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kc3-lang/angle/src/tests/gl_tests/MultisampleTest.cpp

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  • Author : Charlie Lao
    Date : 2020-09-21 11:16:49
    Hash : 15617b4b
    Message : Vulkan: Add a alpha to coverage test Early fragment test optimization has to be disabled if alpha to coverage is enabled. This test that the intersection between alpha to coverage test and early fragment test optimization. Bug: angleproject:5082 Change-Id: I628efc2fae7c998467e1daff4167f16fe0c28142 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2422899 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/gl_tests/MultisampleTest.cpp
  • //
    // 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.
    //
    
    // MultisampleTest: Tests of multisampled default framebuffer
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    #include "util/OSWindow.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    using MultisampleTestParams = std::tuple<angle::PlatformParameters, bool>;
    
    std::string PrintToStringParamName(const ::testing::TestParamInfo<MultisampleTestParams> &info)
    {
        ::std::stringstream ss;
        ss << std::get<0>(info.param);
        if (std::get<1>(info.param))
        {
            ss << "__NoStoreAndResolve";
        }
        return ss.str();
    }
    
    class MultisampleTest : public ANGLETestWithParam<MultisampleTestParams>
    {
      protected:
        void testSetUp() override
        {
            const angle::PlatformParameters platform = ::testing::get<0>(GetParam());
            std::vector<const char *> disabledFeatures;
            if (::testing::get<1>(GetParam()))
            {
                disabledFeatures.push_back("allow_msaa_store_and_resolve");
            }
            disabledFeatures.push_back(nullptr);
    
            // Get display.
            EGLAttrib dispattrs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, platform.getRenderer(),
                                     EGL_FEATURE_OVERRIDES_DISABLED_ANGLE,
                                     reinterpret_cast<EGLAttrib>(disabledFeatures.data()), EGL_NONE};
            mDisplay              = eglGetPlatformDisplay(EGL_PLATFORM_ANGLE_ANGLE,
                                             reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY), dispattrs);
            ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
    
            ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
    
            // Nexus 5X and 6P fail to eglMakeCurrent with a config they advertise they support.
            // http://anglebug.com/3464
            ANGLE_SKIP_TEST_IF(IsNexus5X() || IsNexus6P());
    
            // Find a config that uses RGBA8 and allows 4x multisampling.
            const EGLint configAttributes[] = {EGL_SURFACE_TYPE,
                                               EGL_WINDOW_BIT,
                                               EGL_RED_SIZE,
                                               8,
                                               EGL_GREEN_SIZE,
                                               8,
                                               EGL_BLUE_SIZE,
                                               8,
                                               EGL_ALPHA_SIZE,
                                               8,
                                               EGL_DEPTH_SIZE,
                                               24,
                                               EGL_STENCIL_SIZE,
                                               8,
                                               EGL_SAMPLE_BUFFERS,
                                               1,
                                               EGL_SAMPLES,
                                               4,
                                               EGL_NONE};
    
            EGLint configCount;
            EGLConfig multisampledConfig;
            EGLint ret =
                eglChooseConfig(mDisplay, configAttributes, &multisampledConfig, 1, &configCount);
            mMultisampledConfigExists = ret && configCount > 0;
    
            if (!mMultisampledConfigExists)
            {
                return;
            }
    
            // Create a window, context and surface if multisampling is possible.
            mOSWindow = OSWindow::New();
            mOSWindow->initialize("MultisampleTest", kWindowSize, kWindowSize);
            setWindowVisible(mOSWindow, true);
    
            EGLint contextAttributes[] = {
                EGL_CONTEXT_MAJOR_VERSION_KHR,
                platform.majorVersion,
                EGL_CONTEXT_MINOR_VERSION_KHR,
                platform.minorVersion,
                EGL_NONE,
            };
    
            mContext =
                eglCreateContext(mDisplay, multisampledConfig, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_TRUE(mContext != EGL_NO_CONTEXT);
    
            mSurface = eglCreateWindowSurface(mDisplay, multisampledConfig,
                                              mOSWindow->getNativeWindow(), nullptr);
            ASSERT_EGL_SUCCESS();
    
            eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
            ASSERT_EGL_SUCCESS();
        }
    
        void testTearDown() override
        {
            if (mSurface)
            {
                eglSwapBuffers(mDisplay, mSurface);
            }
    
            eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    
            if (mSurface)
            {
                eglDestroySurface(mDisplay, mSurface);
                ASSERT_EGL_SUCCESS();
            }
    
            if (mContext != EGL_NO_CONTEXT)
            {
                eglDestroyContext(mDisplay, mContext);
                ASSERT_EGL_SUCCESS();
            }
    
            if (mOSWindow)
            {
                OSWindow::Delete(&mOSWindow);
            }
    
            eglTerminate(mDisplay);
        }
    
        void prepareVertexBuffer(GLBuffer &vertexBuffer,
                                 const Vector3 *vertices,
                                 size_t vertexCount,
                                 GLint positionLocation)
        {
            glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(*vertices) * vertexCount, vertices, GL_STATIC_DRAW);
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
            glEnableVertexAttribArray(positionLocation);
        }
    
      protected:
        static constexpr int kWindowSize = 8;
    
        OSWindow *mOSWindow            = nullptr;
        EGLDisplay mDisplay            = EGL_NO_DISPLAY;
        EGLContext mContext            = EGL_NO_CONTEXT;
        EGLSurface mSurface            = EGL_NO_SURFACE;
        bool mMultisampledConfigExists = false;
    };
    
    class MultisampleTestES3 : public MultisampleTest
    {};
    
    // Test point rendering on a multisampled surface.  GLES2 section 3.3.1.
    TEST_P(MultisampleTest, Point)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        // http://anglebug.com/3470
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
    
        constexpr char kPointsVS[] = R"(precision highp float;
    attribute vec4 a_position;
    
    void main()
    {
        gl_PointSize = 3.0;
        gl_Position = a_position;
    })";
    
        ANGLE_GL_PROGRAM(program, kPointsVS, essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, "a_position");
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[1] = {{0.0f, 0.0f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 1, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_POINTS, 0, 1);
    
        ASSERT_GL_NO_ERROR();
    
        // The center pixels should be all red.
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2, kWindowSize / 2 - 1, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 2 - 1, kWindowSize / 2 - 1, GLColor::red);
    
        // Border pixels should be between red and black, and not exactly either; corners are darker and
        // sides are brighter.
        const GLColor kSideColor   = {128, 0, 0, 128};
        const GLColor kCornerColor = {64, 0, 0, 64};
        constexpr int kErrorMargin = 16;
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 2, kCornerColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 + 1, kCornerColor, kErrorMargin);
    
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 2, kWindowSize / 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 - 1, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 - 2, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2 + 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2 - 1, kSideColor, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2 + 1, kWindowSize / 2, kSideColor, kErrorMargin);
    }
    
    // Test line rendering on a multisampled surface.  GLES2 section 3.4.4.
    TEST_P(MultisampleTest, Line)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[2] = {{-1.0f, -0.3f, 0.0f}, {1.0f, 0.3f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 2, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINES, 0, 2);
    
        ASSERT_GL_NO_ERROR();
    
        // The line goes from left to right at about -17 degrees slope.  It renders as such (captured
        // with renderdoc):
        //
        // D                    D = Dark Red (0.25) or (0.5)
        //  BRA                 R = Red (1.0)
        //     ARB              M = Middle Red (0.75)
        //        D             B = Bright Red (1.0 or 0.75)
        //                      A = Any red (0.5, 0.75 or 1.0)
        //
        // Verify that rendering is done as above.
    
        const GLColor kDarkRed     = {128, 0, 0, 128};
        const GLColor kMidRed      = {192, 0, 0, 192};
        constexpr int kErrorMargin = 16;
        constexpr int kLargeMargin = 80;
    
        static_assert(kWindowSize == 8, "Verification code written for 8x8 window");
        EXPECT_PIXEL_COLOR_NEAR(0, 2, kDarkRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(1, 3, GLColor::red, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(2, 3, GLColor::red, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(3, 3, kMidRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(4, 4, kMidRed, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(5, 4, GLColor::red, kErrorMargin);
        EXPECT_PIXEL_COLOR_NEAR(6, 4, GLColor::red, kLargeMargin);
        EXPECT_PIXEL_COLOR_NEAR(7, 5, kDarkRed, kLargeMargin);
    }
    
    // Test polygon rendering on a multisampled surface.  GLES2 section 3.5.3.
    TEST_P(MultisampleTest, Triangle)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        // http://anglebug.com/3470
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
        GLBuffer vertexBuffer;
        const Vector3 vertices[3] = {{-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 3, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        ASSERT_GL_NO_ERROR();
    
        // Top-left pixels should be all red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 4, kWindowSize / 4, GLColor::red);
    
        // Diagonal pixels from bottom-left to top-right are between red and black.  Pixels above the
        // diagonal are red and pixels below it are black.
        const GLColor kMidRed      = {128, 0, 0, 128};
        constexpr int kErrorMargin = 16;
    
        for (int i = 1; i + 1 < kWindowSize; ++i)
        {
            int j = kWindowSize - 1 - i;
            EXPECT_PIXEL_COLOR_NEAR(i, j, kMidRed, kErrorMargin);
            EXPECT_PIXEL_COLOR_EQ(i, j - 1, GLColor::red);
            EXPECT_PIXEL_COLOR_EQ(i, j + 1, GLColor::transparentBlack);
        }
    }
    
    // Test polygon rendering on a multisampled surface. And rendering is interrupted by a compute pass
    // that converts the index buffer. Make sure the rendering's multisample result is preserved after
    // interruption.
    TEST_P(MultisampleTest, ContentPresevedAfterInterruption)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_rgb8_rgba8"));
        // http://anglebug.com/3470
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsNVIDIAShield() && IsOpenGLES());
    
        // http://anglebug.com/4609
        ANGLE_SKIP_TEST_IF(IsD3D11());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
        if (IsGLExtensionEnabled("GL_EXT_discard_framebuffer"))
        {
            GLenum attachments[] = {GL_COLOR_EXT, GL_DEPTH_EXT, GL_STENCIL_EXT};
            glDiscardFramebufferEXT(GL_FRAMEBUFFER, 3, attachments);
        }
        // Draw triangle
        GLBuffer vertexBuffer;
        const Vector3 vertices[3] = {{-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
        prepareVertexBuffer(vertexBuffer, vertices, 3, positionLocation);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        ASSERT_GL_NO_ERROR();
    
        // Draw a line
        GLBuffer vertexBuffer2;
        GLBuffer indexBuffer2;
        const Vector3 vertices2[2] = {{-1.0f, -0.3f, 0.0f}, {1.0f, 0.3f, 0.0f}};
        const GLubyte indices2[]   = {0, 1};
        prepareVertexBuffer(vertexBuffer2, vertices2, 2, positionLocation);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer2);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
    
        glDrawElements(GL_LINES, 2, GL_UNSIGNED_BYTE, 0);
    
        ASSERT_GL_NO_ERROR();
    
        // Top-left pixels should be all red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(kWindowSize / 4, kWindowSize / 4, GLColor::red);
    
        // Triangle edge:
        // Diagonal pixels from bottom-left to top-right are between red and black.  Pixels above the
        // diagonal are red and pixels below it are black.
        {
            const GLColor kMidRed      = {128, 0, 0, 128};
            constexpr int kErrorMargin = 16;
    
            for (int i = 1; i + 1 < kWindowSize; ++i)
            {
                // Exclude the middle pixel where the triangle and line cross each other.
                if (abs(kWindowSize / 2 - i) <= 1)
                {
                    continue;
                }
                int j = kWindowSize - 1 - i;
                EXPECT_PIXEL_COLOR_NEAR(i, j, kMidRed, kErrorMargin);
                EXPECT_PIXEL_COLOR_EQ(i, j - 1, GLColor::red);
                EXPECT_PIXEL_COLOR_EQ(i, j + 1, GLColor::transparentBlack);
            }
        }
    
        // Line edge:
        {
            const GLColor kDarkRed     = {128, 0, 0, 128};
            constexpr int kErrorMargin = 16;
            constexpr int kLargeMargin = 80;
    
            static_assert(kWindowSize == 8, "Verification code written for 8x8 window");
            // Exclude the triangle region.
            EXPECT_PIXEL_COLOR_NEAR(5, 4, GLColor::red, kErrorMargin);
            EXPECT_PIXEL_COLOR_NEAR(6, 4, GLColor::red, kLargeMargin);
            EXPECT_PIXEL_COLOR_NEAR(7, 5, kDarkRed, kLargeMargin);
        }
    }
    
    // Test that alpha to coverage is enabled works properly along with early fragment test.
    TEST_P(MultisampleTest, AlphaToSampleCoverage)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
        // http://anglebug.com/5087
        ANGLE_SKIP_TEST_IF(IsMetal());
    
        constexpr char kFS[] =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);\n"
            "}\n";
        ANGLE_GL_PROGRAM(transparentRedProgram, essl1_shaders::vs::Simple(), kFS);
        glUseProgram(transparentRedProgram);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LESS);
        glClearDepthf(1.0f);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);  // clear to green
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // This should pass depth test, but because of the alpha to coverage enabled, and alpha is 0,
        // the fragment should be discarded. If early fragment test is disabled, no depth will be
        // written. depth buffer should be 1.0.
        glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
        // There was a bug in ANGLE that we are checking sampler coverage enabled or not instead of
        // alpha to sample coverage enabled or not. This is specically try to trick ANGLE so that it
        // will enable early fragment test. When early fragment test is accidentally enabled, then the
        // depth test will occur before fragment shader, and depth buffer maybe written with value
        // (0.0+1.0)/2.0=0.5.
        glEnable(GL_SAMPLE_COVERAGE);
        drawQuad(transparentRedProgram, essl1_shaders::PositionAttrib(), 0.0f);
    
        // Now draw with blue color but to test against 0.0f. This should fail depth test
        glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
        glDisable(GL_SAMPLE_COVERAGE);
        glDepthFunc(GL_GREATER);
        ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        // Zd = 0.5f means (0.5+1.0)/2.0=0.75. Depends on early fragment on or off this will pass or
        // fail depth test.
        drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that resolve from multisample default framebuffer works.
    TEST_P(MultisampleTestES3, ResolveToFBO)
    {
        ANGLE_SKIP_TEST_IF(!mMultisampledConfigExists);
    
        GLTexture resolveTexture;
        glBindTexture(GL_TEXTURE_2D, resolveTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWindowSize, kWindowSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        GLFramebuffer resolveFBO;
        glBindFramebuffer(GL_FRAMEBUFFER, resolveFBO);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture, 0);
    
        // Clear the default framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glClearColor(0.25, 0.5, 0.75, 0.25);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Resolve into FBO
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFBO);
        glClearColor(1, 0, 0, 1);
        glClear(GL_COLOR_BUFFER_BIT);
        glBlitFramebuffer(0, 0, kWindowSize, kWindowSize, 0, 0, kWindowSize, kWindowSize,
                          GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        const GLColor kResult = GLColor(63, 127, 191, 63);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFBO);
        EXPECT_PIXEL_COLOR_NEAR(0, 0, kResult, 1);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize - 1, 0, kResult, 1);
        EXPECT_PIXEL_COLOR_NEAR(0, kWindowSize - 1, kResult, 1);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize - 1, kWindowSize - 1, kResult, 1);
        EXPECT_PIXEL_COLOR_NEAR(kWindowSize / 2, kWindowSize / 2, kResult, 1);
    }
    
    ANGLE_INSTANTIATE_TEST_COMBINE_1(MultisampleTest,
                                     PrintToStringParamName,
                                     testing::Values(false),
                                     WithNoFixture(ES2_D3D11()),
                                     WithNoFixture(ES3_D3D11()),
                                     WithNoFixture(ES31_D3D11()),
                                     WithNoFixture(ES2_METAL()),
                                     WithNoFixture(ES2_OPENGL()),
                                     WithNoFixture(ES3_OPENGL()),
                                     WithNoFixture(ES31_OPENGL()),
                                     WithNoFixture(ES2_OPENGLES()),
                                     WithNoFixture(ES3_OPENGLES()),
                                     WithNoFixture(ES31_OPENGLES()),
                                     WithNoFixture(ES2_VULKAN()),
                                     WithNoFixture(ES3_VULKAN()),
                                     WithNoFixture(ES31_VULKAN()));
    
    namespace store_and_resolve_feature_off
    {
    // Simulate missing msaa auto resolve feature in Metal.
    ANGLE_INSTANTIATE_TEST_COMBINE_1(MultisampleTest,
                                     PrintToStringParamName,
                                     testing::Values(true),
                                     WithNoFixture(ES2_METAL()));
    }  // namespace store_and_resolve_feature_off
    
    ANGLE_INSTANTIATE_TEST_COMBINE_1(MultisampleTestES3,
                                     PrintToStringParamName,
                                     testing::Values(false),
                                     WithNoFixture(ES3_D3D11()),
                                     WithNoFixture(ES31_D3D11()),
                                     WithNoFixture(ES3_OPENGL()),
                                     WithNoFixture(ES31_OPENGL()),
                                     WithNoFixture(ES3_OPENGLES()),
                                     WithNoFixture(ES31_OPENGLES()),
                                     WithNoFixture(ES3_VULKAN()),
                                     WithNoFixture(ES31_VULKAN()));
    }  // anonymous namespace