blob: 9c91611ad6833b0ead091f2a44630a5593553e06 [file] [log] [blame]
//
// Copyright 2017 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.
//
// TextureMultisampleTest: Tests of multisampled texture
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
// Sample positions of d3d standard pattern. Some of the sample positions might not the same as
// opengl.
using SamplePositionsArray = std::array<float, 32>;
static constexpr std::array<SamplePositionsArray, 5> kSamplePositions = {
{{{0.5f, 0.5f}},
{{0.75f, 0.75f, 0.25f, 0.25f}},
{{0.375f, 0.125f, 0.875f, 0.375f, 0.125f, 0.625f, 0.625f, 0.875f}},
{{0.5625f, 0.3125f, 0.4375f, 0.6875f, 0.8125f, 0.5625f, 0.3125f, 0.1875f, 0.1875f, 0.8125f,
0.0625f, 0.4375f, 0.6875f, 0.9375f, 0.9375f, 0.0625f}},
{{0.5625f, 0.5625f, 0.4375f, 0.3125f, 0.3125f, 0.625f, 0.75f, 0.4375f,
0.1875f, 0.375f, 0.625f, 0.8125f, 0.8125f, 0.6875f, 0.6875f, 0.1875f,
0.375f, 0.875f, 0.5f, 0.0625f, 0.25f, 0.125f, 0.125f, 0.75f,
0.0f, 0.5f, 0.9375f, 0.25f, 0.875f, 0.9375f, 0.0625f, 0.0f}}}};
class TextureMultisampleTest : public ANGLETest
{
protected:
TextureMultisampleTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void SetUp() override
{
ANGLETest::SetUp();
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
void TearDown() override
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
glDeleteTextures(1, &mTexture);
mTexture = 0;
ANGLETest::TearDown();
}
GLuint mFramebuffer = 0;
GLuint mTexture = 0;
// Returns a sample count that can be used with the given texture target for all the given
// formats. Assumes that if format A supports a number of samples N and another format B
// supports a number of samples M > N then format B also supports number of samples N.
GLint getSamplesToUse(GLenum texTarget, const std::vector<GLenum> &formats)
{
GLint maxSamples = 65536;
for (GLenum format : formats)
{
GLint maxSamplesFormat = 0;
glGetInternalformativ(texTarget, format, GL_SAMPLES, 1, &maxSamplesFormat);
maxSamples = std::min(maxSamples, maxSamplesFormat);
}
return maxSamples;
}
};
class TextureMultisampleTestES31 : public TextureMultisampleTest
{
protected:
TextureMultisampleTestES31() : TextureMultisampleTest() {}
};
class TextureMultisampleArrayWebGLTest : public TextureMultisampleTest
{
protected:
TextureMultisampleArrayWebGLTest() : TextureMultisampleTest()
{
// These tests run in WebGL mode so we can test with both extension off and on.
setWebGLCompatibilityEnabled(true);
}
// Requests the ANGLE_texture_multisample_array extension and returns true if the operation
// succeeds.
bool requestArrayExtension()
{
if (extensionRequestable("GL_OES_texture_storage_multisample_2d_array"))
{
glRequestExtensionANGLE("GL_OES_texture_storage_multisample_2d_array");
}
if (!extensionEnabled("GL_OES_texture_storage_multisample_2d_array"))
{
return false;
}
return true;
}
};
// Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
// GetInternalformativ. Checks that the number of samples returned is valid in case of ES >= 3.1.
TEST_P(TextureMultisampleTest, MultisampleTargetGetInternalFormativBase)
{
// This query returns supported sample counts in descending order. If only one sample count is
// queried, it should be the maximum one.
GLint maxSamplesR8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamplesR8);
if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
{
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
else
{
ASSERT_GL_NO_ERROR();
// GLES 3.1 section 19.3.1 specifies the required minimum of how many samples are supported.
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLint maxSamplesR8Required = std::min(maxColorTextureSamples, maxSamples);
EXPECT_GE(maxSamplesR8, maxSamplesR8Required);
}
}
// Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
// FramebufferTexture2D.
TEST_P(TextureMultisampleTest, MultisampleTargetFramebufferTexture2D)
{
GLint samples = 1;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA8, 64, 64, GL_FALSE);
if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
{
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
else
{
ASSERT_GL_NO_ERROR();
}
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
mTexture, 0);
if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
{
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
}
// Tests basic functionality of glTexStorage2DMultisample.
TEST_P(TextureMultisampleTestES31, ValidateTextureStorageMultisampleParameters)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_NO_ERROR();
GLint params = 0;
glGetTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_IMMUTABLE_FORMAT, &params);
EXPECT_EQ(1, params);
glTexStorage2DMultisample(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint maxSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, maxSize + 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint maxSamples = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxSamples + 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA, 0, 0, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests the value of MAX_INTEGER_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTestES31, MaxIntegerSamples)
{
GLint maxIntegerSamples;
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
EXPECT_GE(maxIntegerSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxIntegerSamples);
}
// Tests the value of MAX_COLOR_TEXTURE_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTestES31, MaxColorTextureSamples)
{
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
EXPECT_GE(maxColorTextureSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxColorTextureSamples);
}
// Tests the value of MAX_DEPTH_TEXTURE_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTestES31, MaxDepthTextureSamples)
{
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
EXPECT_GE(maxDepthTextureSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxDepthTextureSamples);
}
// The value of sample position should be equal to standard pattern on D3D.
TEST_P(TextureMultisampleTestES31, CheckSamplePositions)
{
ANGLE_SKIP_TEST_IF(!IsD3D11());
GLsizei maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLfloat samplePosition[2];
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
for (int sampleCount = 1; sampleCount <= maxSamples; sampleCount++)
{
GLTexture texture;
size_t indexKey = static_cast<size_t>(ceil(log2(sampleCount)));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCount, GL_RGBA8, 1, 1, GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
texture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
glGetMultisamplefv(GL_SAMPLE_POSITION, sampleIndex, samplePosition);
EXPECT_EQ(samplePosition[0], kSamplePositions[indexKey][2 * sampleIndex]);
EXPECT_EQ(samplePosition[1], kSamplePositions[indexKey][2 * sampleIndex + 1]);
}
}
ASSERT_GL_NO_ERROR();
}
// Tests that GL_TEXTURE_2D_MULTISAMPLE_ARRAY is not supported in GetInternalformativ when the
// extension is not supported.
TEST_P(TextureMultisampleArrayWebGLTest, MultisampleArrayTargetGetInternalFormativWithoutExtension)
{
GLint maxSamples = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamples);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
// Attempt to bind a texture to multisample array binding point when extension is not supported.
TEST_P(TextureMultisampleArrayWebGLTest, BindMultisampleArrayTextureWithoutExtension)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests that GL_TEXTURE_2D_MULTISAMPLE_ARRAY is supported in GetInternalformativ.
TEST_P(TextureMultisampleArrayWebGLTest, MultisampleArrayTargetGetInternalFormativ)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
// This query returns supported sample counts in descending order. If only one sample count is
// queried, it should be the maximum one.
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
GLint maxSamplesDepth = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_DEPTH_COMPONENT24, GL_SAMPLES, 1,
&maxSamplesDepth);
ASSERT_GL_NO_ERROR();
// GLES 3.1 section 19.3.1 specifies the required minimum of how many samples are supported.
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLint maxSamplesRGBA8Required = std::min(maxColorTextureSamples, maxSamples);
EXPECT_GE(maxSamplesRGBA8, maxSamplesRGBA8Required);
GLint maxSamplesDepthRequired = std::min(maxDepthTextureSamples, maxSamples);
EXPECT_GE(maxSamplesDepth, maxSamplesDepthRequired);
}
// Tests that TexImage3D call cannot be used for GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
TEST_P(TextureMultisampleArrayWebGLTest, MultiSampleArrayTexImage)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
glTexImage3D(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests passing invalid parameters to TexStorage3DMultisample.
TEST_P(TextureMultisampleArrayWebGLTest, InvalidTexStorage3DMultisample)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
// Invalid target
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE, 2, GL_RGBA8, 1, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Samples 0
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_RGBA8, 1, 1, 1,
GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Unsized internalformat
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA, 1, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Width 0
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 0, 1, 1,
GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Height 0
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 1, 0, 1,
GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Depth 0
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 1, 1, 0,
GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Tests passing invalid parameters to TexParameteri.
TEST_P(TextureMultisampleArrayWebGLTest, InvalidTexParameteri)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
// None of the sampler parameters can be set on GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES.
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MIN_LOD, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MAX_LOD, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_COMPARE_MODE, GL_NONE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_COMPARE_FUNC, GL_ALWAYS);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Only valid base level on GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES is 0.
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test a valid TexStorage3DMultisample call and check that the queried texture level parameters
// match. Does not do any drawing.
TEST_P(TextureMultisampleArrayWebGLTest, TexStorage3DMultisample)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, maxSamplesRGBA8, GL_RGBA8, 8,
4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
GLint width = 0, height = 0, depth = 0, samples = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_HEIGHT, &height);
glGetTexLevelParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_DEPTH, &depth);
glGetTexLevelParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_SAMPLES, &samples);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(8, width);
EXPECT_EQ(4, height);
EXPECT_EQ(2, depth);
EXPECT_EQ(maxSamplesRGBA8, samples);
}
// Test for invalid FramebufferTextureLayer calls with GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES
// textures.
TEST_P(TextureMultisampleArrayWebGLTest, InvalidFramebufferTextureLayer)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
GLint maxArrayTextureLayers;
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxArrayTextureLayers);
// Test framebuffer status with just a color texture attached.
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, maxSamplesRGBA8, GL_RGBA8, 4,
4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
// Test with mip level 1 and -1 (only level 0 is valid for multisample textures).
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 1, 0);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, -1, 0);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Test with layer -1 and layer == MAX_ARRAY_TEXTURE_LAYERS
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0,
maxArrayTextureLayers);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Attach layers of TEXTURE_2D_MULTISAMPLE_ARRAY textures to a framebuffer and check for
// completeness.
TEST_P(TextureMultisampleArrayWebGLTest, FramebufferCompleteness)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
std::vector<GLenum> testFormats = {{GL_RGBA8, GL_DEPTH_COMPONENT24, GL_DEPTH24_STENCIL8}};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
// Test framebuffer status with just a color texture attached.
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8, 4, 4,
2, GL_TRUE);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, 0);
ASSERT_GL_NO_ERROR();
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
// Test framebuffer status with both color and depth textures attached.
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, depthTexture);
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse,
GL_DEPTH_COMPONENT24, 4, 4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 0);
ASSERT_GL_NO_ERROR();
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
// Test with color and depth/stencil textures attached.
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, depthStencilTexture);
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse,
GL_DEPTH24_STENCIL8, 4, 4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0,
0);
ASSERT_GL_NO_ERROR();
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
}
// Attach a layer of TEXTURE_2D_MULTISAMPLE_ARRAY texture to a framebuffer, clear it, and resolve by
// blitting.
TEST_P(TextureMultisampleArrayWebGLTest, FramebufferColorClearAndBlit)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
const GLsizei kWidth = 4;
const GLsizei kHeight = 4;
std::vector<GLenum> testFormats = {GL_RGBA8};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
glTexStorage3DMultisampleOES(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8,
kWidth, kHeight, 2, GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLFramebuffer resolveFramebuffer;
GLTexture resolveTexture;
glBindTexture(GL_TEXTURE_2D, resolveTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFramebuffer);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture,
0);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFramebuffer);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green);
}
ANGLE_INSTANTIATE_TEST(TextureMultisampleTest,
ES31_D3D11(),
ES3_OPENGL(),
ES3_OPENGLES(),
ES31_OPENGL(),
ES31_OPENGLES());
ANGLE_INSTANTIATE_TEST(TextureMultisampleTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
ANGLE_INSTANTIATE_TEST(TextureMultisampleArrayWebGLTest,
ES31_D3D11(),
ES31_OPENGL(),
ES31_OPENGLES());
} // anonymous namespace