Commit 221fa261 by Shahbaz Youssefi Committed by Commit Bot

Re-enable BlitFramebuffer tests

Accidentally disabled in 26581113, which intended to disable tests requiring GL_ANGLE_framebuffer_blit, but also disabled glBlitFramebuffer tests. glBlitFramebuffer is core, but was conditioned to EXT_framebuffer_blit. Bug: angleproject:2773 Change-Id: I0468af8874dc8676a4eb6214b111c08aadc0e2fc Reviewed-on: https://chromium-review.googlesource.com/1186543Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
parent c0edff66
...@@ -1161,8 +1161,6 @@ class BlitFramebufferTest : public ANGLETest ...@@ -1161,8 +1161,6 @@ class BlitFramebufferTest : public ANGLETest
// Tests resolving a multisample depth buffer. // Tests resolving a multisample depth buffer.
TEST_P(BlitFramebufferTest, MultisampleDepth) TEST_P(BlitFramebufferTest, MultisampleDepth)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
// TODO(oetuaho@nvidia.com): http://crbug.com/837717 // TODO(oetuaho@nvidia.com): http://crbug.com/837717
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX()); ANGLE_SKIP_TEST_IF(IsOpenGL() && IsOSX());
...@@ -1228,8 +1226,6 @@ TEST_P(BlitFramebufferTest, MultisampleDepth) ...@@ -1228,8 +1226,6 @@ TEST_P(BlitFramebufferTest, MultisampleDepth)
// Test resolving a multisampled stencil buffer. // Test resolving a multisampled stencil buffer.
TEST_P(BlitFramebufferTest, MultisampleStencil) TEST_P(BlitFramebufferTest, MultisampleStencil)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
// Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486 // Incorrect rendering results seen on AMD Windows OpenGL. http://anglebug.com/2486
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows()); ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows());
...@@ -1290,8 +1286,6 @@ TEST_P(BlitFramebufferTest, MultisampleStencil) ...@@ -1290,8 +1286,6 @@ TEST_P(BlitFramebufferTest, MultisampleStencil)
// Blit an SRGB framebuffer and scale it. // Blit an SRGB framebuffer and scale it.
TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale) TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
constexpr const GLsizei kWidth = 256; constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256; constexpr const GLsizei kHeight = 256;
...@@ -1347,8 +1341,6 @@ TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale) ...@@ -1347,8 +1341,6 @@ TEST_P(BlitFramebufferTest, BlitSRGBToRGBAndScale)
// Blit a subregion of an SRGB framebuffer to an RGB framebuffer. // Blit a subregion of an SRGB framebuffer to an RGB framebuffer.
TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB) TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
constexpr const GLsizei kWidth = 256; constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256; constexpr const GLsizei kHeight = 256;
...@@ -1405,8 +1397,6 @@ TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB) ...@@ -1405,8 +1397,6 @@ TEST_P(BlitFramebufferTest, PartialBlitSRGBToRGB)
// clipped out). // clipped out).
TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea) TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
constexpr const GLsizei kWidth = 256; constexpr const GLsizei kWidth = 256;
constexpr const GLsizei kHeight = 256; constexpr const GLsizei kHeight = 256;
...@@ -1452,8 +1442,6 @@ TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea) ...@@ -1452,8 +1442,6 @@ TEST_P(BlitFramebufferTest, BlitSRGBToRGBOversizedSourceArea)
// overflows also in non-WebGL mode to avoid triggering driver bugs. // overflows also in non-WebGL mode to avoid triggering driver bugs.
TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow) TEST_P(BlitFramebufferTest, BlitFramebufferSizeOverflow)
{ {
ANGLE_SKIP_TEST_IF(!extensionEnabled("EXT_framebuffer_blit"));
GLTexture textures[2]; GLTexture textures[2];
glBindTexture(GL_TEXTURE_2D, textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4); glTexStorage2D(GL_TEXTURE_2D, 3, GL_RGBA8, 4, 4);
......
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