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//
// Copyright 2020 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.
//
// VulkanFramebufferTest:
// Tests to validate our Vulkan framebuffer image allocation.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
class VulkanFramebufferTest : public ANGLETest<>
{
protected:
gl::Context *hackContext() const
{
egl::Display *display = static_cast<egl::Display *>(getEGLWindow()->getDisplay());
gl::ContextID contextID = {
static_cast<GLuint>(reinterpret_cast<uintptr_t>(getEGLWindow()->getContext()))};
return display->getContext(contextID);
}
rx::ContextVk *hackANGLE() const
{
// Hack the angle!
return rx::GetImplAs<rx::ContextVk>(hackContext());
}
rx::TextureVk *hackTexture(GLuint handle) const
{
// Hack the angle!
const gl::Context *context = hackContext();
const gl::Texture *texture = context->getTexture({handle});
return rx::vk::GetImpl(texture);
}
};
// Test that framebuffer can be created from a mip-incomplete texture, and that its allocation only
// includes the framebuffer's attached mip.
TEST_P(VulkanFramebufferTest, TextureAttachmentMipIncomplete)
{
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 5, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Set framebuffer to mip 0. Framebuffer should be complete, and make the texture allocate
// an image of only 1 level.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
rx::TextureVk *textureVk = hackTexture(texture);
EXPECT_EQ(textureVk->getImage().getLevelCount(), 1u);
}
// Test ensure that a R4G4B4A4 format sample only will actually uses R4G4B4A4 format instead of
// R8G8B8A8.
TEST_P(VulkanFramebufferTest, R4G4B4A4TextureSampleOnlyActuallyUses444Format)
{
rx::ContextVk *contextVk = hackANGLE();
rx::vk::Renderer *renderer = contextVk->getRenderer();
angle::FormatID formatID = angle::FormatID::R4G4B4A4_UNORM;
// Check if R4G4B4A4_UNORM is supported format.
bool isTexturable = renderer->hasImageFormatFeatureBits(
formatID,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT);
ANGLE_SKIP_TEST_IF(!isTexturable);
static constexpr GLsizei kTexWidth = 100;
static constexpr GLsizei kTexHeight = 100;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
const GLushort u16Color = 0xF00F; // red
std::vector<GLushort> pixels(kTexWidth * kTexHeight, u16Color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, kTexWidth, kTexHeight, 0, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4, pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLocation);
GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, lodLocation);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(lodLocation, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
rx::TextureVk *textureVk = hackTexture(texture);
EXPECT_EQ(textureVk->getImage().getActualFormatID(), formatID);
}
ANGLE_INSTANTIATE_TEST(VulkanFramebufferTest, ES3_VULKAN());
} // anonymous namespace