Files
MobileGL/tools/cts/patches/0001-fbo-color-texture-attachment.patch
T

110 lines
4.5 KiB
Diff

diff --git a/framework/opengl/gluFboRenderContext.cpp b/framework/opengl/gluFboRenderContext.cpp
index 588cf7d2a..0721ffee7 100644
--- a/framework/opengl/gluFboRenderContext.cpp
+++ b/framework/opengl/gluFboRenderContext.cpp
@@ -132,6 +132,7 @@ FboRenderContext::FboRenderContext(RenderContext *context, const RenderConfig &c
: m_context(context)
, m_framebuffer(0)
, m_colorBuffer(0)
+ , m_colorIsTexture(false)
, m_depthStencilBuffer(0)
, m_renderTarget()
{
@@ -151,6 +152,7 @@ FboRenderContext::FboRenderContext(const ContextFactory &factory, const RenderCo
: m_context(nullptr)
, m_framebuffer(0)
, m_colorBuffer(0)
+ , m_colorIsTexture(false)
, m_depthStencilBuffer(0)
, m_renderTarget()
{
@@ -215,19 +217,41 @@ void FboRenderContext::createFramebuffer(const RenderConfig &config)
height = (height == glu::RenderConfig::DONT_CARE) ? maxSize : height;
}
+ // MOBILEGL: allow the colour attachment to be a texture instead of a
+ // renderbuffer. MobileGL's DirectVulkan backend returns zeros when reading
+ // back a renderbuffer-attached FBO, which makes every image comparison fail
+ // for one reason and hides everything else. Setting
+ // MOBILEGL_CTS_FBO_COLOR_TEXTURE=1 isolates that single defect so the rest
+ // of the suite can be measured. Off by default: stock behaviour.
{
- pixelFormat = getPixelFormat(colorFormat);
+ const char *useTexEnv = getenv("MOBILEGL_CTS_FBO_COLOR_TEXTURE");
+ m_colorIsTexture = (useTexEnv && useTexEnv[0] == '1' && config.numSamples <= 0);
- gl.genRenderbuffers(1, &m_colorBuffer);
- gl.bindRenderbuffer(GL_RENDERBUFFER, m_colorBuffer);
+ pixelFormat = getPixelFormat(colorFormat);
- if (config.numSamples > 0)
- gl.renderbufferStorageMultisample(GL_RENDERBUFFER, config.numSamples, colorFormat, width, height);
+ if (m_colorIsTexture)
+ {
+ gl.genTextures(1, &m_colorBuffer);
+ gl.bindTexture(GL_TEXTURE_2D, m_colorBuffer);
+ gl.texStorage2D(GL_TEXTURE_2D, 1, colorFormat, width, height);
+ gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl.bindTexture(GL_TEXTURE_2D, 0);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "Creating color texture");
+ }
else
- gl.renderbufferStorage(GL_RENDERBUFFER, colorFormat, width, height);
-
- gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
- GLU_EXPECT_NO_ERROR(gl.getError(), "Creating color renderbuffer");
+ {
+ gl.genRenderbuffers(1, &m_colorBuffer);
+ gl.bindRenderbuffer(GL_RENDERBUFFER, m_colorBuffer);
+
+ if (config.numSamples > 0)
+ gl.renderbufferStorageMultisample(GL_RENDERBUFFER, config.numSamples, colorFormat, width, height);
+ else
+ gl.renderbufferStorage(GL_RENDERBUFFER, colorFormat, width, height);
+
+ gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "Creating color renderbuffer");
+ }
}
if (depthStencilFormat != GL_NONE)
@@ -250,7 +274,12 @@ void FboRenderContext::createFramebuffer(const RenderConfig &config)
gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
if (m_colorBuffer)
- gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorBuffer);
+ {
+ if (m_colorIsTexture)
+ gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorBuffer, 0);
+ else
+ gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorBuffer);
+ }
if (m_depthStencilBuffer)
{
@@ -290,7 +319,10 @@ void FboRenderContext::destroyFramebuffer(void)
if (m_colorBuffer)
{
- gl.deleteRenderbuffers(1, &m_colorBuffer);
+ if (m_colorIsTexture)
+ gl.deleteTextures(1, &m_colorBuffer);
+ else
+ gl.deleteRenderbuffers(1, &m_colorBuffer);
m_colorBuffer = 0;
}
}
diff --git a/framework/opengl/gluFboRenderContext.hpp b/framework/opengl/gluFboRenderContext.hpp
index 75a0ff6b7..09ff1e7a9 100644
--- a/framework/opengl/gluFboRenderContext.hpp
+++ b/framework/opengl/gluFboRenderContext.hpp
@@ -80,6 +80,7 @@ private:
RenderContext *m_context;
uint32_t m_framebuffer;
uint32_t m_colorBuffer;
+ bool m_colorIsTexture;
uint32_t m_depthStencilBuffer;
tcu::RenderTarget m_renderTarget;
};