Index: gpu/command_buffer/service/gles2_cmd_decoder_unittest_framebuffers.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_framebuffers.cc b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_framebuffers.cc |
index dda301aeb5c2c342a0036ad715e7d80a4963a7a7..0040442bd6c6c11ec994b3e7ce292d4dde86b1e9 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_framebuffers.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_framebuffers.cc |
@@ -3410,6 +3410,67 @@ TEST_P(GLES3DecoderTest, FramebufferTextureLayerValidArgs) { |
EXPECT_EQ(GL_NO_ERROR, GetGLError()); |
} |
+TEST_P(GLES3DecoderTest, InvalidateFramebufferDepthStencilAttachment) { |
+ DoBindFramebuffer( |
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId); |
+ DoBindRenderbuffer( |
+ GL_RENDERBUFFER, client_renderbuffer_id_, kServiceRenderbufferId); |
+ DoRenderbufferStorage( |
+ GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, |
+ 1, 1, GL_NO_ERROR); |
+ DoFramebufferRenderbuffer( |
+ GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, |
+ client_renderbuffer_id_, kServiceRenderbufferId, GL_NO_ERROR); |
+ |
+ Framebuffer* framebuffer = |
+ group().framebuffer_manager()->GetFramebuffer(client_framebuffer_id_); |
+ // TODO(qiankun.miao@intel.com): We should only mark DEPTH and STENCIL |
+ // attachments as cleared when command buffer handles DEPTH_STENCIL well. |
+ // http://crbug.com/630568 |
+ framebuffer->MarkAttachmentAsCleared(group().renderbuffer_manager(), nullptr, |
+ GL_DEPTH_ATTACHMENT, true); |
+ framebuffer->MarkAttachmentAsCleared(group().renderbuffer_manager(), nullptr, |
+ GL_STENCIL_ATTACHMENT, true); |
+ framebuffer->MarkAttachmentAsCleared(group().renderbuffer_manager(), nullptr, |
+ GL_DEPTH_STENCIL_ATTACHMENT, true); |
+ EXPECT_TRUE(framebuffer->IsCleared()); |
+ |
+ const GLenum target = GL_FRAMEBUFFER; |
+ const GLsizei count = 1; |
+ GLenum attachments[] = {GL_DEPTH_ATTACHMENT}; |
+ EXPECT_CALL(*gl_, InvalidateFramebuffer(target, 0, _)) |
+ .Times(1) |
+ .RetiresOnSaturation(); |
+ InvalidateFramebufferImmediate& cmd = |
+ *GetImmediateAs<InvalidateFramebufferImmediate>(); |
+ cmd.Init(target, count, attachments); |
+ |
+ EXPECT_EQ(error::kNoError, ExecuteImmediateCmd(cmd, sizeof(attachments))); |
+ EXPECT_EQ(GL_NO_ERROR, GetGLError()); |
+ // Invalidating part of DEPTH_STENCIL attachment doesn't change framebuffer |
+ // clearance status. |
+ EXPECT_TRUE(framebuffer->IsCleared()); |
+ EXPECT_FALSE(framebuffer->HasUnclearedAttachment(GL_DEPTH_ATTACHMENT)); |
+ EXPECT_FALSE(framebuffer->HasUnclearedAttachment(GL_STENCIL_ATTACHMENT)); |
+ EXPECT_FALSE(framebuffer->HasUnclearedAttachment( |
+ GL_DEPTH_STENCIL_ATTACHMENT)); |
+ |
+ attachments[0] = GL_DEPTH_STENCIL_ATTACHMENT; |
+ EXPECT_CALL(*gl_, InvalidateFramebuffer(target, 1, _)) |
+ .Times(1) |
+ .RetiresOnSaturation(); |
+ cmd.Init(target, count, attachments); |
+ |
+ EXPECT_EQ(error::kNoError, ExecuteImmediateCmd(cmd, sizeof(attachments))); |
+ EXPECT_EQ(GL_NO_ERROR, GetGLError()); |
+ // Invalidating DEPTH_STENCIL attachment should make framebuffer uncleared. |
+ EXPECT_FALSE(framebuffer->IsCleared()); |
+ EXPECT_TRUE(framebuffer->HasUnclearedAttachment(GL_DEPTH_ATTACHMENT)); |
+ EXPECT_TRUE(framebuffer->HasUnclearedAttachment(GL_STENCIL_ATTACHMENT)); |
+ EXPECT_TRUE(framebuffer->HasUnclearedAttachment( |
+ GL_DEPTH_STENCIL_ATTACHMENT)); |
+} |
+ |
// TODO(gman): PixelStorei |
// TODO(gman): SwapBuffers |