| // |
| // Copyright 2019 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. |
| // |
| |
| // MultisampledRenderToTextureTest: Tests of EXT_multisampled_render_to_texture extension |
| |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| constexpr char kBasicVertexShader[] = |
| R"(attribute vec3 position; |
| void main() |
| { |
| gl_Position = vec4(position, 1); |
| })"; |
| |
| constexpr char kGreenFragmentShader[] = |
| R"(void main() |
| { |
| gl_FragColor = vec4(0, 1, 0, 1); |
| })"; |
| |
| constexpr char kRedFragmentShader[] = |
| R"(void main() |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| })"; |
| |
| constexpr char kVS[] = |
| "precision highp float;\n" |
| "attribute vec4 position;\n" |
| "varying vec2 texcoord;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = position;\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"; |
| |
| constexpr char kFS[] = |
| "precision highp float;\n" |
| "uniform sampler2D tex;\n" |
| "varying vec2 texcoord;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(tex, texcoord);\n" |
| "}\n"; |
| |
| class MultisampledRenderToTextureTest : public ANGLETest |
| { |
| protected: |
| MultisampledRenderToTextureTest() |
| { |
| setWindowWidth(64); |
| setWindowHeight(64); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| void testSetUp() override {} |
| |
| void testTearDown() override {} |
| |
| void setupCopyTexProgram() |
| { |
| mCopyTextureProgram.makeRaster(kVS, kFS); |
| ASSERT_GL_TRUE(mCopyTextureProgram.valid()); |
| |
| mCopyTextureUniformLocation = glGetUniformLocation(mCopyTextureProgram, "tex"); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void verifyResults(GLuint texture, |
| GLubyte data[4], |
| GLint fboSize, |
| GLint xs, |
| GLint ys, |
| GLint xe, |
| GLint ye) |
| { |
| glViewport(0, 0, fboSize, fboSize); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| |
| // Draw a quad with the target texture |
| glUseProgram(mCopyTextureProgram); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glUniform1i(mCopyTextureUniformLocation, 0); |
| |
| drawQuad(mCopyTextureProgram, "position", 0.5f); |
| |
| // Expect that the rendered quad has the same color as the source texture |
| EXPECT_PIXEL_NEAR(xs, ys, data[0], data[1], data[2], data[3], 1.0); |
| EXPECT_PIXEL_NEAR(xs, ye - 1, data[0], data[1], data[2], data[3], 1.0); |
| EXPECT_PIXEL_NEAR(xe - 1, ys, data[0], data[1], data[2], data[3], 1.0); |
| EXPECT_PIXEL_NEAR(xe - 1, ye - 1, data[0], data[1], data[2], data[3], 1.0); |
| EXPECT_PIXEL_NEAR((xs + xe) / 2, (ys + ye) / 2, data[0], data[1], data[2], data[3], 1.0); |
| } |
| |
| void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight) |
| { |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glViewport(0, 0, viewportWidth, viewportHeight); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(program, "position", 0.0f); |
| } |
| |
| GLProgram mCopyTextureProgram; |
| GLint mCopyTextureUniformLocation = -1; |
| }; |
| |
| class MultisampledRenderToTextureES3Test : public MultisampledRenderToTextureTest |
| {}; |
| |
| // Checking against invalid parameters for RenderbufferStorageMultisampleEXT. |
| TEST_P(MultisampledRenderToTextureTest, RenderbufferParameterCheck) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| |
| // Positive test case |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, 64, 64); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLint samples; |
| glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GE(samples, 1); |
| |
| // Samples too large |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples + 1, GL_DEPTH_COMPONENT16, 64, 64); |
| ASSERT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Renderbuffer size too large |
| GLint maxSize; |
| glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize); |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT16, maxSize + 1, |
| maxSize); |
| ASSERT_GL_ERROR(GL_INVALID_VALUE); |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT16, maxSize, |
| maxSize + 1); |
| ASSERT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Retrieving samples |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, 64, 64); |
| GLint param = 0; |
| glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES_EXT, ¶m); |
| // GE because samples may vary base on implementation. Spec says "the resulting value for |
| // RENDERBUFFER_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more |
| // than the next larger sample count supported by the implementation" |
| EXPECT_GE(param, 4); |
| } |
| |
| // Checking against invalid parameters for FramebufferTexture2DMultisampleEXT. |
| TEST_P(MultisampledRenderToTextureTest, Texture2DParameterCheck) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| // Positive test case |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Attachment not COLOR_ATTACHMENT0 |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, |
| texture, 0, 4); |
| ASSERT_GL_ERROR(GL_INVALID_ENUM); |
| |
| // Target not framebuffer |
| glFramebufferTexture2DMultisampleEXT(GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| ASSERT_GL_ERROR(GL_INVALID_ENUM); |
| |
| GLint samples; |
| glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GE(samples, 1); |
| |
| // Samples too large |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, samples + 1); |
| ASSERT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Retrieving samples |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| GLint param = 0; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT, ¶m); |
| // GE because samples may vary base on implementation. Spec says "the resulting value for |
| // TEXTURE_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more than the |
| // next larger sample count supported by the implementation" |
| EXPECT_GE(param, 4); |
| } |
| |
| // Checking against invalid parameters for FramebufferTexture2DMultisampleEXT (cubemap). |
| TEST_P(MultisampledRenderToTextureTest, TextureCubeMapParameterCheck) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_CUBE_MAP, texture); |
| for (GLenum face = 0; face < 6; face++) |
| { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 64, 64, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLint samples; |
| glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_GE(samples, 1); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| for (GLenum face = 0; face < 6; face++) |
| { |
| // Positive test case |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Attachment not COLOR_ATTACHMENT0 |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4); |
| ASSERT_GL_ERROR(GL_INVALID_ENUM); |
| |
| // Target not framebuffer |
| glFramebufferTexture2DMultisampleEXT(GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4); |
| ASSERT_GL_ERROR(GL_INVALID_ENUM); |
| |
| // Samples too large |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, |
| samples + 1); |
| ASSERT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Retrieving samples |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4); |
| GLint param = 0; |
| glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT, |
| ¶m); |
| // GE because samples may vary base on implementation. Spec says "the resulting value for |
| // TEXTURE_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more than |
| // the next larger sample count supported by the implementation" |
| EXPECT_GE(param, 4); |
| } |
| } |
| |
| // Checking for framebuffer completeness using extension methods. |
| TEST_P(MultisampledRenderToTextureTest, FramebufferCompleteness) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| |
| // Checking that Renderbuffer and texture2d having different number of samples results |
| // in a FRAMEBUFFER_INCOMPLETE_MULTISAMPLE |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 8, GL_DEPTH_COMPONENT16, 64, 64); |
| ASSERT_GL_NO_ERROR(); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, |
| glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| } |
| |
| // Draw test with color attachment only. |
| TEST_P(MultisampledRenderToTextureTest, 2DColorAttachmentMultisampleDrawTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| // Set up texture and bind to FBO |
| GLsizei size = 6; |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Set viewport and clear to black |
| glViewport(0, 0, size, size); |
| glClearColor(0.0, 0.0, 0.0, 1.0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Set up Green square program |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); |
| glUseProgram(program); |
| GLint positionLocation = glGetAttribLocation(program, "position"); |
| ASSERT_NE(-1, positionLocation); |
| |
| setupQuadVertexBuffer(0.5f, 0.5f); |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(positionLocation); |
| |
| // Draw green square |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::green); |
| |
| // Set up Red square program |
| ANGLE_GL_PROGRAM(program2, kBasicVertexShader, kRedFragmentShader); |
| glUseProgram(program2); |
| GLint positionLocation2 = glGetAttribLocation(program2, "position"); |
| ASSERT_NE(-1, positionLocation2); |
| |
| setupQuadVertexBuffer(0.5f, 0.75f); |
| glVertexAttribPointer(positionLocation2, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| // Draw red square |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::red); |
| |
| glDisableVertexAttribArray(0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| } |
| |
| // Draw test using both color and depth attachments. |
| TEST_P(MultisampledRenderToTextureTest, 2DColorDepthMultisampleDrawTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| GLsizei size = 6; |
| // create complete framebuffer with depth buffer |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| |
| GLRenderbuffer renderbuffer; |
| glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, size, size); |
| ASSERT_GL_NO_ERROR(); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); |
| EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Set viewport and clear framebuffer |
| glViewport(0, 0, size, size); |
| glClearColor(0.0, 0.0, 0.0, 1.0); |
| glClearDepthf(0.5f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| // Draw first green square |
| ANGLE_GL_PROGRAM(program, kBasicVertexShader, kGreenFragmentShader); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_GREATER); |
| glUseProgram(program); |
| GLint positionLocation = glGetAttribLocation(program, "position"); |
| ASSERT_NE(-1, positionLocation); |
| |
| setupQuadVertexBuffer(0.8f, 0.5f); |
| glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(positionLocation); |
| |
| // Tests that TRIANGLES works. |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::green); |
| |
| // Draw red square behind green square |
| ANGLE_GL_PROGRAM(program2, kBasicVertexShader, kRedFragmentShader); |
| glUseProgram(program2); |
| GLint positionLocation2 = glGetAttribLocation(program2, "position"); |
| ASSERT_NE(-1, positionLocation2); |
| |
| setupQuadVertexBuffer(0.7f, 1.0f); |
| glVertexAttribPointer(positionLocation2, 3, GL_FLOAT, GL_FALSE, 0, 0); |
| |
| glDrawArrays(GL_TRIANGLES, 0, 6); |
| ASSERT_GL_NO_ERROR(); |
| glDisable(GL_DEPTH_TEST); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::green); |
| |
| glDisableVertexAttribArray(0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| } |
| |
| // Read pixels with pack buffer. ES3+. |
| TEST_P(MultisampledRenderToTextureES3Test, MultisampleReadPixelsTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| |
| // PBO only available ES3 and above |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); |
| GLsizei size = 6; |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size, size); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); |
| |
| // Set viewport and clear to red |
| glViewport(0, 0, size, size); |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Bind Pack Pixel Buffer and read to it |
| GLBuffer PBO; |
| glBindBuffer(GL_PIXEL_PACK_BUFFER, PBO); |
| glBufferData(GL_PIXEL_PACK_BUFFER, 4 * size * size, nullptr, GL_STATIC_DRAW); |
| glReadPixels(0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Retrieving pixel color |
| void *mappedPtr = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, 32, GL_MAP_READ_BIT); |
| GLColor *dataColor = static_cast<GLColor *>(mappedPtr); |
| EXPECT_GL_NO_ERROR(); |
| |
| EXPECT_EQ(GLColor::red, dataColor[0]); |
| |
| glUnmapBuffer(GL_PIXEL_PACK_BUFFER); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // CopyTexImage from a multisampled texture functionality test. |
| TEST_P(MultisampledRenderToTextureTest, MultisampleCopyTexImageTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| GLsizei size = 16; |
| |
| setupCopyTexProgram(); |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| // Disable mipmapping |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| |
| // Set color for framebuffer |
| glClearColor(0.25f, 1.0f, 0.75f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLTexture copyToTex; |
| glBindTexture(GL_TEXTURE_2D, copyToTex); |
| |
| // Disable mipmapping |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, size, size, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLubyte expected[4] = {64, 255, 191, 255}; |
| verifyResults(copyToTex, expected, size, 0, 0, size, size); |
| } |
| |
| // CopyTexSubImage from a multisampled texture functionality test. |
| TEST_P(MultisampledRenderToTextureTest, MultisampleCopyTexSubImageTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| GLsizei size = 16; |
| |
| setupCopyTexProgram(); |
| |
| GLTexture texture; |
| // Create texture in copyFBO0 with color (.25, 1, .75, .5) |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| // Disable mipmapping |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| GLFramebuffer copyFBO0; |
| glBindFramebuffer(GL_FRAMEBUFFER, copyFBO0); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| |
| // Set color for |
| glClearColor(0.25f, 1.0f, 0.75f, 0.5f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Create texture in copyFBO[1] with color (1, .75, .5, .25) |
| GLTexture texture1; |
| glBindTexture(GL_TEXTURE_2D, texture1); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| // Disable mipmapping |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| GLFramebuffer copyFBO1; |
| glBindFramebuffer(GL_FRAMEBUFFER, copyFBO1); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture1, 0, 4); |
| |
| // Set color for |
| glClearColor(1.0f, 0.75f, 0.5f, 0.25f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLTexture copyToTex; |
| glBindTexture(GL_TEXTURE_2D, copyToTex); |
| |
| // Disable mipmapping |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| // copyFBO0 -> copyToTex |
| // copyToTex should hold what was originally in copyFBO0 : (.25, 1, .75, .5) |
| glBindFramebuffer(GL_FRAMEBUFFER, copyFBO0); |
| glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, size, size, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLubyte expected0[4] = {64, 255, 191, 255}; |
| verifyResults(copyToTex, expected0, size, 0, 0, size, size); |
| |
| // copyFBO[1] - copySubImage -> copyToTex |
| // copyToTex should have subportion what was in copyFBO[1] : (1, .75, .5, .25) |
| // The rest should still be untouched: (.25, 1, .75, .5) |
| GLint half = size / 2; |
| glBindFramebuffer(GL_FRAMEBUFFER, copyFBO1); |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, half, half, half, half, half, half); |
| ASSERT_GL_NO_ERROR(); |
| |
| GLubyte expected1[4] = {255, 191, 127, 255}; |
| verifyResults(copyToTex, expected1, size, half, half, size, size); |
| |
| // Verify rest is untouched |
| verifyResults(copyToTex, expected0, size, 0, 0, half, half); |
| verifyResults(copyToTex, expected0, size, 0, half, half, size); |
| verifyResults(copyToTex, expected0, size, half, 0, size, half); |
| } |
| |
| // BlitFramebuffer functionality test. ES3+. |
| TEST_P(MultisampledRenderToTextureES3Test, MultisampleBlitFramebufferTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| // blitFramebuffer only available ES3 and above |
| ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3); |
| |
| GLsizei size = 16; |
| |
| // Create multisampled framebuffer to use as source. |
| GLRenderbuffer depthMS; |
| glBindRenderbuffer(GL_RENDERBUFFER, depthMS.get()); |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, size, size); |
| |
| GLTexture colorMS; |
| glBindTexture(GL_TEXTURE_2D, colorMS); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| GLFramebuffer fboMS; |
| glBindFramebuffer(GL_FRAMEBUFFER, fboMS); |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS.get()); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| colorMS, 0, 4); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Clear depth to 0.5 and color to green. |
| glClearDepthf(0.5f); |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| glFlush(); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Draw red into the multisampled color buffer. |
| ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| glEnable(GL_DEPTH_TEST); |
| glDepthFunc(GL_EQUAL); |
| drawQuad(drawRed.get(), essl1_shaders::PositionAttrib(), 0.0f); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Create single sampled framebuffer to use as dest. |
| GLFramebuffer fboSS; |
| glBindFramebuffer(GL_FRAMEBUFFER, fboSS); |
| GLTexture colorSS; |
| glBindTexture(GL_TEXTURE_2D, colorSS); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorSS, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Bind MS to READ as SS is already bound to DRAW. |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, fboMS.get()); |
| glBlitFramebuffer(0, 0, size, size, 0, 0, size, size, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Bind SS to READ so we can readPixels from it |
| glBindFramebuffer(GL_FRAMEBUFFER, fboSS.get()); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(size - 1, 0, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(0, size - 1, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(size - 1, size - 1, GLColor::red); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::red); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // GenerateMipmap functionality test |
| TEST_P(MultisampledRenderToTextureTest, MultisampleGenerateMipmapTest) |
| { |
| ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture")); |
| GLsizei size = 64; |
| // Vertex Shader source |
| constexpr char kVS[] = R"(attribute vec4 position; |
| varying vec2 vTexCoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| vTexCoord = (position.xy * 0.5) + 0.5; |
| })"; |
| |
| // Fragment Shader source |
| constexpr char kFS[] = R"(precision mediump float; |
| uniform sampler2D uTexture; |
| varying vec2 vTexCoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(uTexture, vTexCoord); |
| })"; |
| |
| GLProgram m2DProgram; |
| m2DProgram.makeRaster(kVS, kFS); |
| ASSERT_GL_TRUE(m2DProgram.valid()); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| // Initialize texture with blue |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| |
| GLFramebuffer FBO; |
| glBindFramebuffer(GL_FRAMEBUFFER, FBO); |
| glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| texture, 0, 4); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glViewport(0, 0, size, size); |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Generate mipmap |
| glGenerateMipmap(GL_TEXTURE_2D); |
| ASSERT_GL_NO_ERROR(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| |
| // Now draw the texture to various different sized areas. |
| clearAndDrawQuad(m2DProgram, size, size); |
| EXPECT_PIXEL_COLOR_EQ(size / 2, size / 2, GLColor::blue); |
| |
| // Use mip level 1 |
| clearAndDrawQuad(m2DProgram, size / 2, size / 2); |
| EXPECT_PIXEL_COLOR_EQ(size / 4, size / 4, GLColor::blue); |
| |
| // Use mip level 2 |
| clearAndDrawQuad(m2DProgram, size / 4, size / 4); |
| EXPECT_PIXEL_COLOR_EQ(size / 8, size / 8, GLColor::blue); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| ANGLE_INSTANTIATE_TEST(MultisampledRenderToTextureTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES3_D3D11(), |
| ES2_OPENGL(), |
| ES3_OPENGL(), |
| ES2_OPENGLES(), |
| ES3_OPENGLES(), |
| ES2_VULKAN(), |
| ES3_VULKAN()); |
| ANGLE_INSTANTIATE_TEST(MultisampledRenderToTextureES3Test, |
| ES3_D3D11(), |
| ES3_OPENGL(), |
| ES3_OPENGLES(), |
| ES3_VULKAN()); |
| } // namespace |