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gpu / command_buffer / tests / gl_chromium_framebuffer_multisample_unittest.cc [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gl2extchromium.h>
#include <stdint.h>
#include "gpu/command_buffer/tests/gl_manager.h"
#include "gpu/command_buffer/tests/gl_test_utils.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
class GLChromiumFramebufferMultisampleTest : public testing::Test {
protected:
void SetUp() override { gl_.Initialize(GLManager::Options()); }
void TearDown() override { gl_.Destroy(); }
GLManager gl_;
};
// Test that GL is at least minimally working.
TEST_F(GLChromiumFramebufferMultisampleTest, CachedBindingsTest) {
if (!GLTestHelper::HasExtension("GL_CHROMIUM_framebuffer_multisample")) {
return;
}
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// If the caching is bad the second call to glBindFramebuffer will do nothing.
// which means the draw buffer is bad and will not return
// GL_FRAMEBUFFER_COMPLETE and rendering will generate an error.
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_COLOR_BUFFER_BIT);
GLTestHelper::CheckGLError("no errors", __LINE__);
}
TEST_F(GLChromiumFramebufferMultisampleTest, DrawAndResolve) {
if (!(GLTestHelper::HasExtension("GL_CHROMIUM_framebuffer_multisample") &&
GLTestHelper::HasExtension("GL_OES_rgb8_rgba8"))) {
return;
}
static const char* v_shader_str =
"attribute vec4 a_Position;\n"
"void main()\n"
"{\n"
" gl_Position = a_Position;\n"
"}\n";
static const char* f_shader_str =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
GLuint program = GLTestHelper::LoadProgram(v_shader_str, f_shader_str);
glUseProgram(program);
GLuint position_loc = glGetAttribLocation(program, "a_Position");
GLTestHelper::SetupUnitQuad(position_loc);
const GLuint width = 100;
const GLuint height = 100;
// Create a sample buffer.
GLsizei num_samples = 4, max_samples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
num_samples = std::min(num_samples, max_samples);
GLuint sample_fbo, sample_rb;
glGenRenderbuffers(1, &sample_rb);
glBindRenderbuffer(GL_RENDERBUFFER, sample_rb);
glRenderbufferStorageMultisampleCHROMIUM(
GL_RENDERBUFFER, num_samples, GL_RGBA8_OES, width, height);
GLint param = 0;
glGetRenderbufferParameteriv(
GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, ¶m);
EXPECT_GE(param, num_samples);
glGenFramebuffers(1, &sample_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, sample_fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
sample_rb);
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Create another FBO to resolve the multisample buffer into.
GLuint resolve_fbo, resolve_tex;
glGenTextures(1, &resolve_tex);
glBindTexture(GL_TEXTURE_2D, resolve_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &resolve_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, resolve_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
resolve_tex,
0);
EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw one triangle (bottom left half).
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, sample_fbo);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Resolve.
glBindFramebuffer(GL_READ_FRAMEBUFFER, sample_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo);
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebufferCHROMIUM(0,
0,
width,
height,
0,
0,
width,
height,
GL_COLOR_BUFFER_BIT,
GL_NEAREST);
// Verify.
const uint8_t green[] = {0, 255, 0, 255};
const uint8_t black[] = {0, 0, 0, 0};
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
EXPECT_TRUE(GLTestHelper::CheckPixels(width / 4, (3 * height) / 4, 1, 1, 0,
green, nullptr));
EXPECT_TRUE(GLTestHelper::CheckPixels(width - 1, 0, 1, 1, 0, black, nullptr));
}
} // namespace gpu