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//
// Copyright 2018 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.
//
// RenderbufferMultisampleTest: Tests of multisampled renderbuffer
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class RenderbufferMultisampleTest : public ANGLETest<>
{
protected:
RenderbufferMultisampleTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setExtensionsEnabled(false);
}
void testSetUp() override
{
glGenRenderbuffers(1, &mRenderbuffer);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteRenderbuffers(1, &mRenderbuffer);
mRenderbuffer = 0;
}
GLuint mRenderbuffer = 0;
};
class RenderbufferMultisampleTestES31 : public RenderbufferMultisampleTest
{};
// In GLES 3.0, if internalformat is integer (signed or unsigned), to allocate multisample
// renderbuffer storage for that internalformat is not supported. An INVALID_OPERATION is
// generated. In GLES 3.1, it is OK to allocate multisample renderbuffer storage for interger
// internalformat, but the max samples should be less than MAX_INTEGER_SAMPLES.
// MAX_INTEGER_SAMPLES should be at least 1.
TEST_P(RenderbufferMultisampleTest, IntegerInternalformat)
{
// Fixed in recent mesa. http://crbug.com/1071142
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && (IsIntel() || IsAMD()));
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8I, 64, 64);
if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
{
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
// Check that NUM_SAMPLE_COUNTS is zero
GLint numSampleCounts = 0;
glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8I, GL_NUM_SAMPLE_COUNTS, 1,
&numSampleCounts);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(numSampleCounts, 0);
}
else
{
ASSERT_GL_NO_ERROR();
GLint maxSamplesRGBA8I = 0;
glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8I, GL_SAMPLES, 1, &maxSamplesRGBA8I);
GLint maxIntegerSamples = 0;
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
ASSERT_GL_NO_ERROR();
EXPECT_GE(maxIntegerSamples, 1);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, maxSamplesRGBA8I + 1, GL_RGBA8I, 64, 64);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, maxIntegerSamples + 1, GL_RGBA8I, 64, 64);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// Ensure that the following spec language is correctly implemented:
//
// the resulting value for RENDERBUFFER_SAMPLES is guaranteed to be greater than or equal to
// samples and no more than the next larger sample count supported by the implementation.
//
// For example, if 2, 4, and 8 samples are supported, if 5 samples are requested, ANGLE will
// use 8 samples, and return 8 when GL_RENDERBUFFER_SAMPLES is queried.
TEST_P(RenderbufferMultisampleTest, OddSampleCount)
{
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
ASSERT_GL_NO_ERROR();
// Lookup the supported number of sample counts
GLint numSampleCounts = 0;
std::vector<GLint> sampleCounts;
GLsizei queryBufferSize = 1;
glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_NUM_SAMPLE_COUNTS, queryBufferSize,
&numSampleCounts);
ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
sampleCounts.resize(numSampleCounts);
queryBufferSize = numSampleCounts;
glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, queryBufferSize,
sampleCounts.data());
// Look for two sample counts that are not 1 apart (e.g. 2 and 4). Request a sample count
// that's between those two samples counts (e.g. 3) and ensure that GL_RENDERBUFFER_SAMPLES
// is the higher number.
for (int i = 1; i < numSampleCounts; i++)
{
if (sampleCounts[i - 1] > (sampleCounts[i] + 1))
{
glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[i] + 1, GL_RGBA8, 64,
64);
ASSERT_GL_NO_ERROR();
GLint renderbufferSamples = 0;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES,
&renderbufferSamples);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(renderbufferSamples, sampleCounts[i - 1]);
break;
}
}
}
// Test that when glBlend GL_COLORBURN_KHR is emulated with framebuffer fetch, and the framebuffer
// is multisampled, the emulation works fine. This simulates the deqp test:
// dEQP-GLES31.functional.blend_equation_advanced.msaa.colorburn.
TEST_P(RenderbufferMultisampleTestES31, ColorBurnBlend)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_KHR_blend_equation_advanced"));
// Create shader programs
std::stringstream vs;
vs << "#version 310 es\n"
"in highp vec4 a_position;\n"
"in mediump vec4 a_color;\n"
"out mediump vec4 v_color;\n"
"void main()\n"
"{\n"
"gl_Position = a_position;\n"
"v_color = a_color;\n"
"}\n";
std::stringstream fs;
fs << "#version 310 es\n"
"#extension GL_KHR_blend_equation_advanced : require\n"
"in mediump vec4 v_color;\n"
"layout (blend_support_colorburn) out;\n"
"layout (location = 0) out mediump vec4 o_color;\n"
"void main()\n"
"{\n"
"o_color = v_color;\n"
"}\n";
GLuint program;
program = CompileProgram(vs.str().c_str(), fs.str().c_str());
// Create vertex data and buffers
// Create vertex position data
std::array<Vector2, 4> quadPos = {
Vector2(-1.0f, -1.0f),
Vector2(-1.0f, 1.0f),
Vector2(1.0f, -1.0f),
Vector2(1.0f, 1.0f),
};
// Create vertex color data
std::array<Vector4, 4> quadColor = {
Vector4(1.0f, 0.0f, 0.0f, 1.0f), Vector4(1.0f, 0.0f, 0.0f, 1.0f),
Vector4(1.0f, 0.0f, 0.0f, 1.0f), Vector4(1.0f, 0.0f, 0.0f, 1.0f)};
std::array<uint16_t, 6> quadIndices = {0, 2, 1, 1, 2, 3};
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices.data(), GL_STATIC_DRAW);
GLBuffer posBuffer;
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadPos), quadPos.data(), GL_STATIC_DRAW);
const int posLoc = glGetAttribLocation(program, "a_position");
glEnableVertexAttribArray(posLoc);
glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
GLBuffer colorBuffer;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadColor), quadColor.data(), GL_STATIC_DRAW);
const int colorLoc = glGetAttribLocation(program, "a_color");
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
// Create a multisampled render buffer and attach it to frame buffer color attachment
GLuint rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, getWindowWidth(),
getWindowHeight());
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
// Create a singlesampled render buffer and attach it to frame buffer color attachment
GLuint resolvedRbo;
glGenRenderbuffers(1, &resolvedRbo);
glBindRenderbuffer(GL_RENDERBUFFER, resolvedRbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, getWindowWidth(), getWindowHeight());
GLuint resolvedFbo = 0;
glGenFramebuffers(1, &resolvedFbo);
glBindFramebuffer(GL_FRAMEBUFFER, resolvedFbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, resolvedRbo);
glUseProgram(program);
glBlendEquation(GL_COLORBURN_KHR);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); // Validation error
EXPECT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolvedFbo);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_NO_ERROR(); // Validation error
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolvedFbo);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4,
GLColor::red); // Validation error
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteProgram(program);
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &resolvedFbo);
glDeleteRenderbuffers(1, &resolvedRbo);
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(RenderbufferMultisampleTest);
ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(RenderbufferMultisampleTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(RenderbufferMultisampleTestES31);
ANGLE_INSTANTIATE_TEST_ES31(RenderbufferMultisampleTestES31);
} // namespace