Branch :
//
// Copyright 2019 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.
//
// MultisampledRenderToTextureTest: Tests of EXT_multisampled_render_to_texture extension
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class MultisampledRenderToTextureTest : public ANGLETest
{
protected:
MultisampledRenderToTextureTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override {}
void testTearDown() override {}
void assertErrorIfNotMSRTT2(GLenum error)
{
if (EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"))
{
ASSERT_GL_NO_ERROR();
}
else
{
ASSERT_GL_ERROR(error);
}
}
void setupCopyTexProgram()
{
mCopyTextureProgram.makeRaster(essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
ASSERT_GL_TRUE(mCopyTextureProgram.valid());
mCopyTextureUniformLocation =
glGetUniformLocation(mCopyTextureProgram, essl1_shaders::Texture2DUniform());
ASSERT_GL_NO_ERROR();
}
void setupUniformColorProgramMultiRenderTarget(const bool bufferEnabled[8], GLuint *programOut)
{
std::stringstream fs;
fs << "#extension GL_EXT_draw_buffers : enable\n"
"precision highp float;\n"
"uniform mediump vec4 "
<< essl1_shaders::ColorUniform()
<< ";\n"
"void main()\n"
"{\n";
for (unsigned int index = 0; index < 8; index++)
{
if (bufferEnabled[index])
{
fs << " gl_FragData[" << index << "] = " << essl1_shaders::ColorUniform()
<< ";\n";
}
}
fs << "}\n";
*programOut = CompileProgram(essl1_shaders::vs::Simple(), fs.str().c_str());
ASSERT_NE(*programOut, 0u);
}
void verifyResults(GLuint texture,
const GLColor expected,
GLint fboSize,
GLint xs,
GLint ys,
GLint xe,
GLint ye)
{
glViewport(0, 0, fboSize, fboSize);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Draw a quad with the target texture
glUseProgram(mCopyTextureProgram);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(mCopyTextureUniformLocation, 0);
drawQuad(mCopyTextureProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Expect that the rendered quad has the same color as the source texture
EXPECT_PIXEL_COLOR_NEAR(xs, ys, expected, 1.0);
EXPECT_PIXEL_COLOR_NEAR(xs, ye - 1, expected, 1.0);
EXPECT_PIXEL_COLOR_NEAR(xe - 1, ys, expected, 1.0);
EXPECT_PIXEL_COLOR_NEAR(xe - 1, ye - 1, expected, 1.0);
EXPECT_PIXEL_COLOR_NEAR((xs + xe) / 2, (ys + ye) / 2, expected, 1.0);
}
void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, viewportWidth, viewportHeight);
ASSERT_GL_NO_ERROR();
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
}
GLProgram mCopyTextureProgram;
GLint mCopyTextureUniformLocation = -1;
};
class MultisampledRenderToTextureES3Test : public MultisampledRenderToTextureTest
{};
class MultisampledRenderToTextureES31Test : public MultisampledRenderToTextureTest
{};
// Checking against invalid parameters for RenderbufferStorageMultisampleEXT.
TEST_P(MultisampledRenderToTextureTest, RenderbufferParameterCheck)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
// Positive test case
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, 64, 64);
ASSERT_GL_NO_ERROR();
GLint samples;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples);
ASSERT_GL_NO_ERROR();
EXPECT_GE(samples, 1);
// Samples too large
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples + 1, GL_DEPTH_COMPONENT16, 64, 64);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Renderbuffer size too large
GLint maxSize;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT16, maxSize + 1,
maxSize);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 2, GL_DEPTH_COMPONENT16, maxSize,
maxSize + 1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Retrieving samples
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, 64, 64);
GLint param = 0;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES_EXT, ¶m);
// GE because samples may vary base on implementation. Spec says "the resulting value for
// RENDERBUFFER_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more
// than the next larger sample count supported by the implementation"
EXPECT_GE(param, 4);
}
// Checking against invalid parameters for FramebufferTexture2DMultisampleEXT.
TEST_P(MultisampledRenderToTextureTest, Texture2DParameterCheck)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
bool isES3 = getClientMajorVersion() >= 3;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLTexture depthTexture;
if (isES3)
{
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 64, 64, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
}
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Positive test case
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
ASSERT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Attachment not COLOR_ATTACHMENT0. Allowed only in EXT_multisampled_render_to_texture2
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
texture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
// Depth/stencil attachment. Allowed only in EXT_multisampled_render_to_texture2
if (isES3)
{
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depthTexture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthTexture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depthTexture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
depthTexture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
}
// Target not framebuffer
glFramebufferTexture2DMultisampleEXT(GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
GLint samples;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples);
ASSERT_GL_NO_ERROR();
EXPECT_GE(samples, 1);
// Samples too large
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, samples + 1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Retrieving samples
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
GLint param = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT, ¶m);
// GE because samples may vary base on implementation. Spec says "the resulting value for
// TEXTURE_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more than the
// next larger sample count supported by the implementation"
EXPECT_GE(param, 4);
}
// Checking against invalid parameters for FramebufferTexture2DMultisampleEXT (cubemap).
TEST_P(MultisampledRenderToTextureTest, TextureCubeMapParameterCheck)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
GLTexture texture;
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
for (GLenum face = 0; face < 6; face++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 64, 64, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
GLint samples;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &samples);
ASSERT_GL_NO_ERROR();
EXPECT_GE(samples, 1);
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
for (GLenum face = 0; face < 6; face++)
{
// Positive test case
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4);
ASSERT_GL_NO_ERROR();
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Attachment not COLOR_ATTACHMENT0. Allowed only in EXT_multisampled_render_to_texture2
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4);
assertErrorIfNotMSRTT2(GL_INVALID_ENUM);
// Target not framebuffer
glFramebufferTexture2DMultisampleEXT(GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
// Samples too large
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0,
samples + 1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// Retrieving samples
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0, 4);
GLint param = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT,
¶m);
// GE because samples may vary base on implementation. Spec says "the resulting value for
// TEXTURE_SAMPLES_EXT is guaranteed to be greater than or equal to samples and no more than
// the next larger sample count supported by the implementation"
EXPECT_GE(param, 4);
}
}
// Checking for framebuffer completeness using extension methods.
TEST_P(MultisampledRenderToTextureTest, FramebufferCompleteness)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
// Checking that Renderbuffer and texture2d having different number of samples results
// in a FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLsizei maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, maxSamples, GL_DEPTH_COMPONENT16, 64, 64);
ASSERT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if (maxSamples > 4)
{
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
else
{
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
}
}
// Draw test with color attachment only.
TEST_P(MultisampledRenderToTextureTest, 2DColorAttachmentMultisampleDrawTest)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
// Set up texture and bind to FBO
constexpr GLsizei kSize = 6;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Set viewport and clear to black
glViewport(0, 0, kSize, kSize);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Set up Green square program
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
setupQuadVertexBuffer(0.5f, 0.5f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw green square
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::green);
// Set up Red square program
ANGLE_GL_PROGRAM(program2, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program2);
GLint positionLocation2 = glGetAttribLocation(program2, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation2);
setupQuadVertexBuffer(0.5f, 0.75f);
glVertexAttribPointer(positionLocation2, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw red square
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Draw test using both color and depth attachments.
TEST_P(MultisampledRenderToTextureTest, 2DColorDepthMultisampleDrawTest)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 6;
// create complete framebuffer with depth buffer
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
GLRenderbuffer renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, kSize, kSize);
ASSERT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Set viewport and clear framebuffer
glViewport(0, 0, kSize, kSize);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepthf(0.5f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw first green square
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
setupQuadVertexBuffer(0.8f, 0.5f);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Tests that TRIANGLES works.
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::green);
// Draw red square behind green square
ANGLE_GL_PROGRAM(program2, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program2);
GLint positionLocation2 = glGetAttribLocation(program2, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation2);
setupQuadVertexBuffer(0.7f, 1.0f);
glVertexAttribPointer(positionLocation2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
glDisable(GL_DEPTH_TEST);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::green);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Read pixels with pack buffer. ES3+.
TEST_P(MultisampledRenderToTextureES3Test, ReadPixelsTest)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 6;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
ASSERT_GL_NO_ERROR();
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Set viewport and clear to red
glViewport(0, 0, kSize, kSize);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Bind Pack Pixel Buffer and read to it
GLBuffer PBO;
glBindBuffer(GL_PIXEL_PACK_BUFFER, PBO);
glBufferData(GL_PIXEL_PACK_BUFFER, 4 * kSize * kSize, nullptr, GL_STATIC_DRAW);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, 0);
ASSERT_GL_NO_ERROR();
// Retrieving pixel color
void *mappedPtr = glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, 32, GL_MAP_READ_BIT);
GLColor *dataColor = static_cast<GLColor *>(mappedPtr);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(GLColor::red, dataColor[0]);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
EXPECT_GL_NO_ERROR();
}
// CopyTexImage from a multisampled texture functionality test.
TEST_P(MultisampledRenderToTextureTest, CopyTexImageTest)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 16;
setupCopyTexProgram();
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
// Set color for framebuffer
glClearColor(0.25f, 1.0f, 0.75f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
GLTexture copyToTex;
glBindTexture(GL_TEXTURE_2D, copyToTex);
// Disable mipmapping
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_RGB, 0, 0, kSize, kSize, 0);
ASSERT_GL_NO_ERROR();
verifyResults(copyToTex, {64, 255, 191, 255}, kSize, 0, 0, kSize, kSize);
}
// CopyTexSubImage from a multisampled texture functionality test.
TEST_P(MultisampledRenderToTextureTest, CopyTexSubImageTest)
{
// Fails on Pixel 2. http://anglebug.com/4906
ANGLE_SKIP_TEST_IF(IsAndroid());
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 16;
setupCopyTexProgram();
GLTexture texture;
// Create texture in copyFBO0 with color (.25, 1, .75, .5)
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLFramebuffer copyFBO0;
glBindFramebuffer(GL_FRAMEBUFFER, copyFBO0);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
// Set color for
glClearColor(0.25f, 1.0f, 0.75f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Create texture in copyFBO[1] with color (1, .75, .5, .25)
GLTexture texture1;
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLFramebuffer copyFBO1;
glBindFramebuffer(GL_FRAMEBUFFER, copyFBO1);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture1, 0, 4);
// Set color for
glClearColor(1.0f, 0.75f, 0.5f, 0.25f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
GLTexture copyToTex;
glBindTexture(GL_TEXTURE_2D, copyToTex);
// Disable mipmapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// copyFBO0 -> copyToTex
// copyToTex should hold what was originally in copyFBO0 : (.25, 1, .75, .5)
glBindFramebuffer(GL_FRAMEBUFFER, copyFBO0);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kSize, kSize, 0);
ASSERT_GL_NO_ERROR();
const GLColor expected0(64, 255, 191, 255);
verifyResults(copyToTex, expected0, kSize, 0, 0, kSize, kSize);
// copyFBO[1] - copySubImage -> copyToTex
// copyToTex should have subportion what was in copyFBO[1] : (1, .75, .5, .25)
// The rest should still be untouched: (.25, 1, .75, .5)
GLint half = kSize / 2;
glBindFramebuffer(GL_FRAMEBUFFER, copyFBO1);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, half, half, half, half, half, half);
ASSERT_GL_NO_ERROR();
const GLColor expected1(255, 191, 127, 255);
verifyResults(copyToTex, expected1, kSize, half, half, kSize, kSize);
// Verify rest is untouched
verifyResults(copyToTex, expected0, kSize, 0, 0, half, half);
verifyResults(copyToTex, expected0, kSize, 0, half, half, kSize);
verifyResults(copyToTex, expected0, kSize, half, 0, kSize, half);
}
// BlitFramebuffer functionality test. ES3+.
TEST_P(MultisampledRenderToTextureES3Test, BlitFramebufferTest)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 16;
// Create multisampled framebuffer to use as source.
GLRenderbuffer depthMS;
glBindRenderbuffer(GL_RENDERBUFFER, depthMS);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, kSize, kSize);
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Clear depth to 0.5 and color to green.
glClearDepthf(0.5f);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glFlush();
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffer.
ANGLE_GL_PROGRAM(drawRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_EQUAL);
drawQuad(drawRed, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Create single sampled framebuffer to use as dest.
GLFramebuffer fboSS;
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
GLTexture colorSS;
glBindTexture(GL_TEXTURE_2D, colorSS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorSS, 0);
ASSERT_GL_NO_ERROR();
// Bind MS to READ as SS is already bound to DRAW.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboMS);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Bind SS to READ so we can readPixels from it
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// GenerateMipmap functionality test
TEST_P(MultisampledRenderToTextureTest, GenerateMipmapTest)
{
// Fails on Pixel 2. http://anglebug.com/4906
ANGLE_SKIP_TEST_IF(IsAndroid());
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 64;
setupCopyTexProgram();
glUseProgram(mCopyTextureProgram);
// Initialize texture with blue
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, kSize, kSize, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLFramebuffer FBO;
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0, 4);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, kSize, kSize);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ASSERT_GL_NO_ERROR();
// Generate mipmap
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Now draw the texture to various different sized areas.
clearAndDrawQuad(mCopyTextureProgram, kSize, kSize);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::blue);
// Use mip level 1
clearAndDrawQuad(mCopyTextureProgram, kSize / 2, kSize / 2);
EXPECT_PIXEL_COLOR_EQ(kSize / 4, kSize / 4, GLColor::blue);
// Use mip level 2
clearAndDrawQuad(mCopyTextureProgram, kSize / 4, kSize / 4);
EXPECT_PIXEL_COLOR_EQ(kSize / 8, kSize / 8, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
// Draw, copy, then blend. The copy will make sure an implicit resolve happens. Regardless, the
// following draw should retain the data written by the first draw command.
TEST_P(MultisampledRenderToTextureTest, DrawCopyThenBlend)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 64;
setupCopyTexProgram();
// Create multisampled framebuffer to draw into
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffer.
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create a texture and copy into it.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw again into the framebuffer, this time blending. This tests that the framebuffer's data,
// residing in the single-sampled texture, is available to the multisampled intermediate image
// for blending.
// Blend half-transparent green into the multisampled color buffer.
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the texture is now yellow
const GLColor kExpected(127, 127, 0, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
// For completeness, verify that the texture used as copy target is red.
ASSERT_GL_NO_ERROR();
const GLColor expectedCopyResult(255, 0, 0, 255);
verifyResults(texture, expectedCopyResult, kSize, 0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
}
// Draw, copy, then blend. The copy will make sure an implicit resolve happens. Regardless, the
// following draw should retain the data written by the first draw command.
// Uses color attachment 1.
TEST_P(MultisampledRenderToTextureES3Test, ColorAttachment1)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
// Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
constexpr GLsizei kSize = 64;
setupCopyTexProgram();
// Create multisampled framebuffer to draw into, use color attachment 1
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
colorMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Setup program to render into attachment 1.
constexpr bool kBuffersEnabled[8] = {false, true};
GLuint drawColor;
setupUniformColorProgramMultiRenderTarget(kBuffersEnabled, &drawColor);
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
constexpr GLenum kDrawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, kDrawBuffers);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffer.
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create a texture and copy into it.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Blend half-transparent green into the multisampled color buffer.
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the texture is now yellow
const GLColor kExpected(127, 127, 0, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
// For completeness, verify that the texture used as copy target is red.
const GLColor expectedCopyResult(255, 0, 0, 255);
verifyResults(texture, expectedCopyResult, kSize, 0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glDeleteProgram(drawColor);
}
// Draw, copy, then blend. The copy will make sure an implicit resolve happens. Regardless, the
// following draw should retain the data written by the first draw command.
// Uses color attachments 0 and 3.
TEST_P(MultisampledRenderToTextureES3Test, ColorAttachments0And3)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
// Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
// http://anglebug.com/3423
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
constexpr GLsizei kSize = 64;
setupCopyTexProgram();
// Create multisampled framebuffer to draw into, use color attachment 1
GLTexture colorMS0;
glBindTexture(GL_TEXTURE_2D, colorMS0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture colorMS3;
glBindTexture(GL_TEXTURE_2D, colorMS3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS0, 0, 4);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D,
colorMS3, 0, 4);
ASSERT_GL_NO_ERROR();
// Setup program to render into attachments 0 and 3.
constexpr bool kBuffersEnabled[8] = {true, false, false, true};
GLuint drawColor;
setupUniformColorProgramMultiRenderTarget(kBuffersEnabled, &drawColor);
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(4, kDrawBuffers);
glReadBuffer(GL_COLOR_ATTACHMENT3);
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffers.
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create a texture and copy from one of them.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Blend half-transparent green into the multisampled color buffers.
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the textures are now yellow
const GLColor kExpected(127, 127, 0, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
glReadBuffer(GL_COLOR_ATTACHMENT0);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
// For completeness, verify that the texture used as copy target is red.
const GLColor expectedCopyResult(255, 0, 0, 255);
verifyResults(texture, expectedCopyResult, kSize, 0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glDeleteProgram(drawColor);
}
// Draw with depth buffer. Uses EXT_multisampled_render_to_texture2.
// The test works with a 64x1 texture. The first draw call will render geometry whose depth is
// different between top and bottom. The second draw call will enable depth test and draw with the
// average of the two depths. Only half of the samples will take the new color. Once resolved, the
// expected color would be the average of the two draw colors.
TEST_P(MultisampledRenderToTextureES3Test, DepthStencilAttachment)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
constexpr GLsizei kWidth = 64;
// Create multisampled framebuffer to draw into, with both color and depth attachments.
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLTexture depthMS;
glBindTexture(GL_TEXTURE_2D, depthMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, kWidth, 1, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Setup draw program
ANGLE_GL_PROGRAM(drawColor, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
GLint positionLocation = glGetAttribLocation(drawColor, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, positionLocation);
// Setup vertices such that depth is varied from top to bottom.
std::array<Vector3, 6> quadVertices = {
Vector3(-1.0f, 1.0f, 0.8f), Vector3(-1.0f, -1.0f, 0.2f), Vector3(1.0f, -1.0f, 0.2f),
Vector3(-1.0f, 1.0f, 0.8f), Vector3(1.0f, -1.0f, 0.2f), Vector3(1.0f, 1.0f, 0.8f),
};
GLBuffer quadVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, quadVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
// Draw red into the framebuffer.
glViewport(0, 0, kWidth, 1);
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
// Draw green such that half the samples of each pixel pass the depth test.
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
glDepthFunc(GL_GREATER);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
const GLColor kExpected(127, 127, 0, 255);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kWidth - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kWidth / 2, 0, kExpected, 1);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Draw, copy, then blend. The copy will make sure an implicit resolve happens. Regardless, the
// following draw should retain the data written by the first draw command.
// Uses color attachments 0 and 1. Attachment 0 is a normal multisampled texture, while attachment
// 1 is a multisampled-render-to-texture texture.
TEST_P(MultisampledRenderToTextureES31Test, MixedMultisampledAndMultisampledRenderToTexture)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
constexpr GLsizei kSize = 64;
setupCopyTexProgram();
// Create multisampled framebuffer to draw into, use color attachment 1
GLTexture colorMS0;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, colorMS0);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, true);
GLTexture colorMS1;
glBindTexture(GL_TEXTURE_2D, colorMS1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
colorMS0, 0);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
colorMS1, 0, 4);
ASSERT_GL_NO_ERROR();
// Setup program to render into attachments 0 and 1.
constexpr bool kBuffersEnabled[8] = {true, true};
GLuint drawColor;
setupUniformColorProgramMultiRenderTarget(kBuffersEnabled, &drawColor);
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, kDrawBuffers);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffers.
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create a texture and copy from one of them.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Blend half-transparent green into the multisampled color buffers.
glUniform4f(colorUniformLocation, 0.0f, 1.0f, 0.0f, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Verify that the textures are now yellow
const GLColor kExpected(127, 127, 0, 191);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, 0, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(0, kSize - 1, kExpected, 1);
EXPECT_PIXEL_COLOR_NEAR(kSize - 1, kSize - 1, kExpected, 1);
// For completeness, verify that the texture used as copy target is red.
const GLColor expectedCopyResult(255, 0, 0, 255);
verifyResults(texture, expectedCopyResult, kSize, 0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
glDeleteProgram(drawColor);
}
// BlitFramebuffer functionality test with mixed color attachments where multisampled render to
// texture as attachment 1 and is the read buffer. This test makes sure the fact that attachment 0
// is a true multisampled texture doesn't cause issues.
// Uses EXT_multisampled_render_to_texture2.
TEST_P(MultisampledRenderToTextureES31Test, BlitFramebufferAttachment1)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture2"));
constexpr GLsizei kSize = 16;
// Create multisampled framebuffer to draw into, use color attachment 1
GLTexture colorMS0;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, colorMS0);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, kSize, kSize, true);
GLTexture colorMS1;
glBindTexture(GL_TEXTURE_2D, colorMS1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
colorMS0, 0);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
colorMS1, 0, 4);
ASSERT_GL_NO_ERROR();
// Setup program to render into attachments 0 and 1.
constexpr bool kBuffersEnabled[8] = {true, true};
GLuint drawColor;
setupUniformColorProgramMultiRenderTarget(kBuffersEnabled, &drawColor);
glUseProgram(drawColor);
GLint colorUniformLocation =
glGetUniformLocation(drawColor, angle::essl1_shaders::ColorUniform());
ASSERT_NE(colorUniformLocation, -1);
constexpr GLenum kDrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, kDrawBuffers);
glReadBuffer(GL_COLOR_ATTACHMENT1);
ASSERT_GL_NO_ERROR();
// Draw red into the multisampled color buffers.
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
drawQuad(drawColor, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Create single sampled framebuffer to use as dest.
GLFramebuffer fboSS;
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
GLTexture colorSS;
glBindTexture(GL_TEXTURE_2D, colorSS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorSS, 0);
ASSERT_GL_NO_ERROR();
// Bind MS to READ as SS is already bound to DRAW.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboMS);
glReadBuffer(GL_COLOR_ATTACHMENT1);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Bind SS to READ so we can readPixels from it
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
}
// BlitFramebuffer functionality test with mixed multisampled-render-to-texture color attachment and
// multisampled depth buffer. This test makes sure that the color attachment is blitted, while
// the depth/stencil attachment is resolved.
TEST_P(MultisampledRenderToTextureES3Test, BlitFramebufferMixedColorAndDepth)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
constexpr GLsizei kSize = 16;
// Create multisampled framebuffer to use as source.
GLRenderbuffer depthMS;
glBindRenderbuffer(GL_RENDERBUFFER, depthMS);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, kSize, kSize);
GLTexture colorMS;
glBindTexture(GL_TEXTURE_2D, colorMS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboMS;
glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS);
glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorMS, 0, 4);
ASSERT_GL_NO_ERROR();
// Clear depth to 0.5 and color to red.
glClearDepthf(0.5f);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Create single sampled framebuffer to use as dest.
GLRenderbuffer depthSS;
glBindRenderbuffer(GL_RENDERBUFFER, depthSS);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kSize, kSize);
GLTexture colorSS;
glBindTexture(GL_TEXTURE_2D, colorSS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fboSS;
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthSS);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorSS, 0);
ASSERT_GL_NO_ERROR();
// Bind MS to READ as SS is already bound to DRAW.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboMS);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Bind SS to READ so we can readPixels from it
glBindFramebuffer(GL_FRAMEBUFFER, fboSS);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::red);
ASSERT_GL_NO_ERROR();
// Use a small shader to verify depth.
ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Blue());
ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(),
essl1_shaders::fs::Green());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), -0.01f);
drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), 0.01f);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, GLColor::blue);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(MultisampledRenderToTextureTest);
ANGLE_INSTANTIATE_TEST_ES3(MultisampledRenderToTextureES3Test);
ANGLE_INSTANTIATE_TEST_ES31(MultisampledRenderToTextureES31Test);
} // namespace