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

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  • Author : Jamie Madill
    Date : 2015-12-15 16:41:39
    Hash : 3215b207
    Message : Validation cube completeness for FBO attachments. ES3 adds a clause that cube map FBO attachments must be cube complete to produce complete framebuffers. ES2 doesn't have this clause, but some (if not all, unverified) OpenGL back-ends don't support these incomplete cube map attachments. BUG=angleproject:1259 Change-Id: Idd4564488375b8646dde712e6ce4a158c23020ee Reviewed-on: https://chromium-review.googlesource.com/318264 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/FramebufferFormatsTest.cpp
  • //
    // Copyright 2015 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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class FramebufferFormatsTest : public ANGLETest
    {
      protected:
        FramebufferFormatsTest() : mFramebuffer(0), mTexture(0), mRenderbuffer(0), mProgram(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void checkBitCount(GLuint fbo, GLenum channel, GLint minBits)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    
            GLint bits = 0;
            glGetIntegerv(channel, &bits);
    
            if (minBits == 0)
            {
                EXPECT_EQ(minBits, bits);
            }
            else
            {
                EXPECT_GE(bits, minBits);
            }
        }
    
        void testBitCounts(GLuint fbo, GLint minRedBits, GLint minGreenBits, GLint minBlueBits,
                           GLint minAlphaBits, GLint minDepthBits, GLint minStencilBits)
        {
            checkBitCount(fbo, GL_RED_BITS, minRedBits);
            checkBitCount(fbo, GL_GREEN_BITS, minGreenBits);
            checkBitCount(fbo, GL_BLUE_BITS, minBlueBits);
            checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits);
            checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits);
            checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits);
        }
    
        void testTextureFormat(GLenum internalFormat, GLint minRedBits, GLint minGreenBits, GLint minBlueBits,
                               GLint minAlphaBits)
        {
            glGenTextures(1, &mTexture);
            glBindTexture(GL_TEXTURE_2D, mTexture);
            glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
    
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
    
            testBitCounts(mFramebuffer, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0);
        }
    
        void testRenderbufferMultisampleFormat(int minESVersion, GLenum attachmentType, GLenum internalFormat)
        {
            // TODO(geofflang): Figure out why this is broken on Intel OpenGL
            if (isIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
            {
                std::cout << "Test skipped on Intel OpenGL." << std::endl;
                return;
            }
    
            int clientVersion = getClientVersion();
            if (clientVersion < minESVersion)
            {
                return;
            }
    
            // Check that multisample is supported with at least two samples (minimum required is 1)
            bool supports2Samples = false;
    
            if (clientVersion == 2)
            {
                if (extensionEnabled("ANGLE_framebuffer_multisample"))
                {
                    int maxSamples;
                    glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples);
                    supports2Samples = maxSamples >= 2;
                }
            }
            else
            {
                assert(clientVersion >= 3);
                int maxSamples;
                glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
                supports2Samples = maxSamples >= 2;
            }
    
            if (!supports2Samples)
            {
                return;
            }
    
            glGenRenderbuffers(1, &mRenderbuffer);
            glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
    
            EXPECT_GL_NO_ERROR();
            glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128);
            EXPECT_GL_NO_ERROR();
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, mRenderbuffer);
            EXPECT_GL_NO_ERROR();
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenFramebuffers(1, &mFramebuffer);
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        }
    
        void TearDown() override
        {
            ANGLETest::TearDown();
    
            if (mTexture != 0)
            {
                glDeleteTextures(1, &mTexture);
                mTexture = 0;
            }
    
            if (mRenderbuffer != 0)
            {
                glDeleteRenderbuffers(1, &mRenderbuffer);
                mRenderbuffer = 0;
            }
    
            if (mFramebuffer != 0)
            {
                glDeleteFramebuffers(1, &mFramebuffer);
                mFramebuffer = 0;
            }
    
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
                mProgram = 0;
            }
        }
    
        GLuint mFramebuffer;
        GLuint mTexture;
        GLuint mRenderbuffer;
        GLuint mProgram;
    };
    
    TEST_P(FramebufferFormatsTest, RGBA4)
    {
        testTextureFormat(GL_RGBA4, 4, 4, 4, 4);
    }
    
    TEST_P(FramebufferFormatsTest, RGB565)
    {
        testTextureFormat(GL_RGB565, 5, 6, 5, 0);
    }
    
    TEST_P(FramebufferFormatsTest, RGB8)
    {
        if (getClientVersion() < 3 && !extensionEnabled("GL_OES_rgb8_rgba8"))
        {
            std::cout << "Test skipped due to missing ES3 or GL_OES_rgb8_rgba8." << std::endl;
            return;
        }
    
        testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0);
    }
    
    TEST_P(FramebufferFormatsTest, BGRA8)
    {
        if (!extensionEnabled("GL_EXT_texture_format_BGRA8888"))
        {
            std::cout << "Test skipped due to missing GL_EXT_texture_format_BGRA8888." << std::endl;
            return;
        }
    
        testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8);
    }
    
    TEST_P(FramebufferFormatsTest, RGBA8)
    {
        if (getClientVersion() < 3 && !extensionEnabled("GL_OES_rgb8_rgba8"))
        {
            std::cout << "Test skipped due to missing ES3 or GL_OES_rgb8_rgba8." << std::endl;
            return;
        }
    
        testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16)
    {
        testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24)
    {
        testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F)
    {
        if (getClientVersion() < 3)
        {
            std::cout << "Test skipped due to missing ES3." << std::endl;
            return;
        }
    
        testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8)
    {
        testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8)
    {
        if (getClientVersion() < 3)
        {
            std::cout << "Test skipped due to missing ES3." << std::endl;
            return;
        }
    
        testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8);
    }
    
    TEST_P(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8)
    {
        // TODO(geofflang): Figure out how to support GLSTENCIL_INDEX8 on desktop GL
        if (GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test skipped on Desktop OpenGL." << std::endl;
            return;
        }
    
        testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
    }
    
    // Test that binding an incomplete cube map is rejected by ANGLE.
    TEST_P(FramebufferFormatsTest, IncompleteCubeMap)
    {
        // First make a complete CubeMap.
        glGenTextures(1, &mTexture);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                               mTexture, 0);
    
        // Verify the framebuffer is complete.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Make the CubeMap cube-incomplete.
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     nullptr);
    
        // Verify the framebuffer is incomplete.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Verify drawing with the incomplete framebuffer produces a GL error
        const std::string &vs = "attribute vec4 position; void main() { gl_Position = position; }";
        const std::string &ps = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
        mProgram = CompileProgram(vs, ps);
        ASSERT_NE(0u, mProgram);
        drawQuad(mProgram, "position", 0.5f);
        ASSERT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(FramebufferFormatsTest, ES2_D3D9(), ES2_D3D11(), ES3_D3D11(), ES2_OPENGL(), ES3_OPENGL());