Commit 9259fd0d by Olli Etuaho Committed by Commit Bot

Clean and enable NoLeakingFragments multiview test

Use helper to create multiview backing textures in NoLeakingFragments test instead of doing FBO attachments twice. The test seems to pass on Windows after the recent fixes that have been done to the tests, or possibly due to other earlier fixes. BUG=angleproject:2687 TEST=angle_end2end_tests Change-Id: I6015a5b44fdd06faf7b9375bad501355be8d7732 Reviewed-on: https://chromium-review.googlesource.com/1184713Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
parent a7b35c33
...@@ -1687,21 +1687,28 @@ TEST_P(MultiviewRenderPrimitiveTest, TriangleFan) ...@@ -1687,21 +1687,28 @@ TEST_P(MultiviewRenderPrimitiveTest, TriangleFan)
// bounds. The test does not rely on the actual line width being greater than 1.0. // bounds. The test does not rely on the actual line width being greater than 1.0.
TEST_P(MultiviewSideBySideRenderTest, NoLeakingFragments) TEST_P(MultiviewSideBySideRenderTest, NoLeakingFragments)
{ {
// TODO(oetuaho): Diagnose and fix http://anglebug.com/2687
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
if (!requestMultiviewExtension()) if (!requestMultiviewExtension())
{ {
return; return;
} }
updateFBOs(2, 1, 2); GLTexture colorTexture;
CreateMultiviewBackingTextures(GL_FRAMEBUFFER_MULTIVIEW_SIDE_BY_SIDE_ANGLE, 2, 1, 2,
colorTexture, 0u, 0u);
GLFramebuffer drawFramebuffer;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFramebuffer);
GLint viewportOffsets[4] = {1, 0, 3, 0}; GLint viewportOffsets[4] = {1, 0, 3, 0};
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, 2, &viewportOffsets[0]); colorTexture, 0, 2, &viewportOffsets[0]);
glFramebufferTextureMultiviewSideBySideANGLE(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
mDepthTexture, 0, 2, &viewportOffsets[0]); GLFramebuffer readFramebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture,
0);
ASSERT_GL_NO_ERROR();
glViewport(0, 0, 1, 1); glViewport(0, 0, 1, 1);
glScissor(0, 0, 1, 1); glScissor(0, 0, 1, 1);
......
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