Hash :
57e6d50e
Author :
Date :
2016-12-09T14:46:39
FramebufferAttachment: make attach(nullptr) work like detach Otherwise when trying to use a DEPTH texture for DEPTH_STENCIL, attach(nullptr) gets called but the FramebufferAttachment still returns true when isAttached is called. BUG=angleproject:1523 Change-Id: I30b78aff619eb6cd63e0befac886bddc177a2e58 Reviewed-on: https://chromium-review.googlesource.com/418403 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
// Framebuffer tests:
// Various tests related for Frambuffers.
//
#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 = getClientMajorVersion();
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 testZeroHeightRenderbuffer()
{
glGenRenderbuffers(1, &mRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 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 (getClientMajorVersion() < 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 (getClientMajorVersion() < 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 (getClientMajorVersion() < 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 (getClientMajorVersion() < 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);
}
// Test that a renderbuffer with zero height but nonzero width is handled without crashes/asserts.
TEST_P(FramebufferFormatsTest, ZeroHeightRenderbuffer)
{
if (getClientMajorVersion() < 3)
{
std::cout << "Test skipped due to missing ES3" << std::endl;
return;
}
testZeroHeightRenderbuffer();
}
// 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(),
ES2_OPENGLES(),
ES3_OPENGLES());
class FramebufferTest_ES3 : public ANGLETest
{
protected:
FramebufferTest_ES3() : mFramebuffer(0), mRenderbuffer(0) {}
void SetUp() override
{
ANGLETest::SetUp();
glGenFramebuffers(1, &mFramebuffer);
glGenRenderbuffers(1, &mRenderbuffer);
}
void TearDown() override
{
glDeleteFramebuffers(1, &mFramebuffer);
glDeleteRenderbuffers(1, &mRenderbuffer);
ANGLETest::TearDown();
}
GLuint mFramebuffer;
GLuint mRenderbuffer;
};
// Covers invalidating an incomplete framebuffer. This should be a no-op, but should not error.
TEST_P(FramebufferTest_ES3, InvalidateIncomplete)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
std::vector<GLenum> attachments;
attachments.push_back(GL_COLOR_ATTACHMENT0);
glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments.data());
EXPECT_GL_NO_ERROR();
}
// Test that the framebuffer state tracking robustly handles a depth-only attachment being set
// as a depth-stencil attachment. It is equivalent to detaching the depth-stencil attachment.
TEST_P(FramebufferTest_ES3, DepthOnlyAsDepthStencil)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mRenderbuffer);
EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
ANGLE_INSTANTIATE_TEST(FramebufferTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());