Revert "Explicitly enable framebuffer SRGB blending in StateManagerGL."
More compile errors on mac.
This reverts commit 056fae4a01db306b8f9c1e57374e18ebffbdf8eb.
Change-Id: I579b9e50ded7240be4f488a48588a89ecb4bea44
Reviewed-on: https://chromium-review.googlesource.com/302571
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/tests/gl_tests/ClearTest.cpp b/src/tests/gl_tests/ClearTest.cpp
index dda7689..437cd65 100644
--- a/src/tests/gl_tests/ClearTest.cpp
+++ b/src/tests/gl_tests/ClearTest.cpp
@@ -73,33 +73,6 @@
class ClearTest : public ClearTestBase {};
class ClearTestES3 : public ClearTestBase {};
-// Test clearing the default framebuffer
-TEST_P(ClearTest, DefaultFramebuffer)
-{
- glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
- glClear(GL_COLOR_BUFFER_BIT);
- EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
-}
-
-// Test clearing a RGBA8 Framebuffer
-TEST_P(ClearTest, RGBA8Framebuffer)
-{
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- GLuint texture;
- glGenTextures(1, &texture);
-
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
- GL_UNSIGNED_BYTE, nullptr);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
-
- glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
-}
-
TEST_P(ClearTest, ClearIssue)
{
// TODO(geofflang): Figure out why this is broken on Intel OpenGL
@@ -235,61 +208,6 @@
glDeleteFramebuffers(1, &fbo2);
}
-// Test that SRGB framebuffers clear to the linearized clear color
-TEST_P(ClearTestES3, SRGBClear)
-{
- // First make a simple framebuffer, and clear it
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- GLuint texture;
- glGenTextures(1, &texture);
-
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
-
- glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
-}
-
-// Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
-// attachment
-TEST_P(ClearTestES3, MixedSRGBClear)
-{
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- GLuint textures[2];
- glGenTextures(2, &textures[0]);
-
- glBindTexture(GL_TEXTURE_2D, textures[0]);
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
-
- glBindTexture(GL_TEXTURE_2D, textures[1]);
- glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
-
- GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
- glDrawBuffers(2, drawBuffers);
-
- // Clear both textures
- glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
-
- // Check value of texture0
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
- EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
-
- // Check value of texture1
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
- EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
-}
-
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(ClearTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());
-ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11(), ES3_OPENGL());
+ANGLE_INSTANTIATE_TEST(ClearTestES3, ES3_D3D11());