Commit 0f7714ec by Martin Radev Committed by Commit Bot

Refactor FramebufferMultiviewTest.cpp

The patch refactors the tests to use the GL RAII objects from gl_raii.h. It also specifies a correct internal format for a texture 2D array object in one of the tests so that the texture is color-renderable. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Ie536ffeb5b2f2594f5273b795fe786a5042f63d4 Reviewed-on: https://chromium-review.googlesource.com/603610 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
parent 85d624a5
......@@ -8,36 +8,14 @@
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
GLuint CreateTexture2D(GLenum internalFormat,
GLenum format,
GLenum type,
GLsizei width,
GLsizei height)
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, nullptr);
return tex;
}
GLuint CreateTexture2D(GLenum internalFormat, GLenum format, GLenum type)
{
return CreateTexture2D(internalFormat, format, type, 1, 1);
}
} // namespace
class FramebufferMultiviewTest : public ANGLETest
{
protected:
FramebufferMultiviewTest() : mFramebuffer(0), mTexture2D(0), mTexture2DArray(0)
FramebufferMultiviewTest()
{
setWindowWidth(128);
setWindowHeight(128);
......@@ -47,45 +25,10 @@ class FramebufferMultiviewTest : public ANGLETest
void SetUp() override
{
ANGLETest::SetUp();
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
eglGetProcAddress("glRequestExtensionANGLE"));
}
void TearDown() override
{
if (mTexture2D != 0)
{
glDeleteTextures(1, &mTexture2D);
mTexture2D = 0;
}
if (mTexture2DArray != 0)
{
glDeleteTextures(1, &mTexture2DArray);
mTexture2DArray = 0;
}
if (mFramebuffer != 0)
{
glDeleteFramebuffers(1, &mFramebuffer);
mFramebuffer = 0;
}
ANGLETest::TearDown();
}
void createTexture2DArray()
{
glGenTextures(1, &mTexture2DArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture2DArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA16F, 1, 1, 2);
ASSERT_GL_NO_ERROR();
}
// Requests the ANGLE_multiview extension and returns true if the operation succeeds.
bool requestMultiviewExtension()
{
......@@ -102,9 +45,6 @@ class FramebufferMultiviewTest : public ANGLETest
return true;
}
GLuint mFramebuffer;
GLuint mTexture2D;
GLuint mTexture2DArray;
PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
};
......@@ -117,36 +57,40 @@ TEST_P(FramebufferMultiviewTest, DefaultState)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture2D, 0);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLint numViews = -1;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_ANGLE,
&numViews);
EXPECT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
EXPECT_EQ(1, numViews);
GLint baseViewIndex = -1;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_ANGLE,
&baseViewIndex);
EXPECT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
EXPECT_EQ(0, baseViewIndex);
GLint multiviewLayout = GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_MULTIVIEW_LAYOUT_ANGLE,
&multiviewLayout);
EXPECT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
EXPECT_EQ(GL_NONE, multiviewLayout);
GLint viewportOffsets[2] = {-1, -1};
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_VIEWPORT_OFFSETS_ANGLE,
&viewportOffsets[0]);
EXPECT_GL_NO_ERROR();
ASSERT_GL_NO_ERROR();
EXPECT_EQ(0, viewportOffsets[0]);
EXPECT_EQ(0, viewportOffsets[1]);
}
......@@ -155,9 +99,13 @@ TEST_P(FramebufferMultiviewTest, DefaultState)
// the ANGLE_multiview tokens results in an INVALID_ENUM error.
TEST_P(FramebufferMultiviewTest, NegativeFramebufferStateQueries)
{
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture2D, 0);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
GLint numViews = -1;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
......@@ -193,19 +141,24 @@ TEST_P(FramebufferMultiviewTest, InvalidMultiviewSideBySideArguments)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Negative offsets.
int viewportOffsets[2] = {-1};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 1, &viewportOffsets[0]);
GLint viewportOffsets[2] = {-1};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1,
&viewportOffsets[0]);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// Negative number of views.
viewportOffsets[0] = 0;
viewportOffsets[1] = 0;
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, -1, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, -1,
&viewportOffsets[0]);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
......@@ -218,18 +171,23 @@ TEST_P(FramebufferMultiviewTest, InvalidMultiviewLayeredArguments)
return;
}
createTexture2DArray();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// Negative base view index.
glFramebufferTextureMultiviewLayeredANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2DArray,
0, -1, 1);
glFramebufferTextureMultiviewLayeredANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, -1, 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
// baseViewIndex + numViews is greater than MAX_TEXTURE_LAYERS.
GLint maxTextureLayers = 0;
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers);
ASSERT_GL_NO_ERROR();
glFramebufferTextureMultiviewLayeredANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2DArray,
0, maxTextureLayers, 1);
glFramebufferTextureMultiviewLayeredANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0,
maxTextureLayers, 1);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
......@@ -237,11 +195,17 @@ TEST_P(FramebufferMultiviewTest, InvalidMultiviewLayeredArguments)
// available.
TEST_P(FramebufferMultiviewTest, ExtensionNotAvailableCheck)
{
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
int viewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 1, &viewportOffsets[0]);
const GLint kViewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1,
&kViewportOffsets[0]);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
......@@ -253,11 +217,16 @@ TEST_P(FramebufferMultiviewTest, ModifySideBySideState)
return;
}
const GLint viewportOffsets[4] = {0, 0, 1, 2};
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 2, &viewportOffsets[0]);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint kViewportOffsets[4] = {0, 0, 1, 2};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 2,
&kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
GLint numViews = -1;
......@@ -288,7 +257,7 @@ TEST_P(FramebufferMultiviewTest, ModifySideBySideState)
ASSERT_GL_NO_ERROR();
for (size_t i = 0u; i < 4u; ++i)
{
EXPECT_EQ(viewportOffsets[i], internalViewportOffsets[i]);
EXPECT_EQ(kViewportOffsets[i], internalViewportOffsets[i]);
}
}
......@@ -301,91 +270,94 @@ TEST_P(FramebufferMultiviewTest, IncompleteViewTargetsSideBySide)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLuint otherTexture = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint depthTexture = CreateTexture2D(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
ASSERT_GL_NO_ERROR();
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint viewportOffsets[4] = {0, 0, 2, 0};
const GLint otherViewportOffsets[4] = {2, 0, 4, 0};
const GLint kViewportOffsets[4] = {0, 0, 2, 0};
const GLint kOtherViewportOffsets[4] = {2, 0, 4, 0};
// Set the 0th attachment and keep it as it is till the end of the test. The 1st or depth
// attachment will me modified to change the framebuffer's status.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 2, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 2,
&kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
// Color attachment 1.
{
GLTexture otherTex;
glBindTexture(GL_TEXTURE_2D, otherTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Test framebuffer completeness when the number of views differ.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
otherTexture, 0, 1, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTex,
0, 1, &kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test framebuffer completeness when the viewport offsets differ.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
otherTexture, 0, 2, &otherViewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTex,
0, 2, &kOtherViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test framebuffer completeness when attachment layouts differ.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, otherTexture,
0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, otherTex, 0);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test that framebuffer is complete when the number of views, viewport offsets and layouts
// are the same.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1,
otherTexture, 0, 2, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, otherTex,
0, 2, &kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Reset attachment 1
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 0, 0, 1,
&viewportOffsets[0]);
&kViewportOffsets[0]);
}
// Depth attachment.
{
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
nullptr);
// Test framebuffer completeness when the number of views differ.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
depthTexture, 0, 1, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTex,
0, 1, &kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test framebuffer completeness when the viewport offsets differ.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
depthTexture, 0, 2, &otherViewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTex,
0, 2, &kOtherViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test framebuffer completeness when attachment layouts differ.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_ANGLE,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Test that framebuffer is complete when the number of views, viewport offsets and layouts
// are the same.
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
depthTexture, 0, 2, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTex,
0, 2, &kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
glDeleteTextures(1, &depthTexture);
glDeleteTextures(1, &otherTexture);
}
// Test that the active read framebuffer cannot be read from through glCopyTex* if it has multi-view
......@@ -397,38 +369,39 @@ TEST_P(FramebufferMultiviewTest, InvalidCopyTex)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint viewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 1, &viewportOffsets[0]);
const GLint kViewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1,
&kViewportOffsets[0]);
ASSERT_GL_NO_ERROR();
// Test glCopyTexImage2D and glCopyTexSubImage2D.
{
GLuint tex = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
GLTexture tex2;
glBindTexture(GL_TEXTURE_2D, tex2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 1, 1, 0);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
glDeleteTextures(1, &tex);
}
// Test glCopyTexSubImage3D.
{
GLuint tex = 0u;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_3D, tex);
GLTexture tex2;
glBindTexture(GL_TEXTURE_3D, tex2);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
glDeleteTextures(1, &tex);
}
}
......@@ -441,18 +414,22 @@ TEST_P(FramebufferMultiviewTest, InvalidBlit)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint viewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 1, &viewportOffsets[0]);
const GLint kViewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1,
&kViewportOffsets[0]);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// Blit with the active read framebuffer having multiview attachments.
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
......@@ -461,7 +438,7 @@ TEST_P(FramebufferMultiviewTest, InvalidBlit)
// Blit with the active draw framebuffer having multiview attachments.
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
}
......@@ -476,12 +453,16 @@ TEST_P(FramebufferMultiviewTest, InvalidReadPixels)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
const GLint viewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 1, &viewportOffsets[0]);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint kViewportOffsets[2] = {0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1,
&kViewportOffsets[0]);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
......@@ -498,30 +479,35 @@ TEST_P(FramebufferMultiviewTest, SideBySideClear)
return;
}
mTexture2D = CreateTexture2D(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, 4, 2);
const GLint viewportOffsets[4] = {1, 0, 3, 0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture2D,
0, 2, &viewportOffsets[0]);
GLFramebuffer multiviewFBO;
glBindFramebuffer(GL_FRAMEBUFFER, multiviewFBO);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
const GLint kViewportOffsets[4] = {1, 0, 3, 0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 2,
&kViewportOffsets[0]);
// Create and bind a normal framebuffer to access the 2D texture.
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture2D, 0);
GLFramebuffer normalFBO;
glBindFramebuffer(GL_FRAMEBUFFER, normalFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
// Clear the contents of the texture.
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// Bind and specify viewport/scissor dimensions for each view.
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, multiviewFBO);
glViewport(0, 0, 1, 2);
glScissor(0, 0, 1, 2);
glClearColor(1, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, normalFBO);
// column 0
EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
......@@ -538,8 +524,6 @@ TEST_P(FramebufferMultiviewTest, SideBySideClear)
// column 3
EXPECT_PIXEL_EQ(3, 0, 255, 0, 0, 0);
EXPECT_PIXEL_EQ(3, 1, 255, 0, 0, 0);
glDeleteFramebuffers(1, &fbo);
}
ANGLE_INSTANTIATE_TEST(FramebufferMultiviewTest, ES3_OPENGL());
\ No newline at end of file
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