Hash :
4e0e6f8a
Author :
Date :
2017-02-17T11:06:03
WebGL Compat: Add DEPTH_STENCIL renderbuffers. This special internal format was defined in the WebGL 1 spec as a special unsized format with at least 16 bits of depth and at least 8 bits of stencil. Intenally ANGLE will translate this to packed 24/8 depth/stencil. The new test is adapted from the WebGL test: conformance/renderbuffers/framebuffer-object-attachment BUG=angleproject:1708 Change-Id: I44b03e41889eed02481f603b8d52c530dcfed5ce Reviewed-on: https://chromium-review.googlesource.com/442094 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// WebGLFramebufferTest.cpp : Framebuffer tests for GL_ANGLE_webgl_compatibility.
// Based on WebGL 1 test renderbuffers/framebuffer-object-attachment.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
namespace angle
{
class WebGLFramebufferTest : public ANGLETest
{
protected:
WebGLFramebufferTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setWebGLCompatibilityEnabled(true);
}
void SetUp() override
{
ANGLETest::SetUp();
glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
eglGetProcAddress("glRequestExtensionANGLE"));
}
void TearDown() override { ANGLETest::TearDown(); }
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
constexpr GLint ALLOW_COMPLETE = 0x1;
constexpr GLint ALLOW_UNSUPPORTED = 0x2;
constexpr GLint ALLOW_INCOMPLETE_ATTACHMENT = 0x4;
void checkFramebufferForAllowedStatuses(GLbitfield allowedStatuses)
{
// If the framebuffer is in an error state for multiple reasons,
// we can't guarantee which one will be reported.
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
bool statusAllowed =
((allowedStatuses & ALLOW_COMPLETE) && (status == GL_FRAMEBUFFER_COMPLETE)) ||
((allowedStatuses & ALLOW_UNSUPPORTED) && (status == GL_FRAMEBUFFER_UNSUPPORTED)) ||
((allowedStatuses & ALLOW_INCOMPLETE_ATTACHMENT) &&
(status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
EXPECT_TRUE(statusAllowed);
}
void checkBufferBits(GLenum attachment)
{
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return;
bool haveDepthBuffer =
attachment == GL_DEPTH_ATTACHMENT || attachment == GL_DEPTH_STENCIL_ATTACHMENT;
bool haveStencilBuffer =
attachment == GL_STENCIL_ATTACHMENT || attachment == GL_DEPTH_STENCIL_ATTACHMENT;
GLint redBits = 0;
GLint greenBits = 0;
GLint blueBits = 0;
GLint alphaBits = 0;
GLint depthBits = 0;
GLint stencilBits = 0;
glGetIntegerv(GL_RED_BITS, &redBits);
glGetIntegerv(GL_GREEN_BITS, &greenBits);
glGetIntegerv(GL_BLUE_BITS, &blueBits);
glGetIntegerv(GL_ALPHA_BITS, &alphaBits);
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_GE(redBits + greenBits + blueBits + alphaBits, 16);
if (haveDepthBuffer)
EXPECT_GE(depthBits, 16);
else
EXPECT_EQ(0, depthBits);
if (haveStencilBuffer)
EXPECT_GE(stencilBits, 8);
else
EXPECT_EQ(0, stencilBits);
}
// Tests that certain required combinations work in WebGL compatiblity.
TEST_P(WebGLFramebufferTest, TestFramebufferRequiredCombinations)
{
// Per discussion with the OpenGL ES working group, the following framebuffer attachment
// combinations are required to work in all WebGL implementations:
// 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
// 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
// renderbuffer
// 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
// renderbuffer
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
constexpr int width = 64;
constexpr int height = 64;
// 1. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
GLTexture 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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits(GL_COLOR_ATTACHMENT0);
// 2. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16
// renderbuffer
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_NO_ERROR();
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits(GL_DEPTH_ATTACHMENT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
// 3. COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL
// renderbuffer
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
renderbuffer);
EXPECT_GL_NO_ERROR();
checkFramebufferForAllowedStatuses(ALLOW_COMPLETE);
checkBufferBits(GL_DEPTH_STENCIL_ATTACHMENT);
}
// Only run against WebGL 1 validation, since much was changed in 2.
ANGLE_INSTANTIATE_TEST(WebGLFramebufferTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES2_OPENGLES());
} // namespace