Commit df647a2a by Geoff Lang

Use a D24S8 format to back GL_DEPTH_COMPONENT32_OES in D3D9.

Looks like the D3D9 D32 format isn't available on most GPUs (and doesn't exist in D3D11) so back GL_DEPTH_COMPONENT32_OES with D24S8 instead to match D3D11. BUG=angle:750 Change-Id: I0f7a124544c1c14ba21db20fbf6765d07e244966 Reviewed-on: https://chromium-review.googlesource.com/219080Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent ee009b8e
......@@ -222,8 +222,17 @@ static D3D9FormatMap BuildD3D9FormatMap()
// | Internal format | Texture format | Render format | Load function |
InsertD3D9FormatInfo(&map, GL_NONE, D3DFMT_NULL, D3DFMT_NULL, UnreachableLoad );
// We choose to downsample the GL_DEPTH_COMPONENT32_OES format to a 24-bit format because D3DFMT_D32 is not widely
// supported. We're allowed to do this because:
// - The ES spec 2.0.25 sec 3.7.1 states that we're allowed to store texture formats with internal format
// resolutions of our own choosing.
// - OES_depth_texture states that downsampling of the depth formats is allowed.
// - ANGLE_depth_texture does not state minimum required resolutions of the depth texture formats it
// introduces.
// In ES3 however, there are minimum resolutions for the texture formats and this would not be allowed.
InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT16, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, D3DFMT_INTZ, D3DFMT_D32, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, D3DFMT_INTZ, D3DFMT_D24X8, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_DEPTH24_STENCIL8_OES, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_STENCIL_INDEX8, D3DFMT_UNKNOWN, D3DFMT_D24S8, UnreachableLoad ); // TODO: What's the texture format?
......
#include "ANGLETest.h"
class DepthStencilFormatsTest : public ANGLETest
{
protected:
DepthStencilFormatsTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setClientVersion(2);
}
bool checkTexImageFormatSupport(GLenum format, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, NULL);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkTexStorageFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkRenderbufferFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint rb = 0;
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
glDeleteRenderbuffers(1, &rb);
return (glGetError() == GL_NO_ERROR);
}
virtual void SetUp()
{
ANGLETest::SetUp();
}
virtual void TearDown()
{
ANGLETest::TearDown();
}
};
TEST_F(DepthStencilFormatsTest, DepthTexture)
{
bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
}
}
TEST_F(DepthStencilFormatsTest, PackedDepthStencil)
{
// Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
// Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
extensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
if (extensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
}
}
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