// // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VulkanFramebufferTest: // Tests to validate our Vulkan framebuffer image allocation. // #include "test_utils/ANGLETest.h" #include "test_utils/angle_test_instantiate.h" // 'None' is defined as 'struct None {};' in // third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h. // But 'None' is also defined as a numeric constant 0L in . // So we need to include ANGLETest.h first to avoid this conflict. #include "libANGLE/Context.h" #include "libANGLE/Display.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/vulkan/ContextVk.h" #include "libANGLE/renderer/vulkan/ProgramVk.h" #include "libANGLE/renderer/vulkan/TextureVk.h" #include "test_utils/gl_raii.h" #include "util/EGLWindow.h" #include "util/shader_utils.h" using namespace angle; namespace { class VulkanFramebufferTest : public ANGLETest<> { protected: gl::Context *hackContext() const { egl::Display *display = static_cast(getEGLWindow()->getDisplay()); gl::ContextID contextID = { static_cast(reinterpret_cast(getEGLWindow()->getContext()))}; return display->getContext(contextID); } rx::ContextVk *hackANGLE() const { // Hack the angle! return rx::GetImplAs(hackContext()); } rx::TextureVk *hackTexture(GLuint handle) const { // Hack the angle! const gl::Context *context = hackContext(); const gl::Texture *texture = context->getTexture({handle}); return rx::vk::GetImpl(texture); } }; // Test that framebuffer can be created from a mip-incomplete texture, and that its allocation only // includes the framebuffer's attached mip. TEST_P(VulkanFramebufferTest, TextureAttachmentMipIncomplete) { GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 5, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); // Set framebuffer to mip 0. Framebuffer should be complete, and make the texture allocate // an image of only 1 level. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); glClearColor(0, 0, 0, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); rx::TextureVk *textureVk = hackTexture(texture); EXPECT_EQ(textureVk->getImage().getLevelCount(), 1u); } // Test ensure that a R4G4B4A4 format sample only will actually uses R4G4B4A4 format instead of // R8G8B8A8. TEST_P(VulkanFramebufferTest, R4G4B4A4TextureSampleOnlyActuallyUses444Format) { rx::ContextVk *contextVk = hackANGLE(); rx::vk::Renderer *renderer = contextVk->getRenderer(); angle::FormatID formatID = angle::FormatID::R4G4B4A4_UNORM; // Check if R4G4B4A4_UNORM is supported format. bool isTexturable = renderer->hasImageFormatFeatureBits( formatID, VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT); ANGLE_SKIP_TEST_IF(!isTexturable); static constexpr GLsizei kTexWidth = 100; static constexpr GLsizei kTexHeight = 100; GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); const GLushort u16Color = 0xF00F; // red std::vector pixels(kTexWidth * kTexHeight, u16Color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, kTexWidth, kTexHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod()); glUseProgram(program); GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); ASSERT_NE(-1, textureLocation); GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform()); ASSERT_NE(-1, lodLocation); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glUniform1f(lodLocation, 0); drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255); ASSERT_GL_NO_ERROR(); rx::TextureVk *textureVk = hackTexture(texture); EXPECT_EQ(textureVk->getImage().getActualFormatID(), formatID); } ANGLE_INSTANTIATE_TEST(VulkanFramebufferTest, ES3_VULKAN()); } // anonymous namespace