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//
// 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;
};
class TextureMultisampleTestES31 : public TextureMultisampleTest
{
protected:
TextureMultisampleTestES31() : TextureMultisampleTest() {}
};
// Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
// GetInternalformativ.
TEST_P(TextureMultisampleTest, MultisampleTargetGetInternalFormativBase)
{
GLint maxSamples = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
{
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
else
{
ASSERT_GL_NO_ERROR();
}
}
// 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();
}
ANGLE_INSTANTIATE_TEST(TextureMultisampleTest,
ES31_D3D11(),
ES3_OPENGL(),
ES3_OPENGLES(),
ES31_OPENGL(),
ES31_OPENGLES());
ANGLE_INSTANTIATE_TEST(TextureMultisampleTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
}