text: //
  // Copyright 2015 The ANGLE Project 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 "end2end_tests/ANGLETest.h"
  
  using namespace angle;
  
  class DiscardFramebufferEXTTest : public ANGLETest
  {
  protected:
      DiscardFramebufferEXTTest()
      {
          setWindowWidth(256);
          setWindowHeight(256);
          setConfigRedBits(8);
          setConfigGreenBits(8);
          setConfigBlueBits(8);
          setConfigAlphaBits(8);
          setConfigDepthBits(24);
          setConfigStencilBits(8);
      }
  };
  
  TEST_P(DiscardFramebufferEXTTest, ExtensionEnabled)
  {
      EGLPlatformParameters platform = GetParam().mEGLPlatformParameters;
  
      if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
      {
          EXPECT_TRUE(extensionEnabled("EXT_discard_framebuffer"));
      }
      else
      {
          // Other platforms don't currently implement this extension
          EXPECT_FALSE(extensionEnabled("EXT_discard_framebuffer"));
      }
  }
  
  TEST_P(DiscardFramebufferEXTTest, DefaultFramebuffer)
  {
      if (!extensionEnabled("EXT_discard_framebuffer"))
      {
          std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
          return;
      }
  
      // These should succeed on the default framebuffer
      const GLenum discards1[] = { GL_COLOR_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
      EXPECT_GL_NO_ERROR();
  
      const GLenum discards2[] = { GL_DEPTH_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
      EXPECT_GL_NO_ERROR();
  
      const GLenum discards3[] = { GL_STENCIL_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
      EXPECT_GL_NO_ERROR();
  
      const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
      EXPECT_GL_NO_ERROR();
  
      // These should fail on the default framebuffer
      const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  }
  
  TEST_P(DiscardFramebufferEXTTest, NonDefaultFramebuffer)
  {
      if (!extensionEnabled("EXT_discard_framebuffer"))
      {
          std::cout << "Test skipped because EXT_discard_framebuffer is not available." << std::endl;
          return;
      }
  
      GLuint tex2D;
      GLuint framebuffer;
  
      // Create a basic off-screen framebuffer
      // Don't create a depth/stencil texture, to ensure that also works correctly
      glGenTextures(1, &tex2D);
      glGenFramebuffers(1, &framebuffer);
      glBindTexture(GL_TEXTURE_2D, tex2D);
      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
      ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE);
  
      // These should fail on the non-default framebuffer
      const GLenum discards1[] = { GL_COLOR_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards1);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      const GLenum discards2[] = { GL_DEPTH_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards2);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      const GLenum discards3[] = { GL_STENCIL_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards3);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      const GLenum discards4[] = { GL_STENCIL_EXT, GL_COLOR_EXT, GL_DEPTH_EXT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, discards4);
      EXPECT_GL_ERROR(GL_INVALID_ENUM);
  
      // These should succeed on the non-default framebuffer
      const GLenum discards5[] = { GL_COLOR_ATTACHMENT0 };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards5);
      EXPECT_GL_NO_ERROR();
  
      const GLenum discards6[] = { GL_DEPTH_ATTACHMENT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards6);
      EXPECT_GL_NO_ERROR();
  
      const GLenum discards7[] = { GL_STENCIL_ATTACHMENT };
      glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, discards7);
      EXPECT_GL_NO_ERROR();
  }
  
  // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
  ANGLE_INSTANTIATE_TEST(DiscardFramebufferEXTTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL(), ES3_OPENGL());
  