// // 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/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: rx::ContextVk *hackANGLE() const { // Hack the angle! const gl::Context *context = static_cast(getEGLWindow()->getContext()); return rx::GetImplAs(context); } rx::TextureVk *hackTexture(GLuint handle) const { // Hack the angle! const gl::Context *context = static_cast(getEGLWindow()->getContext()); 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); // http://anglebug.com/4686: The Vulkan backend is allocating three mips of sizes 100x100, // 50x50 and 25x25 instead of one mip of size 100x100. ANGLE_SKIP_TEST_IF(IsVulkan()); rx::TextureVk *textureVk = hackTexture(texture); EXPECT_EQ(textureVk->getImage().getLevelCount(), 1u); } ANGLE_INSTANTIATE_TEST(VulkanFramebufferTest, ES3_VULKAN()); } // anonymous namespace