src/tests/gl_tests/WebGLFramebufferTest.cpp


Log

Author Commit Date CI Message
Jamie Madill a836b466 2017-08-16T14:58:35 D3D11: Allow no-op pixel shader output. On HLSL 4+, the debug runtime issues a warning when we try to render to a color output in the pixel shader that doesn't have a matching render target bound. This happens when doing a depth or stencil-only render pass. We only need to bind a dummy output in HLSL 3, so tighten the workaround we had in place and fix the warning for D3D11. BUG=angleproject:2025 Change-Id: I16ba9e907f3a6e59afff93fe4583d084cbdf42c5 Reviewed-on: https://chromium-review.googlesource.com/617268 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Frank Henigman 60f6eb20 2017-05-08T15:34:46 Add WebGL test that draws to missing attachment. In WebGL one can Clear, DrawArrays, and DrawElements to a framebuffer with a missing attachment with no error. BUG=angleproject:1822 Change-Id: I4dece2fa8fad31c812e24ae18bdc380c2857a1f8 Reviewed-on: https://chromium-review.googlesource.com/502967 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Geoff Lang e466c551 2017-03-17T15:24:12 Preserve ImageIndex of texture attachments when committing. When calling Framebuffer::commitWebGL1DepthStencilIfConsistent with textures attached to depth or stencil, an invalid ImageIndex would be provided and later cause crashes when trying to index image arrays with a -1 mip level. BUG=angleproject:1708 Change-Id: Iadd159ad740aa79561de823d8812c6b07454e5e5 Reviewed-on: https://chromium-review.googlesource.com/456840 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Frank Henigman a5eb2941 2017-03-09T17:03:54 Remove unused/unnecessary stuff. Change-Id: Ib409fee5422765cc4124a59a690a93c0fb2de8e7 Reviewed-on: https://chromium-review.googlesource.com/456123 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill a02315b0 2017-02-23T14:14:47 WebGL Compat: Add DEPTH_STENCIL attachments. This is a special WebGL 1 binding point, that does not correspond to any native functionality. Due to particularities in validation we need to represent this with additional state in the Framebuffer. WebGL 2 fixes this oddity by resolving to the GLES 3 native spec. In order to pass the WebGL framebuffer objects test, we will also need a chromium-side CL to work with the additional state tracking it does in the blink layer, and an additional patch to ANGLE to clear the depth buffer before the first use (robust resource init). BUG=angleproject:1708 Change-Id: I111f8f5a451cce7de6cf281a6bc335b92dd2daf2 Reviewed-on: https://chromium-review.googlesource.com/444095 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 4e0e6f8a 2017-02-17T11:06:03 WebGL Compat: Add DEPTH_STENCIL renderbuffers. This special internal format was defined in the WebGL 1 spec as a special unsized format with at least 16 bits of depth and at least 8 bits of stencil. Intenally ANGLE will translate this to packed 24/8 depth/stencil. The new test is adapted from the WebGL test: conformance/renderbuffers/framebuffer-object-attachment BUG=angleproject:1708 Change-Id: I44b03e41889eed02481f603b8d52c530dcfed5ce Reviewed-on: https://chromium-review.googlesource.com/442094 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>