// // Copyright 2015 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. // #include "test_utils/ANGLETest.h" #include "test_utils/gl_raii.h" namespace angle { class CopyTexImageTest : public ANGLETest { protected: CopyTexImageTest() { setWindowWidth(32); setWindowHeight(32); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); } void testSetUp() override { mTextureProgram = CompileProgram(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D()); if (mTextureProgram == 0) { FAIL() << "shader compilation failed."; } mTextureUniformLocation = glGetUniformLocation(mTextureProgram, essl1_shaders::Texture2DUniform()); ASSERT_GL_NO_ERROR(); } void testTearDown() override { glDeleteProgram(mTextureProgram); } void initializeResources(GLenum format, GLenum type) { for (size_t i = 0; i < kFboCount; ++i) { glBindTexture(GL_TEXTURE_2D, mFboTextures[i]); glTexImage2D(GL_TEXTURE_2D, 0, format, kFboSizes[i], kFboSizes[i], 0, format, type, nullptr); // Disable mipmapping glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, mFbos[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboTextures[i], 0); glClearColor(kFboColors[i][0], kFboColors[i][1], kFboColors[i][2], kFboColors[i][3]); glClear(GL_COLOR_BUFFER_BIT); } ASSERT_GL_NO_ERROR(); } void verifyResults(GLuint texture, const GLubyte data[4], GLint fboSize, GLint xs, GLint ys, GLint xe, GLint ye) { glViewport(0, 0, fboSize, fboSize); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Draw a quad with the target texture glUseProgram(mTextureProgram); glBindTexture(GL_TEXTURE_2D, texture); glUniform1i(mTextureUniformLocation, 0); drawQuad(mTextureProgram, essl1_shaders::PositionAttrib(), 0.5f); // Expect that the rendered quad has the same color as the source texture EXPECT_PIXEL_NEAR(xs, ys, data[0], data[1], data[2], data[3], 1.0); EXPECT_PIXEL_NEAR(xs, ye - 1, data[0], data[1], data[2], data[3], 1.0); EXPECT_PIXEL_NEAR(xe - 1, ys, data[0], data[1], data[2], data[3], 1.0); EXPECT_PIXEL_NEAR(xe - 1, ye - 1, data[0], data[1], data[2], data[3], 1.0); EXPECT_PIXEL_NEAR((xs + xe) / 2, (ys + ye) / 2, data[0], data[1], data[2], data[3], 1.0); } void runCopyTexImageTest(GLenum format, GLubyte expected[3][4]) { GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); // Disable mipmapping glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Perform the copy multiple times. // // - The first time, a new texture is created // - The second time, as the fbo size is the same as previous, the texture storage is not // recreated. // - The third time, the fbo size is different, so a new texture is created. for (size_t i = 0; i < kFboCount; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, mFbos[i]); glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, kFboSizes[i], kFboSizes[i], 0); ASSERT_GL_NO_ERROR(); verifyResults(tex, expected[i], kFboSizes[i], 0, 0, kFboSizes[i], kFboSizes[i]); } } void runCopyTexSubImageTest(GLenum format, GLubyte expected[3][4]) { GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); // Disable mipmapping glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Create the texture with copy of the first fbo. glBindFramebuffer(GL_FRAMEBUFFER, mFbos[0]); glCopyTexImage2D(GL_TEXTURE_2D, 0, format, 0, 0, kFboSizes[0], kFboSizes[0], 0); ASSERT_GL_NO_ERROR(); verifyResults(tex, expected[0], kFboSizes[0], 0, 0, kFboSizes[0], kFboSizes[0]); // Make sure out-of-bound writes to the texture return invalid value. glBindFramebuffer(GL_FRAMEBUFFER, mFbos[1]); // xoffset < 0 and yoffset < 0 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, -1, -1, 0, 0, kFboSizes[0], kFboSizes[0]); ASSERT_GL_ERROR(GL_INVALID_VALUE); // xoffset + width > w and yoffset + height > h glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 0, 0, kFboSizes[0], kFboSizes[0]); ASSERT_GL_ERROR(GL_INVALID_VALUE); // xoffset + width > w and yoffset + height > h, out of bounds glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, -1, -1, 1 + kFboSizes[0], 1 + kFboSizes[0]); ASSERT_GL_ERROR(GL_INVALID_VALUE); // Copy the second fbo over a portion of the image. GLint offset = kFboSizes[0] / 2; GLint extent = kFboSizes[0] - offset; glCopyTexSubImage2D(GL_TEXTURE_2D, 0, offset, offset, kFboSizes[1] / 2, kFboSizes[1] / 2, extent, extent); ASSERT_GL_NO_ERROR(); verifyResults(tex, expected[1], kFboSizes[0], offset, offset, kFboSizes[0], kFboSizes[0]); // The rest of the image should be untouched verifyResults(tex, expected[0], kFboSizes[0], 0, 0, offset, offset); verifyResults(tex, expected[0], kFboSizes[0], offset, 0, kFboSizes[0], offset); verifyResults(tex, expected[0], kFboSizes[0], 0, offset, offset, kFboSizes[0]); // Copy the third fbo over another portion of the image. glBindFramebuffer(GL_FRAMEBUFFER, mFbos[2]); offset = kFboSizes[0] / 4; extent = kFboSizes[0] - offset; // While width and height are set as 3/4 of the size, the fbo offset is given such that // after clipping, width and height are effectively 1/2 of the size. GLint srcOffset = kFboSizes[2] - kFboSizes[0] / 2; GLint effectiveExtent = kFboSizes[0] / 2; glCopyTexSubImage2D(GL_TEXTURE_2D, 0, offset, offset, srcOffset, srcOffset, extent, extent); ASSERT_GL_NO_ERROR(); verifyResults(tex, expected[2], kFboSizes[0], offset, offset, effectiveExtent, effectiveExtent); // The rest of the image should be untouched verifyResults(tex, expected[1], kFboSizes[0], offset + effectiveExtent, kFboSizes[0] / 2, kFboSizes[0], kFboSizes[0]); verifyResults(tex, expected[1], kFboSizes[0], kFboSizes[0] / 2, offset + effectiveExtent, kFboSizes[0], kFboSizes[0]); verifyResults(tex, expected[0], kFboSizes[0], 0, 0, kFboSizes[0], offset); verifyResults(tex, expected[0], kFboSizes[0], 0, 0, offset, kFboSizes[0]); verifyResults(tex, expected[0], kFboSizes[0], offset + effectiveExtent, 0, kFboSizes[0], kFboSizes[0] / 2); verifyResults(tex, expected[0], kFboSizes[0], 0, offset + effectiveExtent, kFboSizes[0] / 2, kFboSizes[0]); } GLuint mTextureProgram; GLint mTextureUniformLocation; static constexpr uint32_t kFboCount = 3; GLFramebuffer mFbos[kFboCount]; GLTexture mFboTextures[kFboCount]; static constexpr uint32_t kFboSizes[kFboCount] = {16, 16, 32}; static constexpr GLfloat kFboColors[kFboCount][4] = {{0.25f, 1.0f, 0.75f, 0.5f}, {1.0f, 0.75f, 0.5f, 0.25f}, {0.5f, 0.25f, 1.0f, 0.75f}}; }; // Until C++17, need to redundantly declare the constexpr members outside the class (only the // arrays, because the others are already const-propagated and not needed by the linker). constexpr uint32_t CopyTexImageTest::kFboSizes[]; constexpr GLfloat CopyTexImageTest::kFboColors[][4]; TEST_P(CopyTexImageTest, RGBAToRGB) { GLubyte expected[3][4] = { {64, 255, 191, 255}, {255, 191, 127, 255}, {127, 64, 255, 255}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexImageTest(GL_RGB, expected); } TEST_P(CopyTexImageTest, RGBAToL) { GLubyte expected[3][4] = { {64, 64, 64, 255}, {255, 255, 255, 255}, {127, 127, 127, 255}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexImageTest(GL_LUMINANCE, expected); } TEST_P(CopyTexImageTest, RGBToL) { GLubyte expected[3][4] = { {64, 64, 64, 255}, {255, 255, 255, 255}, {127, 127, 127, 255}, }; initializeResources(GL_RGB, GL_UNSIGNED_BYTE); runCopyTexImageTest(GL_LUMINANCE, expected); } TEST_P(CopyTexImageTest, RGBAToLA) { GLubyte expected[3][4] = { {64, 64, 64, 127}, {255, 255, 255, 64}, {127, 127, 127, 191}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexImageTest(GL_LUMINANCE_ALPHA, expected); } TEST_P(CopyTexImageTest, RGBAToA) { GLubyte expected[3][4] = { {0, 0, 0, 127}, {0, 0, 0, 64}, {0, 0, 0, 191}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexImageTest(GL_ALPHA, expected); } TEST_P(CopyTexImageTest, SubImageRGBAToRGB) { GLubyte expected[3][4] = { {64, 255, 191, 255}, {255, 191, 127, 255}, {127, 64, 255, 255}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexSubImageTest(GL_RGB, expected); } TEST_P(CopyTexImageTest, SubImageRGBAToL) { GLubyte expected[3][4] = { {64, 64, 64, 255}, {255, 255, 255, 255}, {127, 127, 127, 255}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexSubImageTest(GL_LUMINANCE, expected); } TEST_P(CopyTexImageTest, SubImageRGBAToLA) { GLubyte expected[3][4] = { {64, 64, 64, 127}, {255, 255, 255, 64}, {127, 127, 127, 191}, }; initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); runCopyTexSubImageTest(GL_LUMINANCE_ALPHA, expected); } TEST_P(CopyTexImageTest, SubImageRGBToL) { GLubyte expected[3][4] = { {64, 64, 64, 255}, {255, 255, 255, 255}, {127, 127, 127, 255}, }; initializeResources(GL_RGB, GL_UNSIGNED_BYTE); runCopyTexSubImageTest(GL_LUMINANCE, expected); } // Read default framebuffer with glCopyTexImage2D(). TEST_P(CopyTexImageTest, DefaultFramebuffer) { // Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it. // glCopyTexImage2D() below will fail without this clear. glClear(GL_COLOR_BUFFER_BIT); const GLint w = getWindowWidth(), h = getWindowHeight(); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, w, h, 0); EXPECT_GL_NO_ERROR(); } // Read default framebuffer with glCopyTexSubImage2D(). TEST_P(CopyTexImageTest, SubDefaultFramebuffer) { // Seems to be a bug in Mesa with the GLX back end: cannot read framebuffer until we draw to it. // glCopyTexSubImage2D() below will fail without this clear. glClear(GL_COLOR_BUFFER_BIT); const GLint w = getWindowWidth(), h = getWindowHeight(); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h); EXPECT_GL_NO_ERROR(); } // Calling CopyTexSubImage from cubeMap texture. TEST_P(CopyTexImageTest, CopyTexSubImageFromCubeMap) { constexpr GLsizei kCubeMapFaceCount = 6; // The framebuffer will be a face of a cube map with a different colors for each face. Each // glCopyTexSubImage2D will take one face of this image to copy over a pixel in a 1x6 // framebuffer. GLColor fboPixels[kCubeMapFaceCount] = {GLColor::red, GLColor::yellow, GLColor::green, GLColor::cyan, GLColor::blue, GLColor::magenta}; GLColor whitePixels[kCubeMapFaceCount] = {GLColor::white, GLColor::white, GLColor::white, GLColor::white, GLColor::white, GLColor::white}; GLTexture fboTex; glBindTexture(GL_TEXTURE_CUBE_MAP, fboTex); for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++) { GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X; glTexImage2D(face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &fboPixels[faceIndex]); } GLTexture dstTex; glBindTexture(GL_TEXTURE_2D, dstTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeMapFaceCount, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixels); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++) { GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, face, fboTex, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // Copy the fbo (a cube map face) into a pixel of the destination texture. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, faceIndex, 0, 0, 0, 1, 1); } // Make sure all the copies are done correctly. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); for (GLsizei faceIndex = 0; faceIndex < kCubeMapFaceCount; ++faceIndex) { EXPECT_PIXEL_COLOR_EQ(faceIndex, 0, fboPixels[faceIndex]); } } // Calling CopyTexSubImage to a non-cube-complete texture. TEST_P(CopyTexImageTest, CopyTexSubImageToNonCubeCompleteDestination) { // TODO(hqle): Find what wrong with NVIDIA GPU. http://anglebug.com/4137 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsMetal()); constexpr GLsizei kCubeMapFaceCount = 6; // The framebuffer will be a 1x6 image with 6 different colors. Each glCopyTexSubImage2D will // take one pixel of this image to copy over each face of a cube map. GLColor fboPixels[kCubeMapFaceCount] = {GLColor::red, GLColor::yellow, GLColor::green, GLColor::cyan, GLColor::blue, GLColor::magenta}; GLColor whitePixel = GLColor::white; GLTexture fboTex; glBindTexture(GL_TEXTURE_2D, fboTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeMapFaceCount, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, fboPixels); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); GLTexture cubeMap; glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMap); for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++) { GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X; // Initialize the face with a color not found in the fbo. glTexImage2D(face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitePixel); // Copy one pixel from the fbo into this face. The first 5 copies are done on a // non-cube-complete texture. glCopyTexSubImage2D(face, 0, 0, 0, faceIndex, 0, 1, 1); } // Make sure all the copies are done correctly. for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++) { GLsizei faceIndex = face - GL_TEXTURE_CUBE_MAP_POSITIVE_X; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, face, cubeMap, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); EXPECT_PIXEL_COLOR_EQ(0, 0, fboPixels[faceIndex]); } } // Deleting textures after copying to them. http://anglebug.com/4267 TEST_P(CopyTexImageTest, DeleteAfterCopyingToTextures) { // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs. ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL()); GLTexture texture; glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLTexture texture2; glBindTexture(GL_TEXTURE_2D, texture2); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLFramebuffer framebuffer; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Perform CopyTexImage2D glBindTexture(GL_TEXTURE_2D, texture); glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0); ASSERT_GL_NO_ERROR(); // Not necessary to do any CopyTexImage2D operations to texture2. // Perform CopyTexSubImage2D glBindTexture(GL_TEXTURE_2D, texture); glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1); ASSERT_GL_NO_ERROR(); glBindTexture(GL_TEXTURE_2D, texture2); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1); ASSERT_GL_NO_ERROR(); // Clean up - provokes crash on buggy drivers. texture.reset(); // Crashes on Intel GPUs on macOS. texture2.reset(); } // Test if glCopyTexImage2D() implementation performs conversions well from GL_TEXTURE_3D to // GL_TEXTURE_2D. // This is similar to CopyTexImageTestES3.CopyTexSubImageFromTexture3D but for GL_OES_texture_3D // extension. TEST_P(CopyTexImageTest, CopyTexSubImageFrom3DTexureOES) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D")); // TODO(anglebug.com/3801) // Seems to fail on D3D11 Windows. ANGLE_SKIP_TEST_IF(IsD3D11() & IsWindows()); // http://anglebug.com/4927 ANGLE_SKIP_TEST_IF((IsPixel2() || IsNexus5X()) && IsOpenGLES()); constexpr GLsizei kDepth = 6; // The framebuffer will be a slice of a 3d texture with a different colors for each slice. Each // glCopyTexSubImage2D will take one face of this image to copy over a pixel in a 1x6 // framebuffer. GLColor fboPixels[kDepth] = {GLColor::red, GLColor::yellow, GLColor::green, GLColor::cyan, GLColor::blue, GLColor::magenta}; GLColor whitePixels[kDepth] = {GLColor::white, GLColor::white, GLColor::white, GLColor::white, GLColor::white, GLColor::white}; GLTexture fboTex; glBindTexture(GL_TEXTURE_3D, fboTex); glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, kDepth, 0, GL_RGBA, GL_UNSIGNED_BYTE, fboPixels); GLTexture dstTex; glBindTexture(GL_TEXTURE_2D, dstTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kDepth, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixels); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); for (GLsizei slice = 0; slice < kDepth; ++slice) { glFramebufferTexture3DOES(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, fboTex, 0, slice); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); // Copy the fbo (a 3d slice) into a pixel of the destination texture. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, slice, 0, 0, 0, 1, 1); } // Make sure all the copies are done correctly. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0); ASSERT_GL_NO_ERROR(); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); for (GLsizei slice = 0; slice < kDepth; ++slice) { EXPECT_PIXEL_COLOR_EQ(slice, 0, fboPixels[slice]); } } // specialization of CopyTexImageTest is added so that some tests can be explicitly run with an ES3 // context class CopyTexImageTestES3 : public CopyTexImageTest { protected: void initialize3DTexture(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLsizei imageDepth, const GLColor *textureData); void initialize2DTexture(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLColor *textureData); void initialize2DTextureUShort4444(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLColor *textureData); void fillTexture(std::vector &texture, const GLColor color); void clearTexture(GLFramebuffer &fbo, GLTexture &texture, const GLColor color); void copyTexSubImage3D(GLTexture &subTexture2D, const GLint xOffset, const GLint yOffset, const GLsizei subImageWidth, const GLsizei subImageHeight, const GLsizei imageDepth); void verifyCopyTexSubImage3D(GLTexture &texture3D, const GLint xOffset, const GLint yOffset, const GLColor subImageColor); // Constants const GLColor kSubImageColor = GLColor::yellow; // 3D image dimensions const GLsizei kImageWidth = getWindowWidth(); const GLsizei kImageHeight = getWindowHeight(); const GLsizei kImageDepth = 4; // 2D sub-image dimensions const GLsizei kSubImageWidth = getWindowWidth() / 4; const GLsizei kSubImageHeight = getWindowHeight() / 4; // Sub-Image Offsets const GLint kXOffset = getWindowWidth() - kSubImageWidth; const GLint kYOffset = getWindowHeight() - kSubImageHeight; }; // The test verifies that glCopyTexSubImage2D generates a GL_INVALID_OPERATION error // when the read buffer is GL_NONE. // Reference: GLES 3.0.4, Section 3.8.5 Alternate Texture Image Specification Commands TEST_P(CopyTexImageTestES3, ReadBufferIsNone) { initializeResources(GL_RGBA, GL_UNSIGNED_BYTE); GLTexture tex; glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, mFbos[0]); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kFboSizes[0], kFboSizes[0], 0); glReadBuffer(GL_NONE); EXPECT_GL_NO_ERROR(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 4, 4); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Test CopyTexImage3D with some simple parameters with a 2D array texture. TEST_P(CopyTexImageTestES3, 2DArraySubImage) { // Seems to fail on AMD OpenGL Windows. ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() & IsWindows()); GLTexture tex; glBindTexture(GL_TEXTURE_2D_ARRAY, tex); constexpr GLsizei kTexSize = 4; constexpr GLsizei kLayerOffset = 1; constexpr GLsizei kLayers = 2; // Clear screen to green. glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); // Initialize a two-layer 2D array texture with red. std::vector red(kTexSize * kTexSize * kLayers, GLColor::red); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, kTexSize, kTexSize, kLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data()); glCopyTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, kLayerOffset, 0, 0, kTexSize, kTexSize); ASSERT_GL_NO_ERROR(); // Check level 0 (red from image data) and 1 (green from backbuffer clear). GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, 1); for (int x = 0; x < kTexSize; x++) { for (int y = 0; y < kTexSize; y++) { EXPECT_PIXEL_COLOR_EQ(x, y, GLColor::green); } } ASSERT_GL_NO_ERROR(); } // Test if glCopyTexImage2D() implementation performs conversions well from GL_TEXTURE_3D to // GL_TEXTURE_2D. TEST_P(CopyTexImageTestES3, CopyTexSubImageFromTexture3D) { // TODO(anglebug.com/3801) // Seems to fail on D3D11 Windows. ANGLE_SKIP_TEST_IF(IsD3D11() & IsWindows()); constexpr GLsizei kTexSize = 4; constexpr GLsizei kLayers = 2; std::vector red(kTexSize * kTexSize * kLayers, GLColor::red); GLFramebuffer fbo; glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindTexture(GL_TEXTURE_2D, 0); // We will be reading from zeroth color attachment. glReadBuffer(GL_COLOR_ATTACHMENT0); GLTexture src_object_id; glBindTexture(GL_TEXTURE_3D, src_object_id); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, kTexSize, kTexSize, kLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, kTexSize, kTexSize, 1, GL_RGBA, GL_UNSIGNED_BYTE, red.data()); glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, src_object_id, 0, 1); ASSERT_GL_NO_ERROR(); GLTexture dst_object_id; glBindTexture(GL_TEXTURE_2D, dst_object_id); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, kTexSize, kTexSize, 0); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_object_id, 0); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); ASSERT_GL_NO_ERROR(); } // Test that copying from a non-zero base texture works. TEST_P(CopyTexImageTestES3, CopyTexSubImageFromNonZeroBase) { // http://anglebug.com/5000 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows()); constexpr GLsizei kTexSize = 4; std::vector red(kTexSize * kTexSize, GLColor::red); std::vector green(kTexSize * kTexSize, GLColor::green); // Create a framebuffer attached to a non-zero base texture GLTexture srcColor; glBindTexture(GL_TEXTURE_2D, srcColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data()); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, green.data()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); ASSERT_GL_NO_ERROR(); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 1); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Create a texture with an identical format GLTexture dstColor; glBindTexture(GL_TEXTURE_2D, dstColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); // Copy into a part of this texture. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, kTexSize / 2, kTexSize / 2); ASSERT_GL_NO_ERROR(); // Verify it. constexpr std::array kExpected = {0, 255, 0, 255}; verifyResults(dstColor, kExpected.data(), kTexSize, 0, 0, kTexSize / 2, kTexSize / 2); // Copy into another part of the texture. The previous verification ensures that the texture's // internal image is allocated, so this should be a direct copy. glBindFramebuffer(GL_FRAMEBUFFER, fbo); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, kTexSize / 2, kTexSize / 2, 0, 0, kTexSize / 2, kTexSize / 2); ASSERT_GL_NO_ERROR(); // Verify it. verifyResults(dstColor, kExpected.data(), kTexSize, kTexSize / 2, kTexSize / 2, kTexSize, kTexSize); } // Test that copying into a non-zero base texture works. TEST_P(CopyTexImageTestES3, CopyTexSubImageToNonZeroBase) { // http://anglebug.com/5000 ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows()); constexpr GLsizei kTexSize = 4; std::vector green(kTexSize * kTexSize, GLColor::green); // Create a framebuffer attached to a non-zero base texture GLTexture srcColor; glBindTexture(GL_TEXTURE_2D, srcColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, green.data()); ASSERT_GL_NO_ERROR(); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcColor, 0); ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER); // Create a texture with an identical format GLTexture dstColor; glBindTexture(GL_TEXTURE_2D, dstColor); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ASSERT_GL_NO_ERROR(); // Copy into a part of this texture. glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, kTexSize / 2, kTexSize / 2); ASSERT_GL_NO_ERROR(); // Verify it. constexpr std::array kExpected = {0, 255, 0, 255}; verifyResults(dstColor, kExpected.data(), kTexSize, 0, 0, kTexSize / 2, kTexSize / 2); // Copy into another part of the texture. The previous verification ensures that the texture's // internal image is allocated, so this should be a direct copy. glBindFramebuffer(GL_FRAMEBUFFER, fbo); glCopyTexSubImage2D(GL_TEXTURE_2D, 1, kTexSize / 2, kTexSize / 2, 0, 0, kTexSize / 2, kTexSize / 2); ASSERT_GL_NO_ERROR(); // Verify it. verifyResults(dstColor, kExpected.data(), kTexSize, kTexSize / 2, kTexSize / 2, kTexSize, kTexSize); } // Initialize the 3D texture we will copy the subImage data into void CopyTexImageTestES3::initialize3DTexture(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLsizei imageDepth, const GLColor *textureData) { glBindTexture(GL_TEXTURE_3D, texture); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, imageWidth, imageHeight, imageDepth, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } void CopyTexImageTestES3::initialize2DTexture(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLColor *textureData) { glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } void CopyTexImageTestES3::initialize2DTextureUShort4444(GLTexture &texture, const GLsizei imageWidth, const GLsizei imageHeight, const GLColor *textureData) { glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, textureData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } void CopyTexImageTestES3::fillTexture(std::vector &texture, const GLColor color) { for (auto &texel : texture) { texel = color; } } void CopyTexImageTestES3::clearTexture(GLFramebuffer &fbo, GLTexture &texture, const GLColor color) { glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); glClearColor(color.R, color.G, color.B, color.A); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_COLOR_EQ(0, 0, color); } void CopyTexImageTestES3::copyTexSubImage3D(GLTexture &subTexture2D, const GLint xOffset, const GLint yOffset, const GLsizei subImageWidth, const GLsizei subImageHeight, const GLsizei imageDepth) { // Copy the 2D sub-image into the 3D texture for (int currLayer = 0; currLayer < imageDepth; ++currLayer) { // Bind the 2D texture to GL_COLOR_ATTACHMENT0 glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, subTexture2D, 0); ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); glCopyTexSubImage3D(GL_TEXTURE_3D, 0, xOffset, yOffset, currLayer, 0, 0, subImageWidth, subImageHeight); ASSERT_GL_NO_ERROR(); } } void CopyTexImageTestES3::verifyCopyTexSubImage3D(GLTexture &texture3D, const GLint xOffset, const GLint yOffset, const GLColor subImageColor) { // Bind to an FBO to check the copy was successful for (int currLayer = 0; currLayer < kImageDepth; ++currLayer) { glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(xOffset, yOffset, subImageColor); } } // Test glCopyTexSubImage3D with initialized texture data TEST_P(CopyTexImageTestES3, 3DSubImageRawTextureData) { // Texture data std::vector textureData(kImageWidth * kImageHeight * kImageDepth); // Fill the textures with color fillTexture(textureData, GLColor::red); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLTexture texture3D; initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, textureData.data()); // The 2D texture that will be the sub-image copied into the destination texture GLTexture subTexture2D; initialize2DTexture(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr); clearTexture(fbo, subTexture2D, kSubImageColor); // Copy the 2D subimage into the 3D texture copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight, kImageDepth); // Verify the color wasn't overwritten verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::red); // Verify the copy succeeded verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_3D, 0); } // Test glCopyTexSubImage3D with initialized texture data that was drawn to TEST_P(CopyTexImageTestES3, 3DSubImageDrawTextureData) { // TODO(anglebug.com/3801) ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); // The 3D texture we will copy the sub-image into GLTexture texture3D; initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, nullptr); // Draw to each layer in the 3D texture for (int currLayer = 0; currLayer < kImageDepth; ++currLayer) { ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer); glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer); ASSERT_GL_NO_ERROR(); glUseProgram(greenProgram); drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // The 2D texture that will be the sub-image copied into the destination texture GLTexture subTexture2D; initialize2DTexture(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr); clearTexture(fbo, subTexture2D, kSubImageColor); // Copy the 2D sub-image into the 3D texture copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight, kImageDepth); // Verify the color wasn't overwritten verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::green); // Verify the copy succeeded verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_3D, 0); } // Test glCopyTexSubImage3D with mismatched texture formats TEST_P(CopyTexImageTestES3, 3DSubImageDrawMismatchedTextureTypes) { // TODO(anglebug.com/3801) ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11()); // TODO(anglebug.com/5491) ANGLE_SKIP_TEST_IF(IsIOS() && IsOpenGLES()); GLFramebuffer fbo; glBindFramebuffer(GL_FRAMEBUFFER, fbo); // The 3D texture we will copy the sub-image into GLTexture texture3D; initialize3DTexture(texture3D, kImageWidth, kImageHeight, kImageDepth, nullptr); // Draw to each layer in the 3D texture for (int currLayer = 0; currLayer < kImageDepth; ++currLayer) { ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green()); glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture3D, 0, currLayer); ASSERT_GL_NO_ERROR(); glUseProgram(greenProgram); drawQuad(greenProgram.get(), std::string(essl1_shaders::PositionAttrib()), 0.0f); ASSERT_GL_NO_ERROR(); EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); } // The 2D texture that will be the sub-image copied into the destination texture GLTexture subTexture2D; initialize2DTextureUShort4444(subTexture2D, kSubImageWidth, kSubImageHeight, nullptr); clearTexture(fbo, subTexture2D, kSubImageColor); // Copy the 2D sub-image into the 3D texture copyTexSubImage3D(subTexture2D, kXOffset, kYOffset, kSubImageWidth, kSubImageHeight, kImageDepth); // Verify the color wasn't overwritten verifyCopyTexSubImage3D(texture3D, 0, 0, GLColor::green); // Verify the copy succeeded verifyCopyTexSubImage3D(texture3D, kXOffset, kYOffset, kSubImageColor); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_3D, 0); } ANGLE_INSTANTIATE_TEST(CopyTexImageTest, ANGLE_ALL_TEST_PLATFORMS_ES2, ES2_D3D11_PRESENT_PATH_FAST(), ES3_VULKAN(), WithEmulateCopyTexImage2DFromRenderbuffers(ES2_OPENGL()), WithEmulateCopyTexImage2DFromRenderbuffers(ES2_OPENGLES())); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(CopyTexImageTestES3); ANGLE_INSTANTIATE_TEST(CopyTexImageTestES3, ANGLE_ALL_TEST_PLATFORMS_ES3, WithEmulateCopyTexImage2DFromRenderbuffers(ES3_OPENGL()), WithEmulateCopyTexImage2DFromRenderbuffers(ES3_OPENGLES())); } // namespace angle