Commit 0e1224c8 by Jiang Committed by Commit Bot

fix bug for querying sample positions on D3D

BUG=angleproject:2290 TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position TEST=TextureMultisampleTestES31.CheckSamplePositions* Change-Id: If8b74c16d5c104215456e35b8922279be972cee3 Reviewed-on: https://chromium-review.googlesource.com/844062 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent c74ec1a5
......@@ -1543,7 +1543,7 @@ void GenerateCaps(ID3D11Device *device,
void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy)
{
size_t indexKey = static_cast<size_t>(ceil(log(sampleCount)));
size_t indexKey = static_cast<size_t>(ceil(log2(sampleCount)));
ASSERT(indexKey < kSamplePositions.size() &&
(2 * index + 1) < kSamplePositions[indexKey].size());
......
......@@ -13,6 +13,19 @@ 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
{
......@@ -170,6 +183,40 @@ TEST_P(TextureMultisampleTestES31, MaxDepthTextureSamples)
EXPECT_NE(std::numeric_limits<GLint>::max(), maxDepthTextureSamples);
}
// The value of sample position should be equal to standard pattern on D3D.
TEST_P(TextureMultisampleTestES31, CheckSamplePositions)
{
ANGLE_SKIP_TEST_IF(!IsD3D11());
GLsizei maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
GLfloat samplePosition[2];
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
for (int sampleCount = 1; sampleCount <= maxSamples; sampleCount++)
{
GLTexture texture;
size_t indexKey = static_cast<size_t>(ceil(log2(sampleCount)));
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texture);
glTexStorage2DMultisample(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++)
{
glGetMultisamplefv(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();
}
ANGLE_INSTANTIATE_TEST(TextureMultisampleTest,
ES31_D3D11(),
ES3_OPENGL(),
......
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