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kc3-lang/angle/src/tests/gl_tests/D3DTextureTest.cpp

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  • Author : Sami Väisänen
    Date : 2017-11-08 15:53:41
    Hash : 935cb7c5
    Message : Support B8G8R8A8_UNORM_SRGB as D3D11 texture format Support B8G8R8A8_UNORM_SRGB as D3D11 texture format. BUG=angleproject:2172 Change-Id: I2f15a55123601735d7fc6caa40bb056243a91b44 Reviewed-on: https://chromium-review.googlesource.com/758600 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/D3DTextureTest.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.
    //
    // D3DTextureTest:
    //   Tests of the EGL_ANGLE_d3d_texture_client_buffer extension
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include <d3d11.h>
    #include <windows.h>
    
    #include "com_utils.h"
    
    namespace angle
    {
    
    class D3DTextureTest : public ANGLETest
    {
      protected:
        D3DTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vsSource =
                R"(precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                })";
    
            const std::string textureFSSource =
                R"(precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                })";
    
            const std::string textureFSSourceNoSampling =
                R"(precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
                })";
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            ASSERT_NE(0u, mTextureProgram) << "shader compilation failed.";
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
            ASSERT_NE(-1, mTextureUniformLocation);
    
            mTextureProgramNoSampling = CompileProgram(vsSource, textureFSSourceNoSampling);
            ASSERT_NE(0u, mTextureProgramNoSampling) << "shader compilation failed.";
    
            mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
            ASSERT_NE(nullptr, mD3D11Module);
    
            PFN_D3D11_CREATE_DEVICE createDeviceFunc = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
                GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
    
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (eglDisplayExtensionEnabled(display, "EGL_EXT_device_query"))
            {
                PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDisplayAttribEXT"));
                PFNEGLQUERYDEVICEATTRIBEXTPROC eglQueryDeviceAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDeviceAttribEXT"));
    
                EGLDeviceEXT device = 0;
                {
                    EGLAttrib result = 0;
                    EXPECT_EGL_TRUE(eglQueryDisplayAttribEXT(display, EGL_DEVICE_EXT, &result));
                    device = reinterpret_cast<EGLDeviceEXT>(result);
                }
    
                if (eglDeviceExtensionEnabled(device, "EGL_ANGLE_device_d3d"))
                {
                    EGLAttrib result = 0;
                    if (eglQueryDeviceAttribEXT(device, EGL_D3D11_DEVICE_ANGLE, &result))
                    {
                        mD3D11Device = reinterpret_cast<ID3D11Device *>(result);
                        mD3D11Device->AddRef();
                    }
                    else if (eglQueryDeviceAttribEXT(device, EGL_D3D9_DEVICE_ANGLE, &result))
                    {
                        mD3D9Device = reinterpret_cast<IDirect3DDevice9 *>(result);
                        mD3D9Device->AddRef();
                    }
                }
            }
            else
            {
                ASSERT_TRUE(
                    SUCCEEDED(createDeviceFunc(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr,
                                               0, D3D11_SDK_VERSION, &mD3D11Device, nullptr, nullptr)));
            }
        }
    
        void TearDown() override
        {
            glDeleteProgram(mTextureProgram);
    
            if (mD3D11Device)
            {
                mD3D11Device->Release();
                mD3D11Device = nullptr;
            }
    
            FreeLibrary(mD3D11Module);
            mD3D11Module = nullptr;
    
            if (mD3D9Device)
            {
                mD3D9Device->Release();
                mD3D9Device = nullptr;
            }
    
            ANGLETest::TearDown();
        }
    
        EGLSurface createD3D11PBuffer(size_t width,
                                      size_t height,
                                      EGLint eglTextureFormat,
                                      EGLint eglTextureTarget,
                                      UINT sampleCount,
                                      UINT sampleQuality,
                                      UINT bindFlags,
                                      DXGI_FORMAT format)
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            EGLConfig config   = window->getConfig();
    
            EGLint attribs[] = {
                EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
                eglTextureTarget,   EGL_NONE,         EGL_NONE,
            };
    
            ASSERT(mD3D11Device);
            ID3D11Texture2D *texture = nullptr;
            CD3D11_TEXTURE2D_DESC desc(format, static_cast<UINT>(width), static_cast<UINT>(height), 1,
                                       1, bindFlags);
            desc.SampleDesc.Count   = sampleCount;
            desc.SampleDesc.Quality = sampleQuality;
            EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture)));
    
            EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                  texture, config, attribs);
    
            texture->Release();
    
            return pbuffer;
        }
    
        EGLSurface createPBuffer(size_t width,
                                 size_t height,
                                 EGLint eglTextureFormat,
                                 EGLint eglTextureTarget,
                                 UINT sampleCount,
                                 UINT sampleQuality)
        {
            if (mD3D11Device)
            {
                return createD3D11PBuffer(
                    width, height, eglTextureFormat, eglTextureTarget, sampleCount, sampleQuality,
                    D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
            }
    
            if (mD3D9Device)
            {
                EGLWindow *window  = getEGLWindow();
                EGLDisplay display = window->getDisplay();
                EGLConfig config   = window->getConfig();
    
                EGLint attribs[] = {
                    EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
                    eglTextureTarget,   EGL_NONE,         EGL_NONE,
                };
    
                // Multisampled textures are not supported on D3D9.
                ASSERT(sampleCount <= 1);
                ASSERT(sampleQuality == 0);
    
                IDirect3DTexture9 *texture = nullptr;
                EXPECT_TRUE(SUCCEEDED(mD3D9Device->CreateTexture(
                    static_cast<UINT>(width), static_cast<UINT>(height), 1, D3DUSAGE_RENDERTARGET,
                    D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr)));
    
                EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                      texture, config, attribs);
    
                texture->Release();
    
                return pbuffer;
            }
            else
            {
                return EGL_NO_SURFACE;
            }
        }
    
        bool valid() const
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (!eglDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer"))
            {
                std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer"
                          << std::endl;
                return false;
            }
    
            if (!mD3D11Device && !mD3D9Device)
            {
                std::cout << "Test skipped due to no D3D devices being available." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsAMD() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows AMD OpenGL." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsIntel() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows Intel OpenGL." << std::endl;
                return false;
            }
            return true;
        }
    
        GLuint mTextureProgram;
        GLuint mTextureProgramNoSampling;
        GLint mTextureUniformLocation;
    
        HMODULE mD3D11Module       = nullptr;
        ID3D11Device *mD3D11Device = nullptr;
    
        IDirect3DDevice9 *mD3D9Device = nullptr;
    };
    
    // Test creating pbuffer from textures with several
    // different DXGI formats.
    TEST_P(D3DTextureTest, TestD3D11SupportedFormats)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        const DXGI_FORMAT formats[] = {DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
                                       DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB};
        for (size_t i = 0; i < 4; ++i)
        {
            EGLSurface pbuffer = createD3D11PBuffer(32, 32, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0,
                                                    D3D11_BIND_RENDER_TARGET, formats[i]);
            ASSERT_EGL_SUCCESS();
            ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
            ASSERT_EGL_SUCCESS();
    
            window->makeCurrent();
            eglDestroySurface(display, pbuffer);
        }
    }
    
    // Test creating a pbuffer from a d3d surface and clearing it
    TEST_P(D3DTextureTest, Clear)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer with a D3D texture and depth stencil bits in the EGL config creates keeps
    // its depth stencil buffer
    TEST_P(D3DTextureTest, DepthStencil)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
        glClearDepthf(0.5f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Draw a quad that will fail the depth test and verify that the buffer is unchanged
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::cyan);
    
        // Draw a quad that will pass the depth test and verify that the buffer is green
        drawQuad(mTextureProgram, "position", -1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a d3d surface and binding it to a texture
    TEST_P(D3DTextureTest, BindTexImage)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Apply the window surface
        eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
    
        // Create a texture and bind the Pbuffer to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is purple
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Unbind the texture
        eglReleaseTexImage(display, pbuffer, EGL_BACK_BUFFER);
        ASSERT_EGL_SUCCESS();
    
        // Verify that purple was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Verify that creating a pbuffer with a multisampled texture will fail on a non-multisampled
    // window.
    TEST_P(D3DTextureTest, CheckSampleMismatch)
    {
        if (!valid())
        {
            return;
        }
    
        // Multisampling is not supported on D3D9 or OpenGL.
        if (IsD3D9() || IsOpenGL())
        {
            return;
        }
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 2,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        EXPECT_EGL_ERROR(EGL_BAD_PARAMETER);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Tests what happens when we make a PBuffer that isn't shader-readable.
    TEST_P(D3DTextureTest, NonReadablePBuffer)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createD3D11PBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0,
                               D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
    
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
    
        // Clear to green.
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Copy the green color to a texture.
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, bufferSize, bufferSize, 0);
        ASSERT_GL_NO_ERROR();
    
        // Clear to red.
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with the texture and expect green.
        draw2DTexturedQuad(0.5f, 1.0f, false);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    class D3DTextureTestMS : public D3DTextureTest
    {
      protected:
        D3DTextureTestMS() : D3DTextureTest()
        {
            setSamples(4);
            setMultisampleEnabled(true);
        }
    };
    
    // Test creating a pbuffer from a multisampled d3d surface and clearing it.
    TEST_P(D3DTextureTestMS, Clear)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
        constexpr UINT testpoint    = bufferSize / 2;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to magenta and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(testpoint, testpoint, GLColor::magenta);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a multisampled d3d surface and drawing with a program.
    TEST_P(D3DTextureTestMS, DrawProgram)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to magenta
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        constexpr GLint testPoint = bufferSize / 2;
        EXPECT_PIXEL_COLOR_EQ(testPoint, testPoint, GLColor::magenta);
    
        // Apply the window surface
        eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is magenta
        glUseProgram(mTextureProgramNoSampling);
        EXPECT_GL_NO_ERROR();
    
        drawQuad(mTextureProgramNoSampling, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Verify that magenta was drawn
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::magenta);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test for failure when creating a pbuffer from a multisampled d3d surface to bind to a texture.
    TEST_P(D3DTextureTestMS, BindTexture)
    {
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
    
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Verify that creating a pbuffer from a multisampled texture with a multisampled window will fail
    // when the sample counts do not match.
    TEST_P(D3DTextureTestMS, CheckSampleMismatch)
    {
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 2,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
    
        EXPECT_EGL_ERROR(EGL_BAD_PARAMETER);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Test creating a pbuffer with a D3D texture and depth stencil bits in the EGL config creates keeps
    // its depth stencil buffer
    TEST_P(D3DTextureTestMS, DepthStencil)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
        glClearDepthf(0.5f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Draw a quad that will fail the depth test and verify that the buffer is unchanged
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::cyan);
    
        // Draw a quad that will pass the depth test and verify that the buffer is green
        drawQuad(mTextureProgram, "position", -1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(D3DTextureTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());
    ANGLE_INSTANTIATE_TEST(D3DTextureTestMS, ES2_D3D11());
    }  // namespace