1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
8*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
9*8975f5c5SAndroid Build Coastguard Worker
10*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker class DiscardFramebufferEXTTest : public ANGLETest<>
13*8975f5c5SAndroid Build Coastguard Worker {
14*8975f5c5SAndroid Build Coastguard Worker protected:
DiscardFramebufferEXTTest()15*8975f5c5SAndroid Build Coastguard Worker DiscardFramebufferEXTTest()
16*8975f5c5SAndroid Build Coastguard Worker {
17*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(256);
18*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(256);
19*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
20*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
21*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
22*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
23*8975f5c5SAndroid Build Coastguard Worker setConfigDepthBits(24);
24*8975f5c5SAndroid Build Coastguard Worker setConfigStencilBits(8);
25*8975f5c5SAndroid Build Coastguard Worker }
26*8975f5c5SAndroid Build Coastguard Worker };
27*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DiscardFramebufferEXTTest,DefaultFramebuffer)28*8975f5c5SAndroid Build Coastguard Worker TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer)
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer"));
31*8975f5c5SAndroid Build Coastguard Worker
32*8975f5c5SAndroid Build Coastguard Worker // TODO: fix crash issue. http://anglebug.com/42262774
33*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsD3D11());
34*8975f5c5SAndroid Build Coastguard Worker
35*8975f5c5SAndroid Build Coastguard Worker // These should succeed on the default framebuffer
36*8975f5c5SAndroid Build Coastguard Worker const GLenum discards1[] = {GL_COLOR_EXT};
37*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
38*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
39*8975f5c5SAndroid Build Coastguard Worker
40*8975f5c5SAndroid Build Coastguard Worker const GLenum discards2[] = {GL_DEPTH_EXT};
41*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
42*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
43*8975f5c5SAndroid Build Coastguard Worker
44*8975f5c5SAndroid Build Coastguard Worker const GLenum discards3[] = {GL_STENCIL_EXT};
45*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
46*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker const GLenum discards4[] = {GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT};
49*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
50*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
51*8975f5c5SAndroid Build Coastguard Worker
52*8975f5c5SAndroid Build Coastguard Worker // These should fail on the default framebuffer
53*8975f5c5SAndroid Build Coastguard Worker const GLenum discards5[] = {GL_COLOR_ATTACHMENT0};
54*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
55*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
56*8975f5c5SAndroid Build Coastguard Worker
57*8975f5c5SAndroid Build Coastguard Worker const GLenum discards6[] = {GL_DEPTH_ATTACHMENT};
58*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
59*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
60*8975f5c5SAndroid Build Coastguard Worker
61*8975f5c5SAndroid Build Coastguard Worker const GLenum discards7[] = {GL_STENCIL_ATTACHMENT};
62*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
63*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
64*8975f5c5SAndroid Build Coastguard Worker }
65*8975f5c5SAndroid Build Coastguard Worker
TEST_P(DiscardFramebufferEXTTest,NonDefaultFramebuffer)66*8975f5c5SAndroid Build Coastguard Worker TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
67*8975f5c5SAndroid Build Coastguard Worker {
68*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer"));
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker GLuint tex2D;
71*8975f5c5SAndroid Build Coastguard Worker GLuint framebuffer;
72*8975f5c5SAndroid Build Coastguard Worker
73*8975f5c5SAndroid Build Coastguard Worker // Create a basic off-screen framebuffer
74*8975f5c5SAndroid Build Coastguard Worker // Don't create a depth/stencil texture, to ensure that also works correctly
75*8975f5c5SAndroid Build Coastguard Worker glGenTextures(1, &tex2D);
76*8975f5c5SAndroid Build Coastguard Worker glGenFramebuffers(1, &framebuffer);
77*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, tex2D);
78*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
79*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
80*8975f5c5SAndroid Build Coastguard Worker GL_UNSIGNED_BYTE, nullptr);
81*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
82*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
83*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
84*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
85*8975f5c5SAndroid Build Coastguard Worker
86*8975f5c5SAndroid Build Coastguard Worker // These should fail on the non-default framebuffer
87*8975f5c5SAndroid Build Coastguard Worker const GLenum discards1[] = {GL_COLOR_EXT};
88*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
89*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker const GLenum discards2[] = {GL_DEPTH_EXT};
92*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
93*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
94*8975f5c5SAndroid Build Coastguard Worker
95*8975f5c5SAndroid Build Coastguard Worker const GLenum discards3[] = {GL_STENCIL_EXT};
96*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
97*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
98*8975f5c5SAndroid Build Coastguard Worker
99*8975f5c5SAndroid Build Coastguard Worker const GLenum discards4[] = {GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT};
100*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
101*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_ERROR(GL_INVALID_ENUM);
102*8975f5c5SAndroid Build Coastguard Worker
103*8975f5c5SAndroid Build Coastguard Worker // These should succeed on the non-default framebuffer
104*8975f5c5SAndroid Build Coastguard Worker const GLenum discards5[] = {GL_COLOR_ATTACHMENT0};
105*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
106*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
107*8975f5c5SAndroid Build Coastguard Worker
108*8975f5c5SAndroid Build Coastguard Worker const GLenum discards6[] = {GL_DEPTH_ATTACHMENT};
109*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
110*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
111*8975f5c5SAndroid Build Coastguard Worker
112*8975f5c5SAndroid Build Coastguard Worker const GLenum discards7[] = {GL_STENCIL_ATTACHMENT};
113*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
114*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
115*8975f5c5SAndroid Build Coastguard Worker }
116*8975f5c5SAndroid Build Coastguard Worker
117*8975f5c5SAndroid Build Coastguard Worker // ANGLE implements an optimization that if depth stencil buffer has not been used and not stored in
118*8975f5c5SAndroid Build Coastguard Worker // the renderpass, the depth buffer clear will be dropped.
TEST_P(DiscardFramebufferEXTTest,ClearDepthThenDrawWithoutDepthTestThenDiscard)119*8975f5c5SAndroid Build Coastguard Worker TEST_P(DiscardFramebufferEXTTest, ClearDepthThenDrawWithoutDepthTestThenDiscard)
120*8975f5c5SAndroid Build Coastguard Worker {
121*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer"));
122*8975f5c5SAndroid Build Coastguard Worker // TODO: fix crash issue. http://anglebug.com/42262774
123*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsD3D11());
124*8975f5c5SAndroid Build Coastguard Worker
125*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::UniformColor());
126*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
127*8975f5c5SAndroid Build Coastguard Worker GLint colorUniformLocation =
128*8975f5c5SAndroid Build Coastguard Worker glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
129*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, colorUniformLocation);
130*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
131*8975f5c5SAndroid Build Coastguard Worker
132*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat kDepthClearValue = 0.5f;
133*8975f5c5SAndroid Build Coastguard Worker // This depth value equals to kDepthClearValue after viewport transform
134*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat depthDrawValue = kDepthClearValue * 2.0f - 1.0f;
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker // This depth clear should be optimized out. We do not have a good way to verify that it
137*8975f5c5SAndroid Build Coastguard Worker // actually gets dropped, but at least we will ensure rendering is still correct.
138*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, 0);
139*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
140*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(kDepthClearValue);
141*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
142*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
143*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(colorUniformLocation, 1, GLColor::cyan.toNormalizedVector().data());
144*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, getWindowWidth(), getWindowHeight());
145*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.05f);
146*8975f5c5SAndroid Build Coastguard Worker GLenum discards = GL_DEPTH_EXT;
147*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &discards);
148*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
149*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::cyan);
150*8975f5c5SAndroid Build Coastguard Worker }
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker // This test is try to ensure that if depth test has been used, depth clear does not get optimized
153*8975f5c5SAndroid Build Coastguard Worker // out. It also tests that if the depth buffer has not been used, the rendering is still correct.
TEST_P(DiscardFramebufferEXTTest,ClearDepthThenDrawWithDepthTestThenDiscard)154*8975f5c5SAndroid Build Coastguard Worker TEST_P(DiscardFramebufferEXTTest, ClearDepthThenDrawWithDepthTestThenDiscard)
155*8975f5c5SAndroid Build Coastguard Worker {
156*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_discard_framebuffer"));
157*8975f5c5SAndroid Build Coastguard Worker // http://anglebug.com/42263489
158*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
159*8975f5c5SAndroid Build Coastguard Worker
160*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
161*8975f5c5SAndroid Build Coastguard Worker GLRenderbuffer renderbuffer;
162*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
163*8975f5c5SAndroid Build Coastguard Worker GLint colorUniformLocation;
164*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kTexWidth = 256;
165*8975f5c5SAndroid Build Coastguard Worker constexpr GLsizei kTexHeight = 256;
166*8975f5c5SAndroid Build Coastguard Worker
167*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
168*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, kTexWidth, kTexHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
169*8975f5c5SAndroid Build Coastguard Worker nullptr);
170*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
171*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
172*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
173*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, 0);
174*8975f5c5SAndroid Build Coastguard Worker
175*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
176*8975f5c5SAndroid Build Coastguard Worker glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kTexWidth, kTexWidth);
177*8975f5c5SAndroid Build Coastguard Worker glBindRenderbuffer(GL_RENDERBUFFER, 0);
178*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
179*8975f5c5SAndroid Build Coastguard Worker
180*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
181*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
182*8975f5c5SAndroid Build Coastguard Worker glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
183*8975f5c5SAndroid Build Coastguard Worker ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
184*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
185*8975f5c5SAndroid Build Coastguard Worker
186*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::UniformColor());
187*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
188*8975f5c5SAndroid Build Coastguard Worker colorUniformLocation = glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
189*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, colorUniformLocation);
190*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
191*8975f5c5SAndroid Build Coastguard Worker
192*8975f5c5SAndroid Build Coastguard Worker // Draw into FBO0
193*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
194*8975f5c5SAndroid Build Coastguard Worker glClearColor(0.0f, 1.0f, 0.0f, 1.0f); // clear to green
195*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat kDepthClearValue = 0.5f;
196*8975f5c5SAndroid Build Coastguard Worker // This depth value equals to kDepthClearValue after viewport transform
197*8975f5c5SAndroid Build Coastguard Worker constexpr GLfloat depthDrawValue = kDepthClearValue * 2.0f - 1.0f;
198*8975f5c5SAndroid Build Coastguard Worker glClearDepthf(kDepthClearValue);
199*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
200*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201*8975f5c5SAndroid Build Coastguard Worker // Draw bottom left with depth test disabled. DepthValue should remain 0.5f with blue color.
202*8975f5c5SAndroid Build Coastguard Worker glDepthFunc(GL_LESS);
203*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
204*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, kTexWidth / 2, kTexHeight / 2);
205*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data());
206*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.1f);
207*8975f5c5SAndroid Build Coastguard Worker // Draw bottom right with depth test enabled. DepthValue should be 0.45f with blue color.
208*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
209*8975f5c5SAndroid Build Coastguard Worker glViewport(kTexWidth / 2, 0, kTexWidth / 2, kTexHeight / 2);
210*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.1f);
211*8975f5c5SAndroid Build Coastguard Worker // Draw to top left with depth test disabled. DepthValue should remain 0.5f with blue color
212*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
213*8975f5c5SAndroid Build Coastguard Worker glViewport(0, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2);
214*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.1f);
215*8975f5c5SAndroid Build Coastguard Worker // Draw to top right with depth test enabled. DepthValue should remain 0.5f with green color
216*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
217*8975f5c5SAndroid Build Coastguard Worker glViewport(kTexWidth / 2, kTexHeight / 2, kTexWidth / 2, kTexHeight / 2);
218*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue + 0.1f);
219*8975f5c5SAndroid Build Coastguard Worker
220*8975f5c5SAndroid Build Coastguard Worker // Now draw the full quad with depth test enabled to verify the depth value is expected.
221*8975f5c5SAndroid Build Coastguard Worker // It should fail depth test in bottom right which will keep it with blue color. All other
222*8975f5c5SAndroid Build Coastguard Worker // quarters will pass depth test and draw a red quad.
223*8975f5c5SAndroid Build Coastguard Worker glEnable(GL_DEPTH_TEST);
224*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data());
225*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, kTexWidth, kTexHeight);
226*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl1_shaders::PositionAttrib(), depthDrawValue - 0.05f);
227*8975f5c5SAndroid Build Coastguard Worker
228*8975f5c5SAndroid Build Coastguard Worker // Invalidate depth buffer. This will trigger depth value not been written to buffer but the
229*8975f5c5SAndroid Build Coastguard Worker // depth load/clear should not optimize out
230*8975f5c5SAndroid Build Coastguard Worker GLenum discards = GL_DEPTH_ATTACHMENT;
231*8975f5c5SAndroid Build Coastguard Worker glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, &discards);
232*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
233*8975f5c5SAndroid Build Coastguard Worker
234*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
235*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(kTexWidth / 2 + 1, 1, GLColor::blue);
236*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(1, kTexHeight / 2 + 1, GLColor::red);
237*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(kTexWidth / 2 + 1, kTexHeight / 2 + 1, GLColor::red);
238*8975f5c5SAndroid Build Coastguard Worker }
239*8975f5c5SAndroid Build Coastguard Worker
240*8975f5c5SAndroid Build Coastguard Worker // Use this to select which configurations (e.g. which renderer, which GLES major version) these
241*8975f5c5SAndroid Build Coastguard Worker // tests should be run against.
242*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(DiscardFramebufferEXTTest);
243