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3 changed files with 109 additions and 0 deletions
@@ -1670,6 +1670,21 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
// RGTC is a 2D-only compression scheme, so a 3D target rejects it. This has to be tested on
// the raw enum: the RGTC formats resolve to plain R8/RG8/SNORM storage on the way in (see
// GLToMG's TextureEnumConverter), so once the internal format is converted there is nothing
// left to distinguish them from an ordinary one- or two-channel upload.
if ((textureUploadTarget == TextureUploadTarget::Texture3D ||
textureUploadTarget == TextureUploadTarget::ProxyTexture3D) &&
(internalformat == GL_COMPRESSED_RED_RGTC1 || internalformat == GL_COMPRESSED_SIGNED_RED_RGTC1 ||
internalformat == GL_COMPRESSED_RG_RGTC2 || internalformat == GL_COMPRESSED_SIGNED_RG_RGTC2)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"RGTC compressed formats are invalid for 3D texture targets"));
return;
}
// TODO: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the
// GL_PIXEL_UNPACK_BUFFER target and the buffer object's data store is currently mapped.
// GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
+63
View File
@@ -1427,6 +1427,69 @@ TEST_F(TextureTest, TextureStorage1DAndSubImageModifyNamedObjectOnly) {
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// glTexImage2D used to reject every GL_COMPRESSED_* internal format with GL_INVALID_ENUM, because
// none of them mapped to a TextureInternalFormat and the "unknown format" gate fired. They now
// resolve to the uncompressed storage that backs them - what GL prescribes for the generic formats,
// and a deliberate deviation for RGTC, which ES cannot compress. The (format, type) pairs below are
// the ones KHR-GL33.packed_pixels uploads with, so this table doubles as a pin for those 480 cases.
TEST_F(TextureTest, CompressedInternalFormatsResolveToTheirUncompressedStorage) {
struct Case {
GLenum internalFormat;
GLenum format;
GLenum type;
TextureInternalFormat expected;
};
const Case cases[] = {
{GL_COMPRESSED_RED, GL_RED, GL_UNSIGNED_BYTE, TextureInternalFormat::R8},
{GL_COMPRESSED_RG, GL_RG, GL_UNSIGNED_BYTE, TextureInternalFormat::RG8},
{GL_COMPRESSED_RGB, GL_RGB, GL_UNSIGNED_BYTE, TextureInternalFormat::RGB8},
{GL_COMPRESSED_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, TextureInternalFormat::RGBA8},
{GL_COMPRESSED_SRGB, GL_RGB, GL_UNSIGNED_BYTE, TextureInternalFormat::SRGB8},
{GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_UNSIGNED_BYTE, TextureInternalFormat::SRGB8Alpha8},
{GL_COMPRESSED_RED_RGTC1, GL_RED, GL_UNSIGNED_BYTE, TextureInternalFormat::R8},
{GL_COMPRESSED_RG_RGTC2, GL_RG, GL_UNSIGNED_BYTE, TextureInternalFormat::RG8},
// The signed RGTC pair is uploaded as GL_BYTE and must land on SNORM storage - resolving
// them to plain R8/RG8 would silently reinterpret negative texels.
{GL_COMPRESSED_SIGNED_RED_RGTC1, GL_RED, GL_BYTE, TextureInternalFormat::R8Snorm},
{GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, GL_BYTE, TextureInternalFormat::RG8Snorm},
};
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (const auto& c : cases) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, c.internalFormat, 4, 4, 0, c.format, c.type, nullptr);
const auto textureObject = MG_State::pGLContext->GetTextureObject(texture);
ASSERT_NE(textureObject, nullptr) << "internalFormat 0x" << std::hex << c.internalFormat;
EXPECT_EQ(textureObject->GetFormat(), c.expected) << "internalFormat 0x" << std::hex << c.internalFormat;
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "internalFormat 0x" << std::hex << c.internalFormat;
}
}
// RGTC compresses 4x4 blocks of a 2D image and has no 3D form, so glTexImage3D must reject it even
// though the same enum is accepted on a 2D target. The generic compressed formats carry no such
// restriction and stay legal in 3D.
TEST_F(TextureTest, RgtcInternalFormatsAreRejectedOnThreeDimensionalTargets) {
const GLenum rgtc[] = {GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_RG_RGTC2,
GL_COMPRESSED_SIGNED_RG_RGTC2};
for (const GLenum internalFormat : rgtc) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_3D, texture);
MG_Impl::GLImpl::TexImage3D(GL_TEXTURE_3D, 0, internalFormat, 4, 4, 4, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_INVALID_OPERATION)
<< "internalFormat 0x" << std::hex << internalFormat;
}
GLuint generic = 0;
MG_Impl::GLImpl::GenTextures(1, &generic);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_3D, generic);
MG_Impl::GLImpl::TexImage3D(GL_TEXTURE_3D, 0, GL_COMPRESSED_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
TEST_F(TextureTest, TextureStorage3DAndSubImageModifyNamedObjectOnly) {
GLuint texture = 0;
MG_Impl::GLImpl::CreateTextures(GL_TEXTURE_3D, 1, &texture);
@@ -255,6 +255,37 @@ namespace MobileGL {
return TextureInternalFormat::DepthComponent;
case GL_DEPTH_STENCIL:
return TextureInternalFormat::DepthStencil;
// Compressed internal formats resolve to the uncompressed storage that backs them.
//
// For the six generic formats this is exactly what GL prescribes: the implementation
// picks a specific compressed format, and when none is available it falls back to the
// corresponding base format. Nothing downstream ever sees a compressed enum, so the
// metrics, pixel-store and backend tables keep their "one format, N bytes per texel"
// invariant instead of each needing a compressed-aware arm.
//
// The four RGTC formats are a deliberate deviation: they are specific formats that GL
// 3.3 requires, but ES exposes no RGTC compressor to hand the data to. Storing the
// texels uncompressed keeps them renderable at the cost of the memory saving, which is
// strictly better than the INVALID_ENUM the application used to get. Note the signed
// variants must land on SNORM storage - CTS uploads them as GL_BYTE.
case GL_COMPRESSED_RED:
case GL_COMPRESSED_RED_RGTC1:
return TextureInternalFormat::R8;
case GL_COMPRESSED_SIGNED_RED_RGTC1:
return TextureInternalFormat::R8Snorm;
case GL_COMPRESSED_RG:
case GL_COMPRESSED_RG_RGTC2:
return TextureInternalFormat::RG8;
case GL_COMPRESSED_SIGNED_RG_RGTC2:
return TextureInternalFormat::RG8Snorm;
case GL_COMPRESSED_RGB:
return TextureInternalFormat::RGB8;
case GL_COMPRESSED_RGBA:
return TextureInternalFormat::RGBA8;
case GL_COMPRESSED_SRGB:
return TextureInternalFormat::SRGB8;
case GL_COMPRESSED_SRGB_ALPHA:
return TextureInternalFormat::SRGB8Alpha8;
case GL_ALPHA:
case GL_RED:
return TextureInternalFormat::Red;