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

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  • Author : Jiang
    Date : 2017-12-26 14:11:15
    Hash : 0e1224c8
    Message : fix bug for querying sample positions on D3D BUG=angleproject:2290 TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position TEST=TextureMultisampleTestES31.CheckSamplePositions* Change-Id: If8b74c16d5c104215456e35b8922279be972cee3 Reviewed-on: https://chromium-review.googlesource.com/844062 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/TextureMultisampleTest.cpp
  • //
    // Copyright 2017 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.
    //
    
    // TextureMultisampleTest: Tests of multisampled texture
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    // Sample positions of d3d standard pattern. Some of the sample positions might not the same as
    // opengl.
    using SamplePositionsArray                                            = std::array<float, 32>;
    static constexpr std::array<SamplePositionsArray, 5> kSamplePositions = {
        {{{0.5f, 0.5f}},
         {{0.75f, 0.75f, 0.25f, 0.25f}},
         {{0.375f, 0.125f, 0.875f, 0.375f, 0.125f, 0.625f, 0.625f, 0.875f}},
         {{0.5625f, 0.3125f, 0.4375f, 0.6875f, 0.8125f, 0.5625f, 0.3125f, 0.1875f, 0.1875f, 0.8125f,
           0.0625f, 0.4375f, 0.6875f, 0.9375f, 0.9375f, 0.0625f}},
         {{0.5625f, 0.5625f, 0.4375f, 0.3125f, 0.3125f, 0.625f,  0.75f,   0.4375f,
           0.1875f, 0.375f,  0.625f,  0.8125f, 0.8125f, 0.6875f, 0.6875f, 0.1875f,
           0.375f,  0.875f,  0.5f,    0.0625f, 0.25f,   0.125f,  0.125f,  0.75f,
           0.0f,    0.5f,    0.9375f, 0.25f,   0.875f,  0.9375f, 0.0625f, 0.0f}}}};
    
    class TextureMultisampleTest : public ANGLETest
    {
      protected:
        TextureMultisampleTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(1, &mTexture);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteFramebuffers(1, &mFramebuffer);
            mFramebuffer = 0;
            glDeleteTextures(1, &mTexture);
            mTexture = 0;
    
            ANGLETest::TearDown();
        }
    
        GLuint mFramebuffer = 0;
        GLuint mTexture     = 0;
    };
    
    class TextureMultisampleTestES31 : public TextureMultisampleTest
    {
      protected:
        TextureMultisampleTestES31() : TextureMultisampleTest() {}
    };
    
    // Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
    // GetInternalformativ.
    TEST_P(TextureMultisampleTest, MultisampleTargetGetInternalFormativBase)
    {
        GLint maxSamples = 0;
        glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
        if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
        {
            ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
    // FramebufferTexture2D.
    TEST_P(TextureMultisampleTest, MultisampleTargetFramebufferTexture2D)
    {
        GLint samples = 1;
        glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA8, 64, 64, GL_FALSE);
        if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
        {
            ASSERT_GL_ERROR(GL_INVALID_ENUM);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
                               mTexture, 0);
        if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
        {
            ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Tests basic functionality of glTexStorage2DMultisample.
    TEST_P(TextureMultisampleTestES31, ValidateTextureStorageMultisampleParameters)
    {
        glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
        ASSERT_GL_NO_ERROR();
    
        GLint params = 0;
        glGetTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_IMMUTABLE_FORMAT, &params);
        EXPECT_EQ(1, params);
    
        glTexStorage2DMultisample(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_ENUM);
    
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        GLint maxSize = 0;
        glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, maxSize + 1, 1, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        GLint maxSamples = 0;
        glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxSamples + 1, GL_RGBA8, 1, 1, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_RGBA8, 1, 1, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA, 0, 0, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
        glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests the value of MAX_INTEGER_SAMPLES is no less than 1.
    // [OpenGL ES 3.1 SPEC Table 20.40]
    TEST_P(TextureMultisampleTestES31, MaxIntegerSamples)
    {
        GLint maxIntegerSamples;
        glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
        EXPECT_GE(maxIntegerSamples, 1);
        EXPECT_NE(std::numeric_limits<GLint>::max(), maxIntegerSamples);
    }
    
    // Tests the value of MAX_COLOR_TEXTURE_SAMPLES is no less than 1.
    // [OpenGL ES 3.1 SPEC Table 20.40]
    TEST_P(TextureMultisampleTestES31, MaxColorTextureSamples)
    {
        GLint maxColorTextureSamples;
        glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
        EXPECT_GE(maxColorTextureSamples, 1);
        EXPECT_NE(std::numeric_limits<GLint>::max(), maxColorTextureSamples);
    }
    
    // Tests the value of MAX_DEPTH_TEXTURE_SAMPLES is no less than 1.
    // [OpenGL ES 3.1 SPEC Table 20.40]
    TEST_P(TextureMultisampleTestES31, MaxDepthTextureSamples)
    {
        GLint maxDepthTextureSamples;
        glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
        EXPECT_GE(maxDepthTextureSamples, 1);
        EXPECT_NE(std::numeric_limits<GLint>::max(), maxDepthTextureSamples);
    }
    
    // The value of sample position should be equal to standard pattern on D3D.
    TEST_P(TextureMultisampleTestES31, CheckSamplePositions)
    {
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        GLsizei maxSamples = 0;
        glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
    
        GLfloat samplePosition[2];
    
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
    
        for (int sampleCount = 1; sampleCount <= maxSamples; sampleCount++)
        {
            GLTexture texture;
            size_t indexKey = static_cast<size_t>(ceil(log2(sampleCount)));
            glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
            glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCount, GL_RGBA8, 1, 1, GL_TRUE);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
                                   texture, 0);
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            ASSERT_GL_NO_ERROR();
    
            for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
            {
                glGetMultisamplefv(GL_SAMPLE_POSITION, sampleIndex, samplePosition);
                EXPECT_EQ(samplePosition[0], kSamplePositions[indexKey][2 * sampleIndex]);
                EXPECT_EQ(samplePosition[1], kSamplePositions[indexKey][2 * sampleIndex + 1]);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(TextureMultisampleTest,
                           ES31_D3D11(),
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES31_OPENGL(),
                           ES31_OPENGLES());
    ANGLE_INSTANTIATE_TEST(TextureMultisampleTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    }