Hash :
e0902644
Author :
Date :
2014-11-04T12:32:15
Change the component type of STENCIL_INDEX8 to UNSIGNED_NORMALIZED That way RenderbufferStorageMultisample accepts STENCIL_INDEX8 as an internal format for a multisampled buffer (samples > 0) as it isn't concerned by the restriction on integer component types anymore. This is consistent with the component type returned by the NVIDIA driver. BUG=angle:812 Change-Id: Ic03f502ffa082b1011e8127213a5c1df0617ef43 Reviewed-on: https://chromium-review.googlesource.com/227470 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Shannon Woods <shannonwoods@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.
ANGLE_TYPED_TEST_CASE(FramebufferFormatsTest, ES2_D3D9, ES2_D3D11, ES3_D3D11);
template<typename T>
class FramebufferFormatsTest : public ANGLETest
{
protected:
FramebufferFormatsTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void checkBitCount(GLuint fbo, GLenum channel, GLint minBits)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLint bits = 0;
glGetIntegerv(channel, &bits);
if (minBits == 0)
{
EXPECT_EQ(minBits, bits);
}
else
{
EXPECT_GE(bits, minBits);
}
}
void testBitCounts(GLuint fbo, GLint minRedBits, GLint minGreenBits, GLint minBlueBits,
GLint minAlphaBits, GLint minDepthBits, GLint minStencilBits)
{
checkBitCount(fbo, GL_RED_BITS, minRedBits);
checkBitCount(fbo, GL_GREEN_BITS, minGreenBits);
checkBitCount(fbo, GL_BLUE_BITS, minBlueBits);
checkBitCount(fbo, GL_ALPHA_BITS, minAlphaBits);
checkBitCount(fbo, GL_DEPTH_BITS, minDepthBits);
checkBitCount(fbo, GL_STENCIL_BITS, minStencilBits);
}
void testTextureFormat(GLenum internalFormat, GLint minRedBits, GLint minGreenBits, GLint minBlueBits,
GLint minAlphaBits)
{
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
testBitCounts(fbo, minRedBits, minGreenBits, minBlueBits, minAlphaBits, 0, 0);
glDeleteTextures(1, &tex);
glDeleteFramebuffers(1, &fbo);
}
void testRenderbufferMultisampleFormat(int minESVersion, GLenum attachmentType, GLenum internalFormat)
{
if (T::GetGlesMajorVersion() < minESVersion)
{
return;
}
// Check that multisample is supported with at least two samples (minimum required is 1)
bool supports2Samples = false;
if (T::GetGlesMajorVersion() == 2)
{
if (extensionEnabled("ANGLE_framebuffer_multisample"))
{
int maxSamples;
glGetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSamples);
supports2Samples = maxSamples >= 2;
}
}
else
{
assert(T::GetGlesMajorVersion() >= 3);
int maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
supports2Samples = maxSamples >= 2;
}
if (!supports2Samples)
{
return;
}
GLuint framebufferID;
glGenFramebuffers(1, &framebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferID);
GLuint renderbufferID;
glGenRenderbuffers(1, &renderbufferID);
glBindRenderbuffer(GL_RENDERBUFFER, renderbufferID);
EXPECT_GL_NO_ERROR();
glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, 2, internalFormat, 128, 128);
EXPECT_GL_NO_ERROR();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachmentType, GL_RENDERBUFFER, renderbufferID);
EXPECT_GL_NO_ERROR();
glDeleteRenderbuffers(1, &renderbufferID);
glDeleteFramebuffers(1, &framebufferID);
}
virtual void SetUp()
{
ANGLETest::SetUp();
}
virtual void TearDown()
{
ANGLETest::TearDown();
}
};
TYPED_TEST(FramebufferFormatsTest, RGBA4)
{
testTextureFormat(GL_RGBA4, 4, 4, 4, 4);
}
TYPED_TEST(FramebufferFormatsTest, RGB565)
{
testTextureFormat(GL_RGB565, 5, 6, 5, 0);
}
TYPED_TEST(FramebufferFormatsTest, RGB8)
{
testTextureFormat(GL_RGB8_OES, 8, 8, 8, 0);
}
TYPED_TEST(FramebufferFormatsTest, BGRA8)
{
testTextureFormat(GL_BGRA8_EXT, 8, 8, 8, 8);
}
TYPED_TEST(FramebufferFormatsTest, RGBA8)
{
testTextureFormat(GL_RGBA8_OES, 8, 8, 8, 8);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_DEPTH16)
{
testRenderbufferMultisampleFormat(2, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT16);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24)
{
testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT24);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F)
{
testRenderbufferMultisampleFormat(3, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT32F);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_DEPTH24_STENCIL8)
{
testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_DEPTH32F_STENCIL8)
{
testRenderbufferMultisampleFormat(3, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH32F_STENCIL8);
}
TYPED_TEST(FramebufferFormatsTest, RenderbufferMultisample_STENCIL_INDEX8)
{
testRenderbufferMultisampleFormat(2, GL_STENCIL_ATTACHMENT, GL_STENCIL_INDEX8);
}