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Unified Diff: gpu/command_buffer/service/gles2_cmd_decoder_unittest_drawing.cc

Issue 268773006: Refactor gles2_cmd_decoder_unittest.cc into components. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 8 months ago
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Index: gpu/command_buffer/service/gles2_cmd_decoder_unittest_drawing.cc
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder_unittest_drawing.cc b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_drawing.cc
new file mode 100644
index 0000000000000000000000000000000000000000..9b28bd6364d4de343036cf836b79e85abf6cb1b4
--- /dev/null
+++ b/gpu/command_buffer/service/gles2_cmd_decoder_unittest_drawing.cc
@@ -0,0 +1,2164 @@
+// Copyright (c) 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
+
+#include "base/command_line.h"
+#include "base/strings/string_number_conversions.h"
+#include "gpu/command_buffer/common/gles2_cmd_format.h"
+#include "gpu/command_buffer/common/gles2_cmd_utils.h"
+#include "gpu/command_buffer/common/id_allocator.h"
+#include "gpu/command_buffer/service/async_pixel_transfer_delegate_mock.h"
+#include "gpu/command_buffer/service/async_pixel_transfer_manager.h"
+#include "gpu/command_buffer/service/async_pixel_transfer_manager_mock.h"
+#include "gpu/command_buffer/service/cmd_buffer_engine.h"
+#include "gpu/command_buffer/service/context_group.h"
+#include "gpu/command_buffer/service/context_state.h"
+#include "gpu/command_buffer/service/gl_surface_mock.h"
+#include "gpu/command_buffer/service/gles2_cmd_decoder_unittest.h"
+
+#include "gpu/command_buffer/service/gpu_switches.h"
+#include "gpu/command_buffer/service/image_manager.h"
+#include "gpu/command_buffer/service/mailbox_manager.h"
+#include "gpu/command_buffer/service/mocks.h"
+#include "gpu/command_buffer/service/program_manager.h"
+#include "gpu/command_buffer/service/test_helper.h"
+#include "testing/gtest/include/gtest/gtest.h"
+#include "ui/gl/gl_implementation.h"
+#include "ui/gl/gl_mock.h"
+#include "ui/gl/gl_surface_stub.h"
+
+#if !defined(GL_DEPTH24_STENCIL8)
+#define GL_DEPTH24_STENCIL8 0x88F0
+#endif
+
+using ::gfx::MockGLInterface;
+using ::testing::_;
+using ::testing::DoAll;
+using ::testing::InSequence;
+using ::testing::Invoke;
+using ::testing::MatcherCast;
+using ::testing::Mock;
+using ::testing::Pointee;
+using ::testing::Return;
+using ::testing::SaveArg;
+using ::testing::SetArrayArgument;
+using ::testing::SetArgumentPointee;
+using ::testing::SetArgPointee;
+using ::testing::StrEq;
+using ::testing::StrictMock;
+
+namespace gpu {
+namespace gles2 {
+
+using namespace cmds;
+
+class GLES2DecoderGeometryInstancingTest : public GLES2DecoderWithShaderTest {
+ public:
+ GLES2DecoderGeometryInstancingTest() : GLES2DecoderWithShaderTest() {}
+
+ virtual void SetUp() {
+ InitState init;
+ init.extensions = "GL_ANGLE_instanced_arrays";
+ init.gl_version = "opengl es 2.0";
+ init.has_alpha = true;
+ init.has_depth = true;
+ init.request_alpha = true;
+ init.request_depth = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+ SetupDefaultProgram();
+ }
+};
+
+// Test that with an RGB backbuffer if we set the color mask to 1,1,1,1 it is
+// set to 1,1,1,0 at Draw time but is 1,1,1,1 at query time.
+TEST_F(GLES2DecoderRGBBackbufferTest, RGBBackbufferColorMask) {
+ ColorMask cmd;
+ cmd.Init(true, true, true, true);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_COLOR_WRITEMASK, result->GetData()))
+ .Times(0);
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_COLOR_WRITEMASK, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(
+ decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_COLOR_WRITEMASK),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+ EXPECT_EQ(1, result->GetData()[1]);
+ EXPECT_EQ(1, result->GetData()[2]);
+ EXPECT_EQ(1, result->GetData()[3]);
+}
+
+// Test that with no depth if we set DepthMask true that it's set to false at
+// draw time but querying it returns true.
+TEST_F(GLES2DecoderRGBBackbufferTest, RGBBackbufferDepthMask) {
+ EXPECT_CALL(*gl_, DepthMask(true)).Times(0).RetiresOnSaturation();
+ DepthMask cmd;
+ cmd.Init(true);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_DEPTH_WRITEMASK, result->GetData()))
+ .Times(0);
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_DEPTH_WRITEMASK, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(
+ decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_DEPTH_WRITEMASK),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+}
+
+// Test that with no stencil if we set the stencil mask it's still set to 0 at
+// draw time but gets our value if we query.
+TEST_F(GLES2DecoderRGBBackbufferTest, RGBBackbufferStencilMask) {
+ const GLint kMask = 123;
+ EXPECT_CALL(*gl_, StencilMask(kMask)).Times(0).RetiresOnSaturation();
+ StencilMask cmd;
+ cmd.Init(kMask);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_STENCIL_WRITEMASK, result->GetData()))
+ .Times(0);
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_STENCIL_WRITEMASK, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(
+ decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_STENCIL_WRITEMASK),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(kMask, result->GetData()[0]);
+}
+
+// Test that if an FBO is bound we get the correct masks.
+TEST_F(GLES2DecoderRGBBackbufferTest, RGBBackbufferColorMaskFBO) {
+ ColorMask cmd;
+ cmd.Init(true, true, true, true);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ DoEnableVertexAttribArray(2);
+ DoVertexAttribPointer(2, 2, GL_FLOAT, 0, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Check that no extra calls are made on the next draw.
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Setup Frame buffer.
+ // needs to be 1x1 or else it's not renderable.
+ const GLsizei kWidth = 1;
+ const GLsizei kHeight = 1;
+ const GLenum kFormat = GL_RGB;
+ DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
+ // Pass some data so the texture will be marked as cleared.
+ DoTexImage2D(GL_TEXTURE_2D,
+ 0,
+ kFormat,
+ kWidth,
+ kHeight,
+ 0,
+ kFormat,
+ GL_UNSIGNED_BYTE,
+ kSharedMemoryId,
+ kSharedMemoryOffset);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ client_texture_id_,
+ kServiceTextureId,
+ 0,
+ GL_NO_ERROR);
+ EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER))
+ .WillOnce(Return(GL_FRAMEBUFFER_COMPLETE))
+ .RetiresOnSaturation();
+
+ // This time state needs to be set.
+ SetupExpectationsForApplyingDirtyState(false, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Check that no extra calls are made on the next draw.
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Unbind
+ DoBindFramebuffer(GL_FRAMEBUFFER, 0, 0);
+
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderManualInitTest, DepthEnableWithDepth) {
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_depth = true;
+ init.request_depth = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+
+ Enable cmd;
+ cmd.Init(GL_DEPTH_TEST);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupDefaultProgram();
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ true, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ true, // depth mask
+ true, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_DEPTH_TEST, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_DEPTH_TEST, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_DEPTH_TEST),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+}
+
+TEST_F(GLES2DecoderManualInitTest, DepthEnableWithoutRequestedDepth) {
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_depth = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+
+ Enable cmd;
+ cmd.Init(GL_DEPTH_TEST);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupDefaultProgram();
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_DEPTH_TEST, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_DEPTH_TEST, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_DEPTH_TEST),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+}
+
+TEST_F(GLES2DecoderManualInitTest, StencilEnableWithStencil) {
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_stencil = true;
+ init.request_stencil = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+
+ Enable cmd;
+ cmd.Init(GL_STENCIL_TEST);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupDefaultProgram();
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ true, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ -1, // front stencil mask
+ -1, // back stencil mask
+ true, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_STENCIL_TEST, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_STENCIL_TEST, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_STENCIL_TEST),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+}
+
+TEST_F(GLES2DecoderManualInitTest, StencilEnableWithoutRequestedStencil) {
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_stencil = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+
+ Enable cmd;
+ cmd.Init(GL_STENCIL_TEST);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ SetupDefaultProgram();
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(true, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1110, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays draw_cmd;
+ draw_cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(draw_cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, GetError())
+ .WillOnce(Return(GL_NO_ERROR))
+ .WillOnce(Return(GL_NO_ERROR))
+ .RetiresOnSaturation();
+ typedef GetIntegerv::Result Result;
+ Result* result = static_cast<Result*>(shared_memory_address_);
+ EXPECT_CALL(*gl_, GetIntegerv(GL_STENCIL_TEST, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ result->size = 0;
+ GetIntegerv cmd2;
+ cmd2.Init(GL_STENCIL_TEST, shared_memory_id_, shared_memory_offset_);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd2));
+ EXPECT_EQ(decoder_->GetGLES2Util()->GLGetNumValuesReturned(GL_STENCIL_TEST),
+ result->GetNumResults());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+ EXPECT_EQ(1, result->GetData()[0]);
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysNoAttributesSucceeds) {
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Tests when the math overflows (0x40000000 * sizeof GLfloat)
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysSimulatedAttrib0OverflowFails) {
+ const GLsizei kLargeCount = 0x40000000;
+ SetupTexture();
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0).RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kLargeCount);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_OUT_OF_MEMORY, GetGLError());
+ EXPECT_FALSE(GetDecoder()->WasContextLost());
+}
+
+// Tests when the math overflows (0x7FFFFFFF + 1 = 0x8000000 verts)
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysSimulatedAttrib0PosToNegFails) {
+ const GLsizei kLargeCount = 0x7FFFFFFF;
+ SetupTexture();
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0).RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kLargeCount);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_OUT_OF_MEMORY, GetGLError());
+ EXPECT_FALSE(GetDecoder()->WasContextLost());
+}
+
+// Tests when the driver returns an error
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysSimulatedAttrib0OOMFails) {
+ const GLsizei kFakeLargeCount = 0x1234;
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0WithError(
+ kFakeLargeCount, 0, GL_OUT_OF_MEMORY);
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0).RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kFakeLargeCount);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_OUT_OF_MEMORY, GetGLError());
+ EXPECT_FALSE(GetDecoder()->WasContextLost());
+}
+
+// Test that we lose context.
+TEST_F(GLES2DecoderManualInitTest, LoseContextWhenOOM) {
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_alpha = true;
+ init.has_depth = true;
+ init.request_alpha = true;
+ init.request_depth = true;
+ init.bind_generates_resource = true;
+ init.lose_context_when_out_of_memory = true;
+ InitDecoder(init);
+ SetupDefaultProgram();
+
+ const GLsizei kFakeLargeCount = 0x1234;
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0WithError(
+ kFakeLargeCount, 0, GL_OUT_OF_MEMORY);
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0).RetiresOnSaturation();
+ // Other contexts in the group should be lost also.
+ EXPECT_CALL(*mock_decoder_, LoseContext(GL_UNKNOWN_CONTEXT_RESET_ARB))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kFakeLargeCount);
+ // This context should be lost.
+ EXPECT_EQ(error::kLostContext, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_OUT_OF_MEMORY, GetGLError());
+ EXPECT_TRUE(decoder_->WasContextLost());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysBadTextureUsesBlack) {
+ DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
+ // This is an NPOT texture. As the default filtering requires mips
+ // this should trigger replacing with black textures before rendering.
+ DoTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ 3,
+ 1,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ kSharedMemoryId,
+ kSharedMemoryOffset);
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ {
+ InSequence sequence;
+ EXPECT_CALL(*gl_, ActiveTexture(GL_TEXTURE0))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(
+ *gl_, BindTexture(GL_TEXTURE_2D, TestHelper::kServiceBlackTexture2dId))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, ActiveTexture(GL_TEXTURE0))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, BindTexture(GL_TEXTURE_2D, kServiceTextureId))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, ActiveTexture(GL_TEXTURE0))
+ .Times(1)
+ .RetiresOnSaturation();
+ }
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysMissingAttributesFails) {
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0);
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest,
+ DrawArraysMissingAttributesZeroCountSucceeds) {
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0);
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, 0);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysValidAttributesSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ AddExpectationsForSimulatedAttrib0(kNumVertices, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Same as DrawArraysValidAttributesSucceeds, but with workaround
+// |init_vertex_attributes|.
+TEST_F(GLES2DecoderManualInitTest, InitVertexAttributes) {
+ CommandLine command_line(0, NULL);
+ command_line.AppendSwitchASCII(
+ switches::kGpuDriverBugWorkarounds,
+ base::IntToString(gpu::INIT_VERTEX_ATTRIBUTES));
+ InitState init;
+ init.gl_version = "3.0";
+ init.has_alpha = true;
+ init.has_depth = true;
+ init.request_alpha = true;
+ init.request_depth = true;
+ init.bind_generates_resource = true;
+ InitDecoderWithCommandLine(init, &command_line);
+ SetupDefaultProgram();
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ AddExpectationsForSimulatedAttrib0(kNumVertices, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysDeletedBufferFails) {
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ DeleteVertexBuffer();
+
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0);
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysDeletedProgramSucceeds) {
+ SetupTexture();
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoDeleteProgram(client_program_id_, kServiceProgramId);
+
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, DeleteProgram(kServiceProgramId)).Times(1);
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysWithInvalidModeFails) {
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0);
+ DrawArrays cmd;
+ cmd.Init(GL_QUADS, 0, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+ cmd.Init(GL_POLYGON, 0, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysInvalidCountFails) {
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ // Try start > 0
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0);
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 1, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Try with count > size
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices + 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Try with attrib offset > 0
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 4);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Try with size > 2 (ie, vec3 instead of vec2)
+ DoVertexAttribPointer(1, 3, GL_FLOAT, 0, 0);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Try with stride > 8 (vec2 + vec2 byte)
+ DoVertexAttribPointer(1, 2, GL_FLOAT, sizeof(GLfloat) * 3, 0);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysInstancedANGLEFails) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLENoAttributesFails) {
+ SetupTexture();
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLESimulatedAttrib0) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ AddExpectationsForSimulatedAttrib0(kNumVertices, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(GL_TRIANGLES, 0, kNumVertices, 3))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, VertexAttribDivisorANGLE(0, 0))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, VertexAttribDivisorANGLE(0, 1))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 3);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLEMissingAttributesFails) {
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _)).Times(0);
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLEMissingAttributesZeroCountSucceeds) {
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _)).Times(0);
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, 0, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLEValidAttributesSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ AddExpectationsForSimulatedAttrib0(kNumVertices, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(GL_TRIANGLES, 0, kNumVertices, 1))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLEWithInvalidModeFails) {
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _)).Times(0);
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_QUADS, 0, 1, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+ cmd.Init(GL_POLYGON, 0, 1, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLEInvalidPrimcountFails) {
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _)).Times(0);
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, 1, -1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_VALUE, GetGLError());
+}
+
+// Per-instance data is twice as large, but number of instances is half
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLELargeInstanceSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 4, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(
+ *gl_,
+ DrawArraysInstancedANGLE(GL_TRIANGLES, 0, kNumVertices, kNumVertices / 2))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, kNumVertices / 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Per-instance data is twice as large, but divisor is twice
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLELargeDivisorSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 4, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 2);
+ EXPECT_CALL(
+ *gl_,
+ DrawArraysInstancedANGLE(GL_TRIANGLES, 0, kNumVertices, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest, DrawArraysInstancedANGLELargeFails) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, kNumVertices + 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices + 1, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Per-index data is twice as large, but number of indices is half
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLELargeIndexSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoVertexAttribPointer(1, 4, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(
+ *gl_,
+ DrawArraysInstancedANGLE(GL_TRIANGLES, 0, kNumVertices / 2, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices / 2, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawArraysInstancedANGLENoDivisor0Fails) {
+ SetupTexture();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ DoVertexAttribDivisorANGLE(1, 1);
+ EXPECT_CALL(*gl_, DrawArraysInstancedANGLE(_, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawArraysInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsNoAttributesSucceeds) {
+ SetupTexture();
+ SetupIndexBuffer();
+ AddExpectationsForSimulatedAttrib0(kMaxValidIndex + 1, 0);
+ SetupExpectationsForApplyingDefaultDirtyState();
+ EXPECT_CALL(*gl_,
+ DrawElements(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2)))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsMissingAttributesFails) {
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest,
+ DrawElementsMissingAttributesZeroCountSucceeds) {
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES, 0, GL_UNSIGNED_SHORT, kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsExtraAttributesFails) {
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(6);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsValidAttributesSucceeds) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ AddExpectationsForSimulatedAttrib0(kMaxValidIndex + 1, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_,
+ DrawElements(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2)))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsDeletedBufferFails) {
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ DeleteIndexBuffer();
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsDeletedProgramSucceeds) {
+ SetupTexture();
+ SetupIndexBuffer();
+ AddExpectationsForSimulatedAttrib0(kMaxValidIndex + 1, 0);
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoDeleteProgram(client_program_id_, kServiceProgramId);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(1);
+ EXPECT_CALL(*gl_, DeleteProgram(kServiceProgramId)).Times(1);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsWithInvalidModeFails) {
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_QUADS,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+ cmd.Init(GL_POLYGON,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsInvalidCountFails) {
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ // Try start > 0
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES, kNumIndices, GL_UNSIGNED_SHORT, 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // Try with count > size
+ cmd.Init(GL_TRIANGLES, kNumIndices + 1, GL_UNSIGNED_SHORT, 0);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsOutOfRangeIndicesFails) {
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kInvalidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kInvalidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsOddOffsetForUint16Fails) {
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawElements(_, _, _, _)).Times(0);
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES, kInvalidIndexRangeCount, GL_UNSIGNED_SHORT, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsInstancedANGLEFails) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLENoAttributesFails) {
+ SetupTexture();
+ SetupIndexBuffer();
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLESimulatedAttrib0) {
+ SetupTexture();
+ SetupVertexBuffer();
+ SetupIndexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ AddExpectationsForSimulatedAttrib0(kMaxValidIndex + 1, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(
+ *gl_,
+ DrawElementsInstancedANGLE(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2),
+ 3))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, VertexAttribDivisorANGLE(0, 0))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, VertexAttribDivisorANGLE(0, 1))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 3);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLEMissingAttributesFails) {
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _)).Times(0);
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLEMissingAttributesZeroCountSucceeds) {
+ SetupIndexBuffer();
+ DoEnableVertexAttribArray(1);
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _)).Times(0);
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES, 0, GL_UNSIGNED_SHORT, kValidIndexRangeStart * 2, 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLEValidAttributesSucceeds) {
+ SetupIndexBuffer();
+ SetupTexture();
+ SetupVertexBuffer();
+ DoEnableVertexAttribArray(1);
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+ AddExpectationsForSimulatedAttrib0(kMaxValidIndex + 1, kServiceBufferId);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(
+ *gl_,
+ DrawElementsInstancedANGLE(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2),
+ 1))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLEWithInvalidModeFails) {
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _)).Times(0);
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_QUADS,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+ cmd.Init(GL_INVALID_ENUM,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_ENUM, GetGLError());
+}
+
+// Per-instance data is twice as large, but number of instances is half
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLELargeInstanceSucceeds) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ // Add offset so we're sure we're accessing data near the end of the buffer.
+ DoVertexAttribPointer(
+ 1,
+ 2,
+ GL_FLOAT,
+ 0,
+ (kNumVertices - kMaxValidIndex - 1) * 2 * sizeof(GLfloat));
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 4, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(
+ *gl_,
+ DrawElementsInstancedANGLE(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2),
+ kNumVertices / 2))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ kNumVertices / 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Per-instance data is twice as large, but divisor is twice
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLELargeDivisorSucceeds) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 4, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 2);
+ EXPECT_CALL(
+ *gl_,
+ DrawElementsInstancedANGLE(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2),
+ kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLELargeFails) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ kNumVertices + 1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ cmd.Init(GL_TRIANGLES,
+ kInvalidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kInvalidIndexRangeStart * 2,
+ kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLEInvalidPrimcountFails) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ -1);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_VALUE, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+// Per-index data is twice as large, but values of indices are smaller
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLELargeIndexSucceeds) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ SetupExpectationsForApplyingDefaultDirtyState();
+ DoVertexAttribPointer(1, 4, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ EXPECT_CALL(
+ *gl_,
+ DrawElementsInstancedANGLE(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2),
+ kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderGeometryInstancingTest,
+ DrawElementsInstancedANGLENoDivisor0Fails) {
+ SetupTexture();
+ SetupIndexBuffer();
+ SetupVertexBuffer();
+ DoVertexAttribPointer(1, 2, GL_FLOAT, 0, 0);
+
+ DoEnableVertexAttribArray(0);
+ DoVertexAttribPointer(0, 2, GL_FLOAT, 0, 0);
+ DoVertexAttribDivisorANGLE(0, 1);
+ DoVertexAttribDivisorANGLE(1, 1);
+ EXPECT_CALL(*gl_, DrawElementsInstancedANGLE(_, _, _, _, _))
+ .Times(0)
+ .RetiresOnSaturation();
+ DrawElementsInstancedANGLE cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2,
+ kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_OPERATION, GetGLError());
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawArraysClearsAfterTexImage2DNULL) {
+ SetupAllNeededVertexBuffers();
+ DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
+ // Create an uncleared texture with 2 levels.
+ DoTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ DoTexImage2D(
+ GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ // Expect 2 levels will be cleared.
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 2,
+ 2);
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_2D,
+ 1,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 1,
+ 1);
+ SetupExpectationsForApplyingDefaultDirtyState();
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // But not again
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawElementsClearsAfterTexImage2DNULL) {
+ SetupAllNeededVertexBuffers();
+ SetupIndexBuffer();
+ DoBindTexture(GL_TEXTURE_2D, client_texture_id_, kServiceTextureId);
+ // Create an uncleared texture with 2 levels.
+ DoTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ DoTexImage2D(
+ GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ // Expect 2 levels will be cleared.
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 2,
+ 2);
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_2D,
+ 1,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 1,
+ 1);
+ SetupExpectationsForApplyingDefaultDirtyState();
+
+ EXPECT_CALL(*gl_,
+ DrawElements(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2)))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawElements cmd;
+ cmd.Init(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ kValidIndexRangeStart * 2);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // But not again
+ EXPECT_CALL(*gl_,
+ DrawElements(GL_TRIANGLES,
+ kValidIndexRangeCount,
+ GL_UNSIGNED_SHORT,
+ BufferOffset(kValidIndexRangeStart * 2)))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawClearsAfterTexImage2DNULLInFBO) {
+ const GLuint kFBOClientTextureId = 4100;
+ const GLuint kFBOServiceTextureId = 4101;
+
+ SetupAllNeededVertexBuffers();
+ // Register a texture id.
+ EXPECT_CALL(*gl_, GenTextures(_, _))
+ .WillOnce(SetArgumentPointee<1>(kFBOServiceTextureId))
+ .RetiresOnSaturation();
+ GenHelper<GenTexturesImmediate>(kFBOClientTextureId);
+
+ // Setup "render to" texture.
+ DoBindTexture(GL_TEXTURE_2D, kFBOClientTextureId, kFBOServiceTextureId);
+ DoTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ kFBOClientTextureId,
+ kFBOServiceTextureId,
+ 0,
+ GL_NO_ERROR);
+
+ // Setup "render from" texture.
+ SetupTexture();
+
+ SetupExpectationsForFramebufferClearing(GL_FRAMEBUFFER, // target
+ GL_COLOR_BUFFER_BIT, // clear bits
+ 0,
+ 0,
+ 0,
+ 0, // color
+ 0, // stencil
+ 1.0f, // depth
+ false); // scissor test
+
+ SetupExpectationsForApplyingDirtyState(false, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1111, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // But not again.
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawWitFBOThatCantClearDoesNotDraw) {
+ const GLuint kFBOClientTextureId = 4100;
+ const GLuint kFBOServiceTextureId = 4101;
+
+ // Register a texture id.
+ EXPECT_CALL(*gl_, GenTextures(_, _))
+ .WillOnce(SetArgumentPointee<1>(kFBOServiceTextureId))
+ .RetiresOnSaturation();
+ GenHelper<GenTexturesImmediate>(kFBOClientTextureId);
+
+ // Setup "render to" texture.
+ DoBindTexture(GL_TEXTURE_2D, kFBOClientTextureId, kFBOServiceTextureId);
+ DoTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ kFBOClientTextureId,
+ kFBOServiceTextureId,
+ 0,
+ GL_NO_ERROR);
+
+ // Setup "render from" texture.
+ SetupTexture();
+
+ EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER))
+ .WillOnce(Return(GL_FRAMEBUFFER_UNSUPPORTED))
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, DrawArrays(_, _, _)).Times(0).RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_INVALID_FRAMEBUFFER_OPERATION, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest, DrawClearsAfterRenderbufferStorageInFBO) {
+ SetupTexture();
+ DoBindRenderbuffer(
+ GL_RENDERBUFFER, client_renderbuffer_id_, kServiceRenderbufferId);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoRenderbufferStorage(
+ GL_RENDERBUFFER, GL_RGBA4, GL_RGBA, 100, 50, GL_NO_ERROR);
+ DoFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER,
+ client_renderbuffer_id_,
+ kServiceRenderbufferId,
+ GL_NO_ERROR);
+
+ SetupExpectationsForFramebufferClearing(GL_FRAMEBUFFER, // target
+ GL_COLOR_BUFFER_BIT, // clear bits
+ 0,
+ 0,
+ 0,
+ 0, // color
+ 0, // stencil
+ 1.0f, // depth
+ false); // scissor test
+
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(false, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1111, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderManualInitTest, DrawArraysClearsAfterTexImage2DNULLCubemap) {
+ InitState init;
+ init.gl_version = "opengl es 2.0";
+ init.has_alpha = true;
+ init.has_depth = true;
+ init.request_alpha = true;
+ init.request_depth = true;
+ InitDecoder(init);
+
+ static const GLenum faces[] = {
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ };
+ SetupCubemapProgram();
+ DoBindTexture(GL_TEXTURE_CUBE_MAP, client_texture_id_, kServiceTextureId);
+ // Fill out all the faces for 2 levels, leave 2 uncleared.
+ for (int ii = 0; ii < 6; ++ii) {
+ GLenum face = faces[ii];
+ int32 shm_id =
+ (face == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y) ? 0 : kSharedMemoryId;
+ uint32 shm_offset =
+ (face == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y) ? 0 : kSharedMemoryOffset;
+ DoTexImage2D(face,
+ 0,
+ GL_RGBA,
+ 2,
+ 2,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ shm_id,
+ shm_offset);
+ DoTexImage2D(face,
+ 1,
+ GL_RGBA,
+ 1,
+ 1,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ shm_id,
+ shm_offset);
+ }
+ // Expect 2 levels will be cleared.
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ 0,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 2,
+ 2);
+ SetupClearTextureExpectations(kServiceTextureId,
+ kServiceTextureId,
+ GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ 1,
+ GL_RGBA,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ 1,
+ 1);
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDefaultDirtyState();
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+}
+
+TEST_F(GLES2DecoderWithShaderTest,
+ DrawClearsAfterRenderbuffersWithMultipleAttachments) {
+ const GLuint kFBOClientTextureId = 4100;
+ const GLuint kFBOServiceTextureId = 4101;
+
+ // Register a texture id.
+ EXPECT_CALL(*gl_, GenTextures(_, _))
+ .WillOnce(SetArgumentPointee<1>(kFBOServiceTextureId))
+ .RetiresOnSaturation();
+ GenHelper<GenTexturesImmediate>(kFBOClientTextureId);
+
+ // Setup "render to" texture.
+ DoBindTexture(GL_TEXTURE_2D, kFBOClientTextureId, kFBOServiceTextureId);
+ DoTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ kFBOClientTextureId,
+ kFBOServiceTextureId,
+ 0,
+ GL_NO_ERROR);
+
+ DoBindRenderbuffer(
+ GL_RENDERBUFFER, client_renderbuffer_id_, kServiceRenderbufferId);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoRenderbufferStorage(GL_RENDERBUFFER,
+ GL_DEPTH_COMPONENT16,
+ GL_DEPTH_COMPONENT,
+ 1,
+ 1,
+ GL_NO_ERROR);
+ DoFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER,
+ client_renderbuffer_id_,
+ kServiceRenderbufferId,
+ GL_NO_ERROR);
+
+ SetupTexture();
+ SetupExpectationsForFramebufferClearing(
+ GL_FRAMEBUFFER, // target
+ GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, // clear bits
+ 0,
+ 0,
+ 0,
+ 0, // color
+ 0, // stencil
+ 1.0f, // depth
+ false); // scissor test
+
+ AddExpectationsForSimulatedAttrib0(kNumVertices, 0);
+ SetupExpectationsForApplyingDirtyState(false, // Framebuffer is RGB
+ true, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1111, // color bits
+ true, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderWithShaderTest,
+ DrawingWithFBOTwiceChecksForFBOCompleteOnce) {
+ const GLuint kFBOClientTextureId = 4100;
+ const GLuint kFBOServiceTextureId = 4101;
+
+ SetupAllNeededVertexBuffers();
+
+ // Register a texture id.
+ EXPECT_CALL(*gl_, GenTextures(_, _))
+ .WillOnce(SetArgumentPointee<1>(kFBOServiceTextureId))
+ .RetiresOnSaturation();
+ GenHelper<GenTexturesImmediate>(kFBOClientTextureId);
+
+ // Setup "render to" texture that is cleared.
+ DoBindTexture(GL_TEXTURE_2D, kFBOClientTextureId, kFBOServiceTextureId);
+ DoTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ 1,
+ 1,
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ kSharedMemoryId,
+ kSharedMemoryOffset);
+ DoBindFramebuffer(
+ GL_FRAMEBUFFER, client_framebuffer_id_, kServiceFramebufferId);
+ DoFramebufferTexture2D(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ kFBOClientTextureId,
+ kFBOServiceTextureId,
+ 0,
+ GL_NO_ERROR);
+
+ // Setup "render from" texture.
+ SetupTexture();
+
+ // Make sure we check for framebuffer complete.
+ EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_FRAMEBUFFER))
+ .WillOnce(Return(GL_FRAMEBUFFER_COMPLETE))
+ .RetiresOnSaturation();
+
+ SetupExpectationsForApplyingDirtyState(false, // Framebuffer is RGB
+ false, // Framebuffer has depth
+ false, // Framebuffer has stencil
+ 0x1111, // color bits
+ false, // depth mask
+ false, // depth enabled
+ 0, // front stencil mask
+ 0, // back stencil mask
+ false, // stencil enabled
+ false, // cull_face_enabled
+ false, // scissor_test_enabled
+ false); // blend_enabled
+
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+
+ // But not again.
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+TEST_F(GLES2DecoderManualInitTest, DrawClearsDepthTexture) {
+ InitState init;
+ init.extensions = "GL_ANGLE_depth_texture";
+ init.gl_version = "opengl es 2.0";
+ init.has_alpha = true;
+ init.has_depth = true;
+ init.request_alpha = true;
+ init.request_depth = true;
+ init.bind_generates_resource = true;
+ InitDecoder(init);
+
+ SetupDefaultProgram();
+ SetupAllNeededVertexBuffers();
+ const GLenum attachment = GL_DEPTH_ATTACHMENT;
+ const GLenum target = GL_TEXTURE_2D;
+ const GLint level = 0;
+ DoBindTexture(target, client_texture_id_, kServiceTextureId);
+
+ // Create a depth texture.
+ DoTexImage2D(target,
+ level,
+ GL_DEPTH_COMPONENT,
+ 1,
+ 1,
+ 0,
+ GL_DEPTH_COMPONENT,
+ GL_UNSIGNED_INT,
+ 0,
+ 0);
+
+ EXPECT_CALL(*gl_, GenFramebuffersEXT(1, _)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, _))
+ .Times(1)
+ .RetiresOnSaturation();
+
+ EXPECT_CALL(*gl_,
+ FramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT,
+ attachment,
+ target,
+ kServiceTextureId,
+ level))
+ .Times(1)
+ .RetiresOnSaturation();
+ EXPECT_CALL(*gl_, CheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT))
+ .WillOnce(Return(GL_FRAMEBUFFER_COMPLETE))
+ .RetiresOnSaturation();
+
+ EXPECT_CALL(*gl_, ClearStencil(0)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, StencilMask(-1)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, ClearDepth(1.0f)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, DepthMask(true)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, Disable(GL_SCISSOR_TEST)).Times(1).RetiresOnSaturation();
+
+ EXPECT_CALL(*gl_, Clear(GL_DEPTH_BUFFER_BIT)).Times(1).RetiresOnSaturation();
+
+ SetupExpectationsForRestoreClearState(0.0f, 0.0f, 0.0f, 0.0f, 0, 1.0f, false);
+
+ EXPECT_CALL(*gl_, DeleteFramebuffersEXT(1, _)).Times(1).RetiresOnSaturation();
+ EXPECT_CALL(*gl_, BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0))
+ .Times(1)
+ .RetiresOnSaturation();
+
+ SetupExpectationsForApplyingDefaultDirtyState();
+ EXPECT_CALL(*gl_, DrawArrays(GL_TRIANGLES, 0, kNumVertices))
+ .Times(1)
+ .RetiresOnSaturation();
+ DrawArrays cmd;
+ cmd.Init(GL_TRIANGLES, 0, kNumVertices);
+ EXPECT_EQ(error::kNoError, ExecuteCmd(cmd));
+ EXPECT_EQ(GL_NO_ERROR, GetGLError());
+}
+
+} // namespace gles2
+} // namespace gpu

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