Hash :
df647a2a
Author :
Date :
2014-09-19T13:13:40
Use a D24S8 format to back GL_DEPTH_COMPONENT32_OES in D3D9. Looks like the D3D9 D32 format isn't available on most GPUs (and doesn't exist in D3D11) so back GL_DEPTH_COMPONENT32_OES with D24S8 instead to match D3D11. BUG=angle:750 Change-Id: I0f7a124544c1c14ba21db20fbf6765d07e244966 Reviewed-on: https://chromium-review.googlesource.com/219080 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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#include "ANGLETest.h"
class DepthStencilFormatsTest : public ANGLETest
{
protected:
DepthStencilFormatsTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setClientVersion(2);
}
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();
}
virtual void TearDown()
{
ANGLETest::TearDown();
}
};
TEST_F(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));
}
}
TEST_F(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));
}
}