Support multisample arrays in shader programs
The added tests check that using textureSize() and texelFetch() on
textures with a fixed point format return expected results. texelFetch
is also covered for integer format textures.
dEQP GLES 3.1 tests also cover a variety of multisampled array texture
formats.
BUG=angleproject:2775
TEST=angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: I99b422e24b39e3563ed72f0fb85c9c1907df807d
Reviewed-on: https://chromium-review.googlesource.com/1196521
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/gl/FramebufferGL.cpp b/src/libANGLE/renderer/gl/FramebufferGL.cpp
index 2ea861e..b9edd5b 100644
--- a/src/libANGLE/renderer/gl/FramebufferGL.cpp
+++ b/src/libANGLE/renderer/gl/FramebufferGL.cpp
@@ -61,7 +61,8 @@
{
TextureType textureType = texture->getType();
ASSERT(textureType == TextureType::_2DArray || textureType == TextureType::_3D ||
- textureType == TextureType::CubeMap);
+ textureType == TextureType::CubeMap ||
+ textureType == TextureType::_2DMultisampleArray);
functions->framebufferTexture(GL_FRAMEBUFFER, attachmentPoint,
textureGL->getTextureID(), attachment->mipLevel());
}