_ERROR();
6613      glDrawArrays(GL_POINTS, 4, 1);
6614      EXPECT_GL_NO_ERROR();
6615      glDrawArrays(GL_POINTS, 4, 2);
6616      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6617      glDrawArrays(GL_POINTS, 5, 1);
6618      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6619      glDrawArrays(GL_POINTS, 200, 1);
6620      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6621      // Same with instanced draws.
6622      glDrawArraysInstanced(GL_POINTS, 0, 4, 10);
6623      EXPECT_GL_NO_ERROR();
6624      glDrawArraysInstanced(GL_POINTS, 0, 5, 1);
6625      EXPECT_GL_NO_ERROR();
6626      glDrawArraysInstanced(GL_POINTS, 0, 6, 5);
6627      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6628      glDrawArraysInstanced(GL_POINTS, 1, 5, 1);
6629      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6630      glDrawArraysInstanced(GL_POINTS, 1, 4, 22);
6631      EXPECT_GL_NO_ERROR();
6632      glDrawArraysInstanced(GL_POINTS, 4, 1, 1240);
6633      EXPECT_GL_NO_ERROR();
6634      glDrawArraysInstanced(GL_POINTS, 4, 2, 1);
6635      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6636      glDrawArraysInstanced(GL_POINTS, 5, 1, 6);
6637      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6638      glDrawArraysInstanced(GL_POINTS, 200, 1, 100);
6639      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6640  
6641      // With a divisor on attribute 1, that attribute can reference up to vertex #5 (as first
6642      // attribute), while the rest are limited to min(8, 6, 12) as their maximum vertex attribute.
6643      glVertexAttribDivisor(attrLocations[0], 5);
6644  
6645      glDrawArrays(GL_POINTS, 0, 5);
6646      EXPECT_GL_NO_ERROR();
6647      glDrawArrays(GL_POINTS, 0, 6);
6648      EXPECT_GL_NO_ERROR();
6649      glDrawArrays(GL_POINTS, 0, 7);
6650      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6651      // The following passes because attribute 1 only accesses index 0 regardless of first
6652      glDrawArrays(GL_POINTS, 4, 2);
6653      EXPECT_GL_NO_ERROR();
6654      // The following fails because attribute 3 accesses vertices [4, 7)
6655      glDrawArrays(GL_POINTS, 4, 3);
6656      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6657      glDrawArrays(GL_POINTS, 5, 1);
6658      EXPECT_GL_NO_ERROR();
6659  
6660      // With instanced rendering, the same limits as above hold.  Additionally, attribute 1 does no
6661      // longer access only a single vertex, but it accesses instanceCount/5 (5 being the divisor)
6662      // elements.
6663      // The following passes because attribute 1 accesses vertices [0, 4)
6664      glDrawArraysInstanced(GL_POINTS, 0, 5, 20);
6665      EXPECT_GL_NO_ERROR();
6666      // The following passes because attribute 1 accesses vertices [0, 5)
6667      glDrawArraysInstanced(GL_POINTS, 0, 6, 25);
6668      EXPECT_GL_NO_ERROR();
6669      // The following fails because of the limit on non-instanced attributes
6670      glDrawArraysInstanced(GL_POINTS, 0, 7, 1);
6671      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6672      // The following fails because attribute 1 accesses vertices [0, 6)
6673      glDrawArraysInstanced(GL_POINTS, 0, 4, 26);
6674      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6675      // The following passes because attribute 1 accesses vertices [0, 2).  Recall that first vertex
6676      // is ignored for instanced attributes.
6677      glDrawArraysInstanced(GL_POINTS, 3, 3, 9);
6678      EXPECT_GL_NO_ERROR();
6679      glDrawArraysInstanced(GL_POINTS, 3, 3, 10);
6680      EXPECT_GL_NO_ERROR();
6681      glDrawArraysInstanced(GL_POINTS, 3, 3, 11);
6682      EXPECT_GL_NO_ERROR();
6683      glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6684      EXPECT_GL_NO_ERROR();
6685  
6686      if (hasBaseInstance)
6687      {
6688          // The following passes because attribute 1 accesses vertices [0, 3)
6689          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 0);
6690          EXPECT_GL_NO_ERROR();
6691          // The following passes because attribute 1 accesses vertices [1, 4)
6692          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 15, 5);
6693          EXPECT_GL_NO_ERROR();
6694          // The following passes because attribute 1 accesses vertices [0, 4)
6695          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 17, 3);
6696          EXPECT_GL_NO_ERROR();
6697          // The following passes because attribute 1 accesses vertices [3, 5)
6698          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 10, 15);
6699          EXPECT_GL_NO_ERROR();
6700          // The following fails because attribute 1 accesses vertices [3, 6)
6701          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 11, 15);
6702          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6703          // The following fails because attribute 1 accesses vertex 6
6704          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 1, 25);
6705          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6706      }
6707  
6708      // With a divisor on attribute 3, that attribute can reference up to vertex #6 (as first
6709      // attribute), while the rest are limited to min(8, 12) as their maximum vertex attribute.
6710      glVertexAttribDivisor(attrLocations[2], 3);
6711  
6712      glDrawArrays(GL_POINTS, 0, 7);
6713      EXPECT_GL_NO_ERROR();
6714      glDrawArrays(GL_POINTS, 0, 8);
6715      EXPECT_GL_NO_ERROR();
6716      glDrawArrays(GL_POINTS, 0, 9);
6717      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6718      // The following passes because attribute 1 and 3 only access index 0 regardless of first and
6719      // count
6720      glDrawArrays(GL_POINTS, 4, 4);
6721      EXPECT_GL_NO_ERROR();
6722      // The following fails because attribute 2 accesses vertices [4, 9)
6723      glDrawArrays(GL_POINTS, 4, 5);
6724      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6725      glDrawArrays(GL_POINTS, 5, 1);
6726      EXPECT_GL_NO_ERROR();
6727      glDrawArrays(GL_POINTS, 6, 1);
6728      EXPECT_GL_NO_ERROR();
6729  
6730      // With instanced rendering, the same limits as above hold.  Additionally, attribute 1 accesses
6731      // instanceCount/5 and attribute 3 accesses instanceCount/3 elements.
6732      // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3 accesses
6733      // vertices [0, 6)
6734      glDrawArraysInstanced(GL_POINTS, 0, 5, 18);
6735      EXPECT_GL_NO_ERROR();
6736      glDrawArraysInstanced(GL_POINTS, 0, 8, 18);
6737      EXPECT_GL_NO_ERROR();
6738      // The following fails because attribute 3 accesses vertices [0, 7)
6739      glDrawArraysInstanced(GL_POINTS, 0, 5, 19);
6740      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6741      // The following fails because of the limit on non-instanced attributes
6742      glDrawArraysInstanced(GL_POINTS, 0, 9, 1);
6743      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6744      // The following passes because attribute 1 accesses vertices [0, 3), and attribute 3 accesses
6745      // vertices [0, 4)
6746      glDrawArraysInstanced(GL_POINTS, 2, 4, 11);
6747      EXPECT_GL_NO_ERROR();
6748      glDrawArraysInstanced(GL_POINTS, 2, 4, 12);
6749      EXPECT_GL_NO_ERROR();
6750      // The following passes because attribute 3 accesses vertices [0, 5).  Attribute 1 still
6751      // accesses within limits of [0, 3)
6752      glDrawArraysInstanced(GL_POINTS, 2, 4, 13);
6753      EXPECT_GL_NO_ERROR();
6754      glDrawArraysInstanced(GL_POINTS, 5, 1, 1);
6755      EXPECT_GL_NO_ERROR();
6756  
6757      if (hasBaseInstance)
6758      {
6759          // The following passes because attribute 1 accesses vertices [0, 4), and attribute 3
6760          // accesses vertices [0, 6)
6761          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 0);
6762          EXPECT_GL_NO_ERROR();
6763          // The following fails because attribute 3 accesses vertices [0, 7)
6764          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 19, 0);
6765          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6766          // The following fails because attribute 3 accesses vertices [1, 7)
6767          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 18, 1);
6768          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6769          // The following passes because attribute 3 accesses vertices [3, 6)
6770          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 7, 11);
6771          EXPECT_GL_NO_ERROR();
6772          // The following fails because attribute 3 accesses vertices [3, 7)
6773          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 2, 4, 8, 11);
6774          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6775      }
6776  
6777      // With a divisor on attribute 2, that attribute can reference up to vertex #8 (as first
6778      // attribute), and with a divisor on attribute 4, it can reference up to vertex #12.  There is
6779      // no particular limit on the maxmium vertex attribute when not instanced.
6780      glVertexAttribDivisor(attrLocations[1], 3);
6781      glVertexAttribDivisor(attrLocations[3], 1);
6782  
6783      // The following passes because all attributes only access index 0
6784      glDrawArrays(GL_POINTS, 0, 123);
6785      EXPECT_GL_NO_ERROR();
6786      glDrawArrays(GL_POINTS, 4, 500);
6787      EXPECT_GL_NO_ERROR();
6788      glDrawArrays(GL_POINTS, 5, 1);
6789      EXPECT_GL_NO_ERROR();
6790      glDrawArrays(GL_POINTS, 231, 1);
6791      EXPECT_GL_NO_ERROR();
6792  
6793      // With instanced rendering, the same limits as above hold.
6794      //
6795      // Attribute 1 accesses instanceCount/5 elements (note: buffer fits 5 vertices)
6796      // Attribute 2 accesses instanceCount/3 elements (note: buffer fits 8 vertices)
6797      // Attribute 3 accesses instanceCount/3 elements (note: buffer fits 6 vertices)
6798      // Attribute 4 accesses instanceCount/1 elements (note: buffer fits 12 vertices)
6799      //
6800      // Only instances [0, 12) are valid.
6801      glDrawArraysInstanced(GL_POINTS, 0, 123, 1);
6802      EXPECT_GL_NO_ERROR();
6803      // The following passes because attributes accessed are:
6804      // [0, 3), [0, 4), [0, 4), [0, 12)
6805      glDrawArraysInstanced(GL_POINTS, 0, 123, 12);
6806      EXPECT_GL_NO_ERROR();
6807      // The following fails because attributes accessed are:
6808      // [0, 3), [0, 5), [0, 5), [0, 13)
6809      //                              \-- overflow
6810      glDrawArraysInstanced(GL_POINTS, 0, 123, 13);
6811      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6812      // The following passes because attributes accessed are:
6813      // [0, 2), [0, 3), [0, 3), [0, 9)
6814      glDrawArraysInstanced(GL_POINTS, 3, 359, 9);
6815      EXPECT_GL_NO_ERROR();
6816      // The following fails because attributes accessed are:
6817      // [0, 3), [0, 5), [0, 5), [0, 13)
6818      //                              \-- overflow
6819      glDrawArraysInstanced(GL_POINTS, 3, 359, 13);
6820      EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6821      // The following passes because attributes accessed are:
6822      // [0, 1), [0, 2), [0, 2), [0, 5)
6823      glDrawArraysInstanced(GL_POINTS, 120, 359, 5);
6824      EXPECT_GL_NO_ERROR();
6825  
6826      if (hasBaseInstance)
6827      {
6828          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 12, 0);
6829          EXPECT_GL_NO_ERROR();
6830          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 11, 1);
6831          EXPECT_GL_NO_ERROR();
6832          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 11);
6833          EXPECT_GL_NO_ERROR();
6834          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 2, 11);
6835          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6836          glDrawArraysInstancedBaseInstanceANGLE(GL_POINTS, 120, 359, 1, 14);
6837          EXPECT_GL_ERROR(GL_INVALID_OPERATION);
6838      }
6839  }
6840  
6841  ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(WebGLCompatibilityTest);
6842  
6843  GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(WebGL2CompatibilityTest);
6844  ANGLE_INSTANTIATE_TEST_ES3(WebGL2CompatibilityTest);
6845  }  // namespace angle
6846