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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (GLImpl): record the specific compressed internalformat in TexImage3D and TexStorage3D
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@@ -1651,6 +1651,56 @@ TEST_F(TextureTest, AnUncompressedRespecificationClearsTheCompressedTag) {
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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}
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// The same rule for the 3D entry points, which never recorded the tag at all. Besides the two
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// level queries this decides the level's texel BLOCK SIZE, which glCopyImageSubData compares
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// against the other endpoint's - an untagged GL_COMPRESSED_RG_RGTC2 array level measured as the
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// RG8 storage it resolves to, 2 bytes instead of 16.
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TEST_F(TextureTest, TexImage3DAndTexStorage3DTagASpecificCompressedInternalFormat) {
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GLuint texture = 0;
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MG_Impl::GLImpl::GenTextures(1, &texture);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, texture);
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MG_Impl::GLImpl::TexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RG_RGTC2, 8, 8, 2, 0, GL_RG,
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GL_UNSIGNED_BYTE, nullptr);
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ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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GLint compressed = GL_FALSE;
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MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_COMPRESSED, &compressed);
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EXPECT_EQ(compressed, GL_TRUE);
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GLint internalFormat = 0;
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MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
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EXPECT_EQ(internalFormat, static_cast<GLint>(GL_COMPRESSED_RG_RGTC2));
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// 8x8 in 4x4 blocks of 16 bytes each is 64 bytes a layer, and both layers count.
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GLint imageSize = 0;
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MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
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EXPECT_EQ(imageSize, 128);
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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// The texel shadow behind the tag keeps the uncompressed storage the format resolves to.
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const auto textureObject = MG_State::pGLContext->GetTextureObject(texture);
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ASSERT_NE(textureObject, nullptr);
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EXPECT_EQ(textureObject->GetFormat(), TextureInternalFormat::RG8);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, 0);
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// glTexStorage3D has the same gap and the same fix; immutable storage plus
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// glCompressedTexSubImage3D is the modern way to upload a compressed array texture.
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GLuint storageTexture = 0;
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MG_Impl::GLImpl::CreateTextures(GL_TEXTURE_2D_ARRAY, 1, &storageTexture);
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MG_Impl::GLImpl::TextureStorage3D(storageTexture, 1, GL_COMPRESSED_RG_RGTC2, 8, 8, 2);
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ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, storageTexture);
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compressed = GL_FALSE;
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MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_COMPRESSED, &compressed);
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EXPECT_EQ(compressed, GL_TRUE);
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imageSize = 0;
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MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
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EXPECT_EQ(imageSize, 128);
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, 0);
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}
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namespace {
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// A 16x16 RGBA8 texture with exactly `levelCount` levels, defined the way
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// KHR-GL43.copy_image.non_existent_mipmap defines its textures - glTexImage2D per
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@@ -4511,3 +4561,32 @@ TEST_F(TextureTest, CopyImageSubDataChecksARenderbufferLevelAndStorage) {
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EXPECT_FALSE(g_copyImageSubDataCall.Called);
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ExpectSingleGlError(GL_INVALID_OPERATION);
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}
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// A 16-byte RGTC2 block and a 16-byte RGBA32UI texel are in the same size class, so GL 4.6 core
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// 18.3.2 requires this copy to succeed. It did not for an ARRAY source: glTexImage3D recorded no
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// specific-compressed-format tag, so the level was measured as the 2-byte RG8 storage RGTC2
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// resolves to and the compatibility rule saw 2 against 16.
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TEST_F(TextureTest, CopyImageSubDataSizesACompressedArrayLevelByItsBlock) {
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const ScopedTextureBackendFunctionsOverride backendGuard;
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MG_Backend::gBackendFunctionsTable.GL.CopyImageSubData = RecordCopyImageSubData;
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g_copyImageSubDataCall = {};
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GLuint compressedSource = 0;
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MG_Impl::GLImpl::GenTextures(1, &compressedSource);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, compressedSource);
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MG_Impl::GLImpl::TexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RG_RGTC2, 8, 8, 1, 0, GL_RG,
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GL_UNSIGNED_BYTE, nullptr);
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MG_Impl::GLImpl::TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
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MG_Impl::GLImpl::TexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D_ARRAY, 0);
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GLuint uncompressedDestination = 0;
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MG_Impl::GLImpl::CreateTextures(GL_TEXTURE_2D_ARRAY, 1, &uncompressedDestination);
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MG_Impl::GLImpl::TextureStorage3D(uncompressedDestination, 1, GL_RGBA32UI, 8, 8, 1);
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ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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MG_Impl::GLImpl::CopyImageSubData(compressedSource, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, uncompressedDestination,
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GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1);
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EXPECT_TRUE(g_copyImageSubDataCall.Called);
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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}
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