Commit a7d53cb1 by Lubosz Sarnecki Committed by Commit Bot

formatutils: Add 8 unused bits to 24 bit depth formats.

Add 8 unused bits to unsized GL_DEPTH_COMPONENT and sized GL_DEPTH_COMPONENT24. This results in the corresponding gl::InternalFormat exposing 4 bytes per pixel and fixes a crash when serializing frame buffer depth attachements in FrameCapture for GLES1 on Vulkan. This patch fixes all comparisions crashing in the capture/replay GLES1 tests on SwiftShader. Bug: angleproject:5799 Change-Id: I39c4309d5c7a1740dfd21c53f116b7e175b64847 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2794381Reviewed-by: 's avatarCody Northrop <cnorthrop@google.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
parent 19b7815d
...@@ -845,7 +845,7 @@ static InternalFormatInfoMap BuildInternalFormatInfoMap() ...@@ -845,7 +845,7 @@ static InternalFormatInfoMap BuildInternalFormatInfoMap()
// ANGLE Depth stencil formats // ANGLE Depth stencil formats
// | Internal format |sized| D |S | X | Format | Type | Component type | Texture supported | Filterable | Texture attachment | Renderbuffer | Blend // | Internal format |sized| D |S | X | Format | Type | Component type | Texture supported | Filterable | Texture attachment | Renderbuffer | Blend
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT16, true, 16, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireES<1, 0>, RequireES<1, 0>, RequireES<1, 0>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT16, true, 16, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireES<1, 0>, RequireES<1, 0>, RequireES<1, 0>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT24, true, 24, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depth24OES>, RequireESOrExt<3, 0, &Extensions::depth24OES>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT24, true, 24, 0, 8, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depth24OES>, RequireESOrExt<3, 0, &Extensions::depth24OES>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32F, true, 32, 0, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_FLOAT, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>, RequireES<3, 0>, RequireES<3, 0>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32F, true, 32, 0, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_FLOAT, RequireES<3, 0>, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, RequireES<3, 0>, RequireES<3, 0>, RequireES<3, 0>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32_OES, true, 32, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES, &Extensions::depth32OES>, RequireExtOrExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES, &Extensions::depth32OES>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT32_OES, true, 32, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES, &Extensions::depth32OES>, RequireExtOrExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES, &Extensions::depth32OES>);
AddDepthStencilFormat(&map, GL_DEPTH24_STENCIL8, true, 24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, AlwaysSupported, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>); AddDepthStencilFormat(&map, GL_DEPTH24_STENCIL8, true, 24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::depthTextureANGLE>, AlwaysSupported, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>, RequireESOrExtOrExt<3, 0, &Extensions::depthTextureANGLE, &Extensions::packedDepthStencilOES>);
...@@ -1109,7 +1109,7 @@ static InternalFormatInfoMap BuildInternalFormatInfoMap() ...@@ -1109,7 +1109,7 @@ static InternalFormatInfoMap BuildInternalFormatInfoMap()
// Unsized depth stencil formats // Unsized depth stencil formats
// | Internal format |sized | D |S | X | Format | Type | Component type | Texture supported | Filterable | Texture attachment | Renderbuffer | Blend // | Internal format |sized | D |S | X | Format | Type | Component type | Texture supported | Filterable | Texture attachment | Renderbuffer | Blend
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 16, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 16, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 24, 0, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 24, 0, 8, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_UNSIGNED_NORMALIZED, RequireES<1, 0>, AlwaysSupported, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>, RequireExtOrExt<&Extensions::depthTextureANGLE, &Extensions::depthTextureOES>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 32, 0, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_FLOAT, RequireES<1, 0>, AlwaysSupported, RequireES<1, 0>, RequireES<1, 0>, RequireES<1, 0>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 32, 0, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_FLOAT, RequireES<1, 0>, AlwaysSupported, RequireES<1, 0>, RequireES<1, 0>, RequireES<1, 0>);
AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 24, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::packedDepthStencilOES>, AlwaysSupported, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>); AddDepthStencilFormat(&map, GL_DEPTH_COMPONENT, false, 24, 8, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::packedDepthStencilOES>, AlwaysSupported, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>);
AddDepthStencilFormat(&map, GL_DEPTH_STENCIL, false, 24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::packedDepthStencilOES>, AlwaysSupported, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>); AddDepthStencilFormat(&map, GL_DEPTH_STENCIL, false, 24, 8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_UNSIGNED_NORMALIZED, RequireESOrExt<3, 0, &Extensions::packedDepthStencilOES>, AlwaysSupported, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>, RequireExtAndExt<&Extensions::packedDepthStencilOES, &Extensions::depthTextureANGLE>);
......
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