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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.
//
// TextureMultisampleTest: Tests of multisampled texture
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
// Sample positions of d3d standard pattern. Some of the sample positions might not the same as
// opengl.
using SamplePositionsArray = std::array<float, 32>;
static constexpr std::array<SamplePositionsArray, 5> kSamplePositions = {
{{{0.5f, 0.5f}},
{{0.75f, 0.75f, 0.25f, 0.25f}},
{{0.375f, 0.125f, 0.875f, 0.375f, 0.125f, 0.625f, 0.625f, 0.875f}},
{{0.5625f, 0.3125f, 0.4375f, 0.6875f, 0.8125f, 0.5625f, 0.3125f, 0.1875f, 0.1875f, 0.8125f,
0.0625f, 0.4375f, 0.6875f, 0.9375f, 0.9375f, 0.0625f}},
{{0.5625f, 0.5625f, 0.4375f, 0.3125f, 0.3125f, 0.625f, 0.75f, 0.4375f,
0.1875f, 0.375f, 0.625f, 0.8125f, 0.8125f, 0.6875f, 0.6875f, 0.1875f,
0.375f, 0.875f, 0.5f, 0.0625f, 0.25f, 0.125f, 0.125f, 0.75f,
0.0f, 0.5f, 0.9375f, 0.25f, 0.875f, 0.9375f, 0.0625f, 0.0f}}}};
class TextureMultisampleTest : public ANGLETest<>
{
protected:
TextureMultisampleTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
glGenFramebuffers(1, &mFramebuffer);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
glDeleteTextures(1, &mTexture);
mTexture = 0;
}
void texStorageMultisample(GLenum target,
GLint samples,
GLenum format,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
void sampleMaski(GLuint maskNumber, GLbitfield mask);
GLuint mFramebuffer = 0;
GLuint mTexture = 0;
// Returns a sample count that can be used with the given texture target for all the given
// formats. Assumes that if format A supports a number of samples N and another format B
// supports a number of samples M > N then format B also supports number of samples N.
GLint getSamplesToUse(GLenum texTarget, const std::vector<GLenum> &formats)
{
GLint maxSamples = 65536;
for (GLenum format : formats)
{
GLint maxSamplesFormat = 0;
glGetInternalformativ(texTarget, format, GL_SAMPLES, 1, &maxSamplesFormat);
maxSamples = std::min(maxSamples, maxSamplesFormat);
}
return maxSamples;
}
bool lessThanES31MultisampleExtNotSupported()
{
return getClientMajorVersion() <= 3 && getClientMinorVersion() < 1 &&
!EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample");
}
const char *multisampleTextureFragmentShader()
{
return R"(#version 300 es
#extension GL_ANGLE_texture_multisample : require
precision highp float;
precision highp int;
uniform highp sampler2DMS tex;
uniform int sampleNum;
in vec4 v_position;
out vec4 my_FragColor;
void main() {
ivec2 texSize = textureSize(tex);
ivec2 sampleCoords = ivec2((v_position.xy * 0.5 + 0.5) * vec2(texSize.xy - 1));
my_FragColor = texelFetch(tex, sampleCoords, sampleNum);
}
)";
}
const char *blitArrayTextureLayerFragmentShader()
{
return R"(#version 300 es
#extension GL_OES_texture_storage_multisample_2d_array : require
precision highp float;
precision highp int;
uniform highp sampler2DMSArray tex;
uniform int layer;
uniform int sampleNum;
in vec4 v_position;
out vec4 my_FragColor;
void main() {
ivec3 texSize = textureSize(tex);
ivec2 sampleCoords = ivec2((v_position.xy * 0.5 + 0.5) * vec2(texSize.xy - 1));
my_FragColor = texelFetch(tex, ivec3(sampleCoords, layer), sampleNum);
}
)";
}
const char *blitIntArrayTextureLayerFragmentShader()
{
return R"(#version 300 es
#extension GL_OES_texture_storage_multisample_2d_array : require
precision highp float;
precision highp int;
uniform highp isampler2DMSArray tex;
uniform int layer;
uniform int sampleNum;
in vec4 v_position;
out vec4 my_FragColor;
void main() {
ivec3 texSize = textureSize(tex);
ivec2 sampleCoords = ivec2((v_position.xy * 0.5 + 0.5) * vec2(texSize.xy - 1));
my_FragColor = vec4(texelFetch(tex, ivec3(sampleCoords, layer), sampleNum));
}
)";
}
};
class NegativeTextureMultisampleTest : public TextureMultisampleTest
{
protected:
NegativeTextureMultisampleTest() : TextureMultisampleTest() { setExtensionsEnabled(false); }
};
class TextureMultisampleArrayTest : public TextureMultisampleTest
{
protected:
TextureMultisampleArrayTest() : TextureMultisampleTest() { setExtensionsEnabled(false); }
bool areMultisampleArraysAlwaysAvailable()
{
return getClientMajorVersion() == 3 && getClientMinorVersion() >= 2;
}
// Requests the GL_OES_texture_storage_multisample_2d_array extension and returns true if the
// operation succeeds.
bool requestArrayExtension()
{
return EnsureGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array");
}
void texStorage3DMultisample(GLenum target,
GLint samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
if (getClientMajorVersion() == 3 && getClientMinorVersion() >= 2)
{
glTexStorage3DMultisample(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
else
{
glTexStorage3DMultisampleOES(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
}
};
void TextureMultisampleTest::texStorageMultisample(GLenum target,
GLint samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
if (getClientMajorVersion() <= 3 && getClientMinorVersion() < 1 &&
EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample"))
{
glTexStorage2DMultisampleANGLE(target, samples, internalformat, width, height,
fixedsamplelocations);
}
else
{
glTexStorage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
}
void TextureMultisampleTest::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
if (getClientMajorVersion() <= 3 && getClientMinorVersion() < 1 &&
EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample"))
{
glGetMultisamplefvANGLE(pname, index, val);
}
else
{
glGetMultisamplefv(pname, index, val);
}
}
void TextureMultisampleTest::sampleMaski(GLuint maskNumber, GLbitfield mask)
{
if (getClientMajorVersion() <= 3 && getClientMinorVersion() < 1 &&
EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample"))
{
glSampleMaskiANGLE(maskNumber, mask);
}
else
{
glSampleMaski(maskNumber, mask);
}
}
// Tests that if es version < 3.1, GL_TEXTURE_2D_MULTISAMPLE is not supported in
// GetInternalformativ. Checks that the number of samples returned is valid in case of ES >= 3.1.
TEST_P(TextureMultisampleTest, MultisampleTargetGetInternalFormativBase)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
// This query returns supported sample counts in descending order. If only one sample count is
// queried, it should be the maximum one.
GLint maxSamplesR8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamplesR8);
// GLES 3.1 section 19.3.1 specifies the required minimum of how many samples are supported.
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLint maxSamplesR8Required = std::min(maxColorTextureSamples, maxSamples);
EXPECT_GE(maxSamplesR8, maxSamplesR8Required);
ASSERT_GL_NO_ERROR();
}
// Tests that if es version < 3.1 and multisample extension is unsupported,
// GL_TEXTURE_2D_MULTISAMPLE_ANGLE is not supported in FramebufferTexture2D.
TEST_P(TextureMultisampleTest, MultisampleTargetFramebufferTexture2D)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint samples = 1;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA8, 64, 64, GL_FALSE);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
mTexture, 0);
ASSERT_GL_NO_ERROR();
}
// Tests basic functionality of glTexStorage2DMultisample.
TEST_P(TextureMultisampleTest, ValidateTextureStorageMultisampleParameters)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_NO_ERROR();
GLint params = 0;
glGetTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_IMMUTABLE_FORMAT, &params);
EXPECT_EQ(1, params);
texStorageMultisample(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint maxSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, maxSize + 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint maxSamples = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxSamples + 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA, 0, 0, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_FALSE);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests the value of MAX_INTEGER_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTest, MaxIntegerSamples)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
// Fixed in recent mesa. http://crbug.com/1071142
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && (IsIntel() || IsAMD()));
GLint maxIntegerSamples;
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
EXPECT_GE(maxIntegerSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxIntegerSamples);
}
// Tests the value of MAX_COLOR_TEXTURE_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTest, MaxColorTextureSamples)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
EXPECT_GE(maxColorTextureSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxColorTextureSamples);
}
// Tests the value of MAX_DEPTH_TEXTURE_SAMPLES is no less than 1.
// [OpenGL ES 3.1 SPEC Table 20.40]
TEST_P(TextureMultisampleTest, MaxDepthTextureSamples)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
EXPECT_GE(maxDepthTextureSamples, 1);
EXPECT_NE(std::numeric_limits<GLint>::max(), maxDepthTextureSamples);
}
// Tests the maximum value of MAX_INTEGER_SAMPLES is supported
TEST_P(TextureMultisampleTest, MaxIntegerSamplesValid)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
// Fixed in recent mesa. http://crbug.com/1071142
ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && (IsIntel() || IsAMD()));
GLint maxIntegerSamples;
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxIntegerSamples, GL_RGBA8I, 1, 1, GL_FALSE);
ASSERT_GL_NO_ERROR();
}
// Tests the maximum value of MAX_COLOR_TEXTURE_SAMPLES is supported
TEST_P(TextureMultisampleTest, MaxColorTextureSamplesValid)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxColorTextureSamples, GL_RGBA8, 1, 1,
GL_FALSE);
ASSERT_GL_NO_ERROR();
}
// Tests the maximum value of MAX_DEPTH_TEXTURE_SAMPLES is supported
TEST_P(TextureMultisampleTest, MaxDepthTextureSamplesValid)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, maxDepthTextureSamples, GL_DEPTH_COMPONENT16,
1, 1, GL_FALSE);
ASSERT_GL_NO_ERROR();
}
// Tests that multisample parameters are accepted by ES 3.1 or ES 3.0 and ANGLE_texture_multisample
TEST_P(TextureMultisampleTest, GetTexLevelParameter)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_ANGLE_get_tex_level_parameter"));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, 1, 1, GL_TRUE);
ASSERT_GL_NO_ERROR();
GLfloat levelSamples = 0;
glGetTexLevelParameterfvANGLE(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_SAMPLES, &levelSamples);
EXPECT_EQ(levelSamples, 4);
GLint fixedSampleLocation = false;
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_FIXED_SAMPLE_LOCATIONS,
&fixedSampleLocation);
EXPECT_EQ(fixedSampleLocation, 1);
ASSERT_GL_NO_ERROR();
}
// The value of sample position should be equal to standard pattern on non-OpenGL backends.
TEST_P(TextureMultisampleTest, CheckSamplePositions)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
// OpenGL does not guarantee sample positions.
ANGLE_SKIP_TEST_IF(IsOpenGL());
GLint numSampleCounts = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_NUM_SAMPLE_COUNTS, 1,
&numSampleCounts);
ASSERT_GT(numSampleCounts, 0);
std::vector<GLint> sampleCounts(numSampleCounts);
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_RGBA8, GL_SAMPLES, numSampleCounts,
sampleCounts.data());
GLfloat samplePosition[2];
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
for (const GLint sampleCount : sampleCounts)
{
GLTexture texture;
size_t indexKey = static_cast<size_t>(ceil(log2(sampleCount)));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, sampleCount, GL_RGBA8, 1, 1, GL_TRUE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
texture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
getMultisamplefv(GL_SAMPLE_POSITION, sampleIndex, samplePosition);
EXPECT_EQ(samplePosition[0], kSamplePositions[indexKey][2 * sampleIndex]);
EXPECT_EQ(samplePosition[1], kSamplePositions[indexKey][2 * sampleIndex + 1]);
}
}
ASSERT_GL_NO_ERROR();
}
// Test textureSize and texelFetch when using ANGLE_texture_multisample extension
TEST_P(TextureMultisampleTest, SimpleTexelFetch)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample"));
ANGLE_GL_PROGRAM(texelFetchProgram, essl3_shaders::vs::Passthrough(),
multisampleTextureFragmentShader());
GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex");
ASSERT_GE(texLocation, 0);
GLint sampleNumLocation = glGetUniformLocation(texelFetchProgram, "sampleNum");
ASSERT_GE(sampleNumLocation, 0);
const GLsizei kWidth = 4;
const GLsizei kHeight = 4;
std::vector<GLenum> testFormats = {GL_RGBA8};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ANGLE, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ANGLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE_ANGLE, samplesToUse, GL_RGBA8, kWidth, kHeight,
GL_TRUE);
ASSERT_GL_NO_ERROR();
// Clear texture zero to green.
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
GLColor clearColor = GLColor::green;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE_ANGLE,
mTexture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
glClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f,
clearColor.A / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(texelFetchProgram);
glViewport(0, 0, kWidth, kHeight);
for (GLint sampleNum = 0; sampleNum < samplesToUse; ++sampleNum)
{
glUniform1i(sampleNumLocation, sampleNum);
drawQuad(texelFetchProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColor);
}
}
// Test toggling sample mask
TEST_P(TextureMultisampleTest, SampleMaskToggling)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLboolean enabled = false;
EXPECT_FALSE(glIsEnabled(GL_SAMPLE_MASK));
EXPECT_GL_NO_ERROR();
glEnable(GL_SAMPLE_MASK);
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(glIsEnabled(GL_SAMPLE_MASK));
EXPECT_GL_NO_ERROR();
glGetBooleanv(GL_SAMPLE_MASK, &enabled);
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(enabled);
glDisable(GL_SAMPLE_MASK);
EXPECT_GL_NO_ERROR();
EXPECT_FALSE(glIsEnabled(GL_SAMPLE_MASK));
EXPECT_GL_NO_ERROR();
glGetBooleanv(GL_SAMPLE_MASK, &enabled);
EXPECT_GL_NO_ERROR();
EXPECT_FALSE(enabled);
}
// Test setting and querying sample mask value
TEST_P(TextureMultisampleTest, SampleMaski)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
GLint maxSampleMaskWords = 0;
glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &maxSampleMaskWords);
sampleMaski(maxSampleMaskWords - 1, 0x1);
ASSERT_GL_NO_ERROR();
sampleMaski(maxSampleMaskWords, 0x1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint sampleMaskValue = 0;
glGetIntegeri_v(GL_SAMPLE_MASK_VALUE, 0, &sampleMaskValue);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(sampleMaskValue, 0x1);
}
// Test MS rendering with known per-sample values and a global sample mask
TEST_P(TextureMultisampleTest, MaskedDrawWithSampleID)
{
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_ANGLE_texture_multisample"));
ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_OES_sample_variables"));
ANGLE_GL_PROGRAM(fetchProgram, essl3_shaders::vs::Passthrough(),
multisampleTextureFragmentShader());
glUseProgram(fetchProgram);
const GLint sampleLocation = glGetUniformLocation(fetchProgram, "sampleNum");
ASSERT_GE(sampleLocation, 0);
const char kFSDraw[] = R"(#version 300 es
#extension GL_OES_sample_variables : require
precision mediump float;
out vec4 color;
void main() {
switch (gl_SampleID) {
case 0: color = vec4(1.0, 0.0, 0.0, 1.0); break;
case 1: color = vec4(0.0, 1.0, 0.0, 1.0); break;
case 2: color = vec4(0.0, 0.0, 1.0, 1.0); break;
case 3: color = vec4(1.0, 1.0, 1.0, 1.0); break;
default: color = vec4(0.0); break;
}
})";
ANGLE_GL_PROGRAM(drawProgram, essl3_shaders::vs::Simple(), kFSDraw);
const GLsizei kSize = 64;
const GLsizei kSamples = 4;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ANGLE, mTexture);
glTexStorage2DMultisampleANGLE(GL_TEXTURE_2D_MULTISAMPLE_ANGLE, kSamples, GL_RGBA8, kSize,
kSize, GL_TRUE);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_MULTISAMPLE_ANGLE, mTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glEnable(GL_SAMPLE_MASK);
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glViewport(0, 0, kSize, kSize);
ASSERT_GL_NO_ERROR();
for (size_t mask = 0; mask < 16; ++mask)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
// Clear the MS texture to magenta with zero sample mask, it must not affect clear ops
glSampleMaskiANGLE(0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Draw to the MS texture with a sample mask
glSampleMaskiANGLE(0, mask);
drawQuad(drawProgram, essl3_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Check all four samples
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glUniform1i(sampleLocation, 0);
drawQuad(fetchProgram, essl3_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, (mask & 1) ? GLColor::red : GLColor::magenta)
<< "mask: " << mask;
glUniform1i(sampleLocation, 1);
drawQuad(fetchProgram, essl3_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, (mask & 2) ? GLColor::green : GLColor::magenta)
<< "mask: " << mask;
glUniform1i(sampleLocation, 2);
drawQuad(fetchProgram, essl3_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, (mask & 4) ? GLColor::blue : GLColor::magenta)
<< "mask: " << mask;
glUniform1i(sampleLocation, 3);
drawQuad(fetchProgram, essl3_shaders::PositionAttrib(), 0.0f);
EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, (mask & 8) ? GLColor::white : GLColor::magenta)
<< "mask: " << mask;
}
}
TEST_P(TextureMultisampleTest, ResolveToDefaultFramebuffer)
{
ANGLE_SKIP_TEST_IF(lessThanES31MultisampleExtNotSupported());
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
texStorageMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, getWindowWidth(),
getWindowHeight(), GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
mTexture, 0);
ASSERT_GL_NO_ERROR();
// Clear the framebuffer
glClearColor(0.25, 0.5, 0.75, 0.25);
glClear(GL_COLOR_BUFFER_BIT);
// Resolve into default framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
ASSERT_GL_NO_ERROR();
const GLColor kResult = GLColor(63, 127, 191, 63);
const int w = getWindowWidth() - 1;
const int h = getWindowHeight() - 1;
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_PIXEL_COLOR_NEAR(0, 0, kResult, 1);
EXPECT_PIXEL_COLOR_NEAR(w, 0, kResult, 1);
EXPECT_PIXEL_COLOR_NEAR(0, h, kResult, 1);
EXPECT_PIXEL_COLOR_NEAR(w, h, kResult, 1);
EXPECT_PIXEL_COLOR_NEAR(w / 2, h / 2, kResult, 1);
}
// Negative tests of multisample texture. When context less than ES 3.1 and
// ANGLE_texture_multisample not enabled, the feature isn't supported.
TEST_P(NegativeTextureMultisampleTest, Negative)
{
// The extension must have been disabled in test init.
ASSERT_FALSE(IsGLExtensionEnabled("GL_ANGLE_texture_multisample"));
glEnable(GL_SAMPLE_MASK);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
EXPECT_FALSE(glIsEnabled(GL_SAMPLE_MASK));
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLboolean enabled = false;
glGetBooleanv(GL_SAMPLE_MASK, &enabled);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
EXPECT_FALSE(enabled);
glDisable(GL_SAMPLE_MASK);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint maxSamples = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE, GL_R8, GL_SAMPLES, 1, &maxSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mTexture);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexStorage2DMultisampleANGLE(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, 64, 64, GL_FALSE);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, 64, 64, GL_FALSE);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
mTexture, 0);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint params = 0;
glGetTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_IMMUTABLE_FORMAT, &params);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
if (EnsureGLExtensionEnabled("GL_ANGLE_get_tex_level_parameter"))
{
GLfloat levelSamples = 0;
glGetTexLevelParameterfvANGLE(GL_TEXTURE_2D_MULTISAMPLE, 0, GL_TEXTURE_SAMPLES,
&levelSamples);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
GLint fixedSampleLocation = false;
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE, 0,
GL_TEXTURE_FIXED_SAMPLE_LOCATIONS, &fixedSampleLocation);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
GLfloat samplePosition[2];
glGetMultisamplefvANGLE(GL_SAMPLE_POSITION, 0, samplePosition);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glGetMultisamplefv(GL_SAMPLE_POSITION, 0, samplePosition);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint maxSampleMaskWords = 0;
glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &maxSampleMaskWords);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glSampleMaskiANGLE(maxSampleMaskWords - 1, 0x1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glSampleMaski(maxSampleMaskWords - 1, 0x1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLint sampleMaskValue = 0;
glGetIntegeri_v(GL_SAMPLE_MASK_VALUE, 0, &sampleMaskValue);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY query when the extension is not enabled.
TEST_P(TextureMultisampleArrayTest, MultisampleArrayTargetGetIntegerWithoutExtension)
{
ASSERT(!IsGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array"));
GLint binding = -1;
glGetIntegerv(GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY, &binding);
if (areMultisampleArraysAlwaysAvailable())
{
EXPECT_GL_NO_ERROR();
EXPECT_EQ(binding, 0);
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
EXPECT_EQ(binding, -1);
}
}
// Tests GL_TEXTURE_2D_MULTISAMPLE_ARRAY target with GetInternalformativ when the
// extension is not enabled.
TEST_P(TextureMultisampleArrayTest, MultisampleArrayTargetGetInternalFormativWithoutExtension)
{
ASSERT(!IsGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array"));
GLint maxSamples = -1;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_RGBA8, GL_SAMPLES, 1, &maxSamples);
if (areMultisampleArraysAlwaysAvailable())
{
EXPECT_GL_NO_ERROR();
EXPECT_GT(maxSamples, 0);
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
EXPECT_EQ(maxSamples, -1);
}
}
// Attempt to bind a texture to multisample array binding point when extension is not enabled.
TEST_P(TextureMultisampleArrayTest, BindMultisampleArrayTextureWithoutExtension)
{
ASSERT(!IsGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array"));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, mTexture);
if (areMultisampleArraysAlwaysAvailable())
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Try to compile shaders using GL_OES_texture_storage_multisample_2d_array when the extension is
// not enabled.
TEST_P(TextureMultisampleArrayTest, ShaderWithoutExtension)
{
ASSERT(!IsGLExtensionEnabled("GL_OES_texture_storage_multisample_2d_array"));
constexpr char kFSRequiresExtension[] = R"(#version 300 es
#extension GL_OES_texture_storage_multisample_2d_array : require
out highp vec4 my_FragColor;
void main() {
my_FragColor = vec4(0.0);
})";
GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFSRequiresExtension);
EXPECT_EQ(0u, program);
constexpr char kFSEnableAndUseExtension[] = R"(#version 300 es
#extension GL_OES_texture_storage_multisample_2d_array : enable
uniform highp sampler2DMSArray tex;
out highp ivec4 outSize;
void main() {
outSize = ivec4(textureSize(tex), 0);
})";
program = CompileProgram(essl3_shaders::vs::Simple(), kFSEnableAndUseExtension);
EXPECT_EQ(0u, program);
}
// Tests that GL_TEXTURE_2D_MULTISAMPLE_ARRAY is supported in GetInternalformativ.
TEST_P(TextureMultisampleArrayTest, MultisampleArrayTargetGetInternalFormativ)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
// This query returns supported sample counts in descending order. If only one sample count is
// queried, it should be the maximum one.
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
GLint maxSamplesDepth = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_DEPTH_COMPONENT24, GL_SAMPLES, 1,
&maxSamplesDepth);
ASSERT_GL_NO_ERROR();
// GLES 3.1 section 19.3.1 specifies the required minimum of how many samples are supported.
GLint maxColorTextureSamples;
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
GLint maxDepthTextureSamples;
glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
GLint maxSamples;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLint maxSamplesRGBA8Required = std::min(maxColorTextureSamples, maxSamples);
EXPECT_GE(maxSamplesRGBA8, maxSamplesRGBA8Required);
GLint maxSamplesDepthRequired = std::min(maxDepthTextureSamples, maxSamples);
EXPECT_GE(maxSamplesDepth, maxSamplesDepthRequired);
}
// Tests that TexImage3D call cannot be used for GL_TEXTURE_2D_MULTISAMPLE_ARRAY.
TEST_P(TextureMultisampleArrayTest, MultiSampleArrayTexImage)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
glTexImage3D(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Tests passing invalid parameters to TexStorage3DMultisample.
TEST_P(TextureMultisampleArrayTest, InvalidTexStorage3DMultisample)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
// Invalid target
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, GL_RGBA8, 1, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Samples 0
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_RGBA8, 1, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Unsized internalformat
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA, 1, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Width 0
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 0, 1, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Height 0
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 1, 0, 1, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Depth 0
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 2, GL_RGBA8, 1, 1, 0, GL_TRUE);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Tests passing invalid parameters to TexParameteri.
TEST_P(TextureMultisampleArrayTest, InvalidTexParameteri)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
// None of the sampler parameters can be set on GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES.
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MIN_LOD, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_MAX_LOD, 0);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_COMPARE_MODE, GL_NONE);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_COMPARE_FUNC, GL_ALWAYS);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
// Only valid base level on GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES is 0.
glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_TEXTURE_BASE_LEVEL, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Test a valid TexStorage3DMultisample call and check that the queried texture level parameters
// match. Does not do any drawing.
TEST_P(TextureMultisampleArrayTest, TexStorage3DMultisample)
{
ASSERT_TRUE(EnsureGLExtensionEnabled("GL_ANGLE_get_tex_level_parameter"));
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
ASSERT_GL_NO_ERROR();
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, maxSamplesRGBA8, GL_RGBA8, 8, 4, 2,
GL_TRUE);
ASSERT_GL_NO_ERROR();
GLint width = 0, height = 0, depth = 0, samples = 0;
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_HEIGHT,
&height);
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_DEPTH, &depth);
glGetTexLevelParameterivANGLE(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, 0, GL_TEXTURE_SAMPLES,
&samples);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(8, width);
EXPECT_EQ(4, height);
EXPECT_EQ(2, depth);
EXPECT_EQ(maxSamplesRGBA8, samples);
}
// Test for invalid FramebufferTextureLayer calls with GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES
// textures.
TEST_P(TextureMultisampleArrayTest, InvalidFramebufferTextureLayer)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
GLint maxSamplesRGBA8 = 0;
glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, GL_RGBA8, GL_SAMPLES, 1,
&maxSamplesRGBA8);
GLint maxArrayTextureLayers;
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxArrayTextureLayers);
// Test framebuffer status with just a color texture attached.
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, maxSamplesRGBA8, GL_RGBA8, 4, 4, 2,
GL_TRUE);
ASSERT_GL_NO_ERROR();
// Test with mip level 1 and -1 (only level 0 is valid for multisample textures).
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 1, 0);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, -1, 0);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Test with layer -1 and layer == MAX_ARRAY_TEXTURE_LAYERS
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, -1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0,
maxArrayTextureLayers);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Attach layers of TEXTURE_2D_MULTISAMPLE_ARRAY textures to a framebuffer and check for
// completeness.
TEST_P(TextureMultisampleArrayTest, FramebufferCompleteness)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
std::vector<GLenum> testFormats = {{GL_RGBA8, GL_DEPTH_COMPONENT24, GL_DEPTH24_STENCIL8}};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
// Test framebuffer status with just a color texture attached.
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8, 4, 4, 2,
GL_TRUE);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, 0);
ASSERT_GL_NO_ERROR();
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
// Test framebuffer status with both color and depth textures attached.
GLTexture depthTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, depthTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_DEPTH_COMPONENT24,
4, 4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 0);
ASSERT_GL_NO_ERROR();
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
// Test with color and depth/stencil textures attached.
GLTexture depthStencilTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, depthStencilTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_DEPTH24_STENCIL8,
4, 4, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0,
0);
ASSERT_GL_NO_ERROR();
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
}
// Attach a layer of TEXTURE_2D_MULTISAMPLE_ARRAY texture to a framebuffer, clear it, and resolve by
// blitting.
TEST_P(TextureMultisampleArrayTest, FramebufferColorClearAndBlit)
{
if (!areMultisampleArraysAlwaysAvailable())
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
}
const GLsizei kWidth = 4;
const GLsizei kHeight = 4;
std::vector<GLenum> testFormats = {GL_RGBA8};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8, kWidth,
kHeight, 2, GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLFramebuffer resolveFramebuffer;
GLTexture resolveTexture;
glBindTexture(GL_TEXTURE_2D, resolveTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolveFramebuffer);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resolveTexture,
0);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolveFramebuffer);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::green);
}
// Check the size of a multisample array texture in a shader.
TEST_P(TextureMultisampleArrayTest, TextureSizeInShader)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
constexpr char kFS[] = R"(#version 300 es
#extension GL_OES_texture_storage_multisample_2d_array : require
uniform highp sampler2DMSArray tex;
out highp vec4 my_FragColor;
void main() {
my_FragColor = (textureSize(tex) == ivec3(8, 4, 2)) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(texSizeProgram, essl3_shaders::vs::Simple(), kFS);
GLint texLocation = glGetUniformLocation(texSizeProgram, "tex");
ASSERT_GE(texLocation, 0);
const GLsizei kWidth = 8;
const GLsizei kHeight = 4;
std::vector<GLenum> testFormats = {GL_RGBA8};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8, kWidth,
kHeight, 2, GL_TRUE);
ASSERT_GL_NO_ERROR();
drawQuad(texSizeProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Clear the layers of a multisample array texture, and then sample all the samples from all the
// layers in a shader.
TEST_P(TextureMultisampleArrayTest, SimpleTexelFetch)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
ANGLE_GL_PROGRAM(texelFetchProgram, essl3_shaders::vs::Passthrough(),
blitArrayTextureLayerFragmentShader());
GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex");
ASSERT_GE(texLocation, 0);
GLint layerLocation = glGetUniformLocation(texelFetchProgram, "layer");
ASSERT_GE(layerLocation, 0);
GLint sampleNumLocation = glGetUniformLocation(texelFetchProgram, "sampleNum");
ASSERT_GE(layerLocation, 0);
const GLsizei kWidth = 4;
const GLsizei kHeight = 4;
const GLsizei kLayerCount = 2;
std::vector<GLenum> testFormats = {GL_RGBA8};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8, kWidth,
kHeight, kLayerCount, GL_TRUE);
ASSERT_GL_NO_ERROR();
// Clear layer zero to green and layer one to blue.
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
std::vector<GLColor> clearColors = {{GLColor::green, GLColor::blue}};
for (GLint i = 0; static_cast<GLsizei>(i) < kLayerCount; ++i)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, i);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
const GLColor &clearColor = clearColors[i];
glClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f,
clearColor.A / 255.0f);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(texelFetchProgram);
glViewport(0, 0, kWidth, kHeight);
for (GLint layer = 0; static_cast<GLsizei>(layer) < kLayerCount; ++layer)
{
glUniform1i(layerLocation, layer);
for (GLint sampleNum = 0; sampleNum < samplesToUse; ++sampleNum)
{
glUniform1i(sampleNumLocation, sampleNum);
drawQuad(texelFetchProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[layer]);
}
}
}
// Clear the layers of an integer multisample array texture, and then sample all the samples from
// all the layers in a shader.
TEST_P(TextureMultisampleArrayTest, IntegerTexelFetch)
{
ANGLE_SKIP_TEST_IF(!requestArrayExtension());
ANGLE_GL_PROGRAM(texelFetchProgram, essl3_shaders::vs::Passthrough(),
blitIntArrayTextureLayerFragmentShader());
GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex");
ASSERT_GE(texLocation, 0);
GLint layerLocation = glGetUniformLocation(texelFetchProgram, "layer");
ASSERT_GE(layerLocation, 0);
GLint sampleNumLocation = glGetUniformLocation(texelFetchProgram, "sampleNum");
ASSERT_GE(layerLocation, 0);
const GLsizei kWidth = 4;
const GLsizei kHeight = 4;
const GLsizei kLayerCount = 2;
std::vector<GLenum> testFormats = {GL_RGBA8I};
GLint samplesToUse = getSamplesToUse(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, testFormats);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, mTexture);
texStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, samplesToUse, GL_RGBA8I, kWidth,
kHeight, kLayerCount, GL_TRUE);
ASSERT_GL_NO_ERROR();
// Clear layer zero to green and layer one to blue.
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
std::vector<GLColor> clearColors = {{GLColor::green, GLColor::blue}};
for (GLint i = 0; static_cast<GLsizei>(i) < kLayerCount; ++i)
{
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture, 0, i);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status);
std::array<GLint, 4> intColor;
for (size_t j = 0; j < intColor.size(); ++j)
{
intColor[j] = clearColors[i][j] / 255;
}
glClearBufferiv(GL_COLOR, 0, intColor.data());
ASSERT_GL_NO_ERROR();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(texelFetchProgram);
glViewport(0, 0, kWidth, kHeight);
for (GLint layer = 0; static_cast<GLsizei>(layer) < kLayerCount; ++layer)
{
glUniform1i(layerLocation, layer);
for (GLint sampleNum = 0; sampleNum < samplesToUse; ++sampleNum)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1i(sampleNumLocation, sampleNum);
drawQuad(texelFetchProgram, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, clearColors[layer]);
}
}
}
class TextureSampleShadingTest : public ANGLETest<>
{
protected:
TextureSampleShadingTest() {}
};
// Test that sample shading actually produces different interpolations per sample. Note that
// variables such as gl_SampleID and gl_SamplePosition are avoided, as well as the |sample|
// qualifier as they automatically enable sample shading.
TEST_P(TextureSampleShadingTest, Basic)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_shading"));
constexpr GLsizei kSize = 1;
constexpr GLsizei kSampleCount = 4;
// Create a multisampled texture and framebuffer.
GLFramebuffer msaaFBO;
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO);
GLTexture msaaTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTexture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, kSampleCount, GL_RGBA8, kSize, kSize,
false);
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
msaaTexture, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Enable sample shading and draw a gradient.
glEnable(GL_SAMPLE_SHADING_OES);
glMinSampleShadingOES(1.0f);
ANGLE_GL_PROGRAM(gradientProgram, essl31_shaders::vs::Passthrough(),
essl31_shaders::fs::RedGreenGradient());
glViewport(0, 0, kSize, kSize);
drawQuad(gradientProgram, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
// Create a buffer for verification.
constexpr GLsizei kPixelChannels = 4;
constexpr GLsizei kBufferSize =
kSize * kSize * kSampleCount * kPixelChannels * sizeof(uint32_t);
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, kBufferSize, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Issue a dispatch call that copies the multisampled texture into a buffer.
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=4, local_size_y=1, local_size_z=1) in;
uniform highp sampler2DMS imageIn;
layout(std430, binding = 0) buffer dataOut {
uint data[];
};
void main()
{
int sampleIndex = int(gl_GlobalInvocationID.x) % 4;
vec4 color = texelFetch(imageIn, ivec2(0), sampleIndex);
uvec4 unnormalized = uvec4(color * 255.0);
int outIndex = sampleIndex * 4;
data[outIndex ] = unnormalized.r;
data[outIndex + 1] = unnormalized.g;
data[outIndex + 2] = unnormalized.b;
data[outIndex + 3] = unnormalized.a;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
// Bind the multisampled texture as sampler.
GLint imageLocation = glGetUniformLocation(program, "imageIn");
ASSERT_GE(imageLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTexture);
glUniform1i(imageLocation, 0);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
// Verify that the buffer has correct data.
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kBufferSize, GL_MAP_READ_BIT));
constexpr GLColor kExpectedColors[4] = {
GLColor(96, 32, 0, 255),
GLColor(223, 96, 0, 255),
GLColor(32, 159, 0, 255),
GLColor(159, 223, 0, 255),
};
for (GLsizei pixel = 0; pixel < kSampleCount; ++pixel)
{
for (GLsizei channel = 0; channel < kPixelChannels; ++channel)
{
EXPECT_NEAR(ptr[pixel * kPixelChannels + channel], kExpectedColors[pixel][channel], 1)
<< pixel << " " << channel;
}
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
// Test that sample shading actually produces different interpolations per sample when |sample| is
// missing from the shader. Both varyings and I/O blocks are tested. When |centroid| is specified,
// |sample| shouldn't be added.
TEST_P(TextureSampleShadingTest, NoSampleQualifier)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_shading"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_sample_variables"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_shader_multisample_interpolation"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_io_blocks"));
constexpr GLsizei kSize = 1;
constexpr GLsizei kSampleCount = 4;
// Create a multisampled texture and framebuffer.
GLFramebuffer msaaFBO;
glBindFramebuffer(GL_FRAMEBUFFER, msaaFBO);
GLTexture msaaTexture;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaTexture);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, kSampleCount, GL_RGBA8, kSize, kSize,
false);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
msaaTexture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
// Enable sample shading and draw
glEnable(GL_SAMPLE_SHADING_OES);
glMinSampleShadingOES(1.0f);
constexpr char kVS[] = R"(#version 310 es
#extension GL_OES_shader_multisample_interpolation : require
#extension GL_EXT_shader_io_blocks : require
in mediump vec2 position;
out mediump vec2 gradient;
centroid out mediump vec2 constant;
out Block
{
centroid mediump vec2 constant2;
mediump vec2 gradient2;
sample mediump vec2 gradient3;
};
out Inactive
{
mediump vec2 gradient4;
};
void main()
{
gradient = position;
gradient2 = position;
gradient3 = position;
constant = position;
constant2 = position;
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFS[] = R"(#version 310 es
#extension GL_OES_shader_multisample_interpolation : require
#extension GL_OES_sample_variables : require
#extension GL_EXT_shader_io_blocks : require
in highp vec2 gradient;
centroid in highp vec2 constant;
in Block
{
centroid mediump vec2 constant2;
mediump vec2 gradient2;
sample mediump vec2 gradient3;
};
in Inactive2
{
mediump vec2 gradient4;
};
out mediump vec4 color;
void main()
{
bool left = gl_SampleID == 0 || gl_SampleID == 2;
bool top = gl_SampleID == 0 || gl_SampleID == 1;
color = vec4(0);
if (left)
color.r = gradient.x < -0.1 && gradient2.x < -0.1 && gradient3.x < -0.1 ? 1. : 0.;
else
color.r = gradient.x > 0.1 && gradient2.x > 0.1 && gradient3.x > 0.1 ? 1. : 0.;
if (top)
color.g = gradient.y < -0.1 && gradient2.y < -0.1 && gradient3.y < -0.1 ? 1. : 0.;
else
color.g = gradient.y > 0.1 && gradient2.y > 0.1 && gradient3.y > 0.1 ? 1. : 0.;
// centroid doesn't exactly behave consistently between implementations. In particular, it does
// _not_ necessarily evaluage the varying at the pixel center. As a result, there isn't much
// that can be verified here. We'd rely on SPIR-V validation to make sure Sample is not added
// to ids that already have Centroid specified (in the Vulkan backend)
color.b = abs(constant.x) < 1. && abs(constant.y) < 1. ? 1. : 0.;
color.a = abs(constant2.x) < 1. && abs(constant2.y) < 1. ? 1. : 0.;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glViewport(0, 0, kSize, kSize);
drawQuad(program, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Resolve the framebuffer
GLFramebuffer fbo;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
glBlitFramebuffer(0, 0, kSize, kSize, 0, 0, kSize, kSize, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
// Ensure the test passed on every sample location
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
ASSERT_GL_NO_ERROR();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureMultisampleTest);
ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(TextureMultisampleTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(NegativeTextureMultisampleTest);
ANGLE_INSTANTIATE_TEST_ES3(NegativeTextureMultisampleTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureMultisampleArrayTest);
ANGLE_INSTANTIATE_TEST_ES3_AND_ES31_AND(TextureMultisampleArrayTest, ANGLE_ALL_TEST_PLATFORMS_ES32);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TextureSampleShadingTest);
ANGLE_INSTANTIATE_TEST_ES31(TextureSampleShadingTest);
} // anonymous namespace