| // |
| // 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, ¶ms); |
| 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, ¶ms); |
| 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 |