Hash :
ec6de4ec
Author :
Date :
2014-10-20T10:59:56
Fix TextureD3D::setData for depth-stencil textures. D3D11 requires us to NULL the update region parameter when updating depth stencil textures. For these textures, we can't always use the subdata workaround, so disable it entirely for these textures. BUG=angle:729 BUG=365078 Change-Id: I44258dd1b8937b1aebcb3a73de835698805537e0 Reviewed-on: https://chromium-review.googlesource.com/222911 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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#include "ANGLETest.h"
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
typedef ::testing::Types<TFT<Gles::Two, Rend::D3D11>, TFT<Gles::Two, Rend::D3D9>> TestFixtureTypes;
TYPED_TEST_CASE(DepthStencilFormatsTest, TestFixtureTypes);
typedef ::testing::Types<TFT<Gles::Three, Rend::D3D11>> TestFixtureTypesES3;
TYPED_TEST_CASE(DepthStencilFormatsTestES3, TestFixtureTypesES3);
template<typename T>
class DepthStencilFormatsTestBase : public ANGLETest
{
protected:
DepthStencilFormatsTestBase() : ANGLETest(T::GetGlesMajorVersion(), T::GetRequestedRenderer())
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
bool checkTexImageFormatSupport(GLenum format, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, NULL);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkTexStorageFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkRenderbufferFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint rb = 0;
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
glDeleteRenderbuffers(1, &rb);
return (glGetError() == GL_NO_ERROR);
}
virtual void SetUp()
{
ANGLETest::SetUp();
const std::string vertexShaderSource = SHADER_SOURCE
(
precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}
);
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
EXPECT_NE(-1, mTextureUniformLocation);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
virtual void TearDown()
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
ANGLETest::TearDown();
}
GLuint mProgram;
GLuint mTexture;
GLint mTextureUniformLocation;
};
template <typename T>
class DepthStencilFormatsTest : public DepthStencilFormatsTestBase<T>
{};
template <typename T>
class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase<T>
{};
TYPED_TEST(DepthStencilFormatsTest, DepthTexture)
{
bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
}
}
TYPED_TEST(DepthStencilFormatsTest, PackedDepthStencil)
{
// Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
// Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
}
}
TYPED_TEST(DepthStencilFormatsTestES3, DrawWithDepthStencil)
{
GLushort data[16];
for (unsigned int i = 0; i < 16; i++)
{
data[i] = std::numeric_limits<GLushort>::max();
}
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(mProgram);
glUniform1i(mTextureUniformLocation, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(0, 0, 255, 0, 0, 255, 2.0);
}