mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
363 lines
18 KiB
C++
363 lines
18 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackAttachmentShapeScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - DEPTH/STENCIL READBACK WHEN THE ATTACHMENT IS NOT A PLAIN GL_TEXTURE_2D,
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// AND THE DEFAULT FRAMEBUFFER'S ADVERTISED DEPTH/STENCIL FORMAT.
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//
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// Three shipped defects, all of them invisible to a test that only ever attaches a 2D texture
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// or only ever asks the default framebuffer for a colour value.
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//
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// (1) The ES depth/stencil readback emulation identifies the source format by binding the
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// attachment's texture NAME to GL_TEXTURE_2D and asking that target for its internal
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// format. A name whose target is GL_TEXTURE_2D_ARRAY (attached by
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// glFramebufferTextureLayer) makes the bind answer GL_INVALID_OPERATION and change
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// nothing - so the query then truthfully describes whatever texture was already on
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// GL_TEXTURE_2D, which on that path is the emulation's own staging scratch. A wrong
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// answer that looks like a right one: the staging blit is issued between mismatched
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// depth formats, ES rejects it, and the read reports nothing at all.
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//
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// (2) Adreno answers GL_NONE for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE on an attachment made
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// by glFramebufferTexture (a cube map, attached layered) while still reporting its depth
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// and stencil bits correctly. The emulation took OBJECT_TYPE as the sole witness for "is
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// there an aspect here at all" and declined the whole read.
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//
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// (3) DirectGLES never told the frontend what its default framebuffer's depth/stencil format
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// actually is, so the placeholder from MG_Impl/Init.cpp - GL_DEPTH32F_STENCIL8 - was what
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// every attachment query answered, whatever the surface really had. That is not cosmetic:
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// GL blits depth/stencil only between IDENTICAL formats, so an application that reads
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// GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, allocates the buffer it was just told about and
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// blits gets GL_INVALID_OPERATION - and a rejected glBlitFramebuffer transfers NOTHING,
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// colour bits included. DirectVulkan has published its real format since the swapchain
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// work; this is the half that was missing.
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//
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// Every case poisons its destination with a value the correct answer cannot be, so "the
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// backend wrote nothing" fails loudly instead of passing on stale memory. The plain
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// GL_TEXTURE_2D case at the end is the built-in control: it shares every line of the readback
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// path with the array and cube cases, so its passing is what says a failure above is about the
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// attachment's SHAPE and not about depth readback in general.
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//
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// The scenario name starts with DepthStencilReadback on purpose - that is the filter the
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// forced-emulation ctest registration uses (MG_IntegrationTest/CMakeLists.txt), and without
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// that registration these cases are unfalsifiable on llvmpipe, which accepts the native ES
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// depth reads that the Adreno device does not have.
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#include <cmath>
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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constexpr float kDepthPoison = 0.2f;
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constexpr int kStencilPoison = 50;
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constexpr float kDepthValue = 0.75f;
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constexpr int kStencilValue = 7;
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constexpr int kSize = 16;
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class DepthStencilReadbackAttachmentShapeScenario : public ScenarioTest {
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protected:
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float ReadDepthAt(int x, int y) const {
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float depth = kDepthPoison;
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
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return depth;
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}
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int ReadStencilAt(int x, int y) const {
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int stencil = kStencilPoison;
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glReadPixels(x, y, 1, 1, GL_STENCIL_INDEX, GL_INT, &stencil);
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return stencil;
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}
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// Clears the currently bound framebuffer's depth and stencil to the shared
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// reference values, with both write masks explicitly open (glClear honours them,
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// and a leftover mask from another scenario in this shared context would look
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// exactly like the bug under test).
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void ClearDepthStencil() const {
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glDepthMask(GL_TRUE);
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glStencilMask(0xFFu);
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glDisable(GL_SCISSOR_TEST);
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glClearDepth(kDepthValue);
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glClearStencil(kStencilValue);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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};
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// Fails the calling test if the framebuffer bound at both targets is not complete;
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// an incomplete framebuffer would make every read below return the poison for a
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// reason that has nothing to do with what is being tested.
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::testing::AssertionResult FramebufferIsComplete() {
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const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status == GL_FRAMEBUFFER_COMPLETE) return ::testing::AssertionSuccess();
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return ::testing::AssertionFailure() << "framebuffer status 0x" << std::hex << status;
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}
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} // namespace
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// (1) A depth slice of a 2D ARRAY texture, attached with glFramebufferTextureLayer.
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// Pre-fix this read back the poison: the format probe answered with the staging scratch's
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// GL_DEPTH24_STENCIL8 instead of the array's GL_DEPTH_COMPONENT24, and the mismatched
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// staging blit was rejected.
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TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAnArrayLayerAttachmentReadsBack) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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GLuint fbo = 0;
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GLuint depthArray = 0;
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &depthArray);
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glBindTexture(GL_TEXTURE_2D_ARRAY, depthArray);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT24, kSize, kSize, 4);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// Layer 2, not layer 0: a backend that silently reads the wrong slice would still
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// agree with a single-layer texture.
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthArray, 0, 2);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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EXPECT_EQ(FirstGLError(), 0u);
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ASSERT_TRUE(FramebufferIsComplete());
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glViewport(0, 0, kSize, kSize);
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ClearDepthStencil();
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const float depth = ReadDepthAt(kSize / 2, kSize / 2);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
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<< "glReadPixels(GL_DEPTH_COMPONENT) of a GL_TEXTURE_2D_ARRAY layer attachment returned " << depth
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<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
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BindDefaultFramebuffer();
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &depthArray);
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gl.EndFrame();
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}
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// (2) A depth cube map, attached whole with glFramebufferTexture - a LAYERED attachment.
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// Pre-fix the emulation declined outright, because the driver reports GL_NONE for that
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// attachment's OBJECT_TYPE.
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TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfALayeredCubeAttachmentReadsBack) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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GLuint fbo = 0;
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GLuint depthCube = 0;
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &depthCube);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCube);
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glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCube, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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EXPECT_EQ(FirstGLError(), 0u);
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ASSERT_TRUE(FramebufferIsComplete());
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glViewport(0, 0, kSize, kSize);
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ClearDepthStencil();
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const float depth = ReadDepthAt(kSize / 2, kSize / 2);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
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<< "glReadPixels(GL_DEPTH_COMPONENT) of a layered GL_TEXTURE_CUBE_MAP attachment returned " << depth
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<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
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BindDefaultFramebuffer();
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &depthCube);
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gl.EndFrame();
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}
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// Both aspects of a packed array attachment. The stencil half goes through a different
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// sampling mode than the depth half, and only the depth half was covered above.
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TEST_F(DepthStencilReadbackAttachmentShapeScenario, PackedArrayLayerAttachmentReadsBackBothAspects) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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GLuint fbo = 0;
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GLuint packedArray = 0;
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &packedArray);
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glBindTexture(GL_TEXTURE_2D_ARRAY, packedArray);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH24_STENCIL8, kSize, kSize, 3);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, packedArray, 0, 1);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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EXPECT_EQ(FirstGLError(), 0u);
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ASSERT_TRUE(FramebufferIsComplete());
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glViewport(0, 0, kSize, kSize);
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ClearDepthStencil();
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const float depth = ReadDepthAt(kSize / 2, kSize / 2);
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const int stencil = ReadStencilAt(kSize / 2, kSize / 2);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
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<< "depth of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << depth;
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EXPECT_EQ(stencil, kStencilValue)
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<< "stencil of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << stencil
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<< (stencil == kStencilPoison ? " - the destination was never written at all" : "");
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BindDefaultFramebuffer();
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &packedArray);
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gl.EndFrame();
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}
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// The control: the plain GL_TEXTURE_2D shape, which always worked. If this one ever fails
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// alongside the three above, the fault is in depth readback generally rather than in how
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// the attachment's format and presence are discovered.
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TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAPlainTexture2DAttachmentReadsBack) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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GLuint fbo = 0;
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GLuint depthTex = 0;
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &depthTex);
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glBindTexture(GL_TEXTURE_2D, depthTex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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EXPECT_EQ(FirstGLError(), 0u);
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ASSERT_TRUE(FramebufferIsComplete());
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glViewport(0, 0, kSize, kSize);
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ClearDepthStencil();
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const float depth = ReadDepthAt(kSize / 2, kSize / 2);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
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<< "the control case failed: even a plain GL_TEXTURE_2D depth attachment read back " << depth;
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BindDefaultFramebuffer();
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &depthTex);
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gl.EndFrame();
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}
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// (3) The default framebuffer must describe its depth/stencil truthfully enough that a
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// buffer allocated from that description is blit-compatible with it. This is the exact
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// sequence KHR-GLxx.framebuffer_blit performs, and the exact reason 22 of its cases died
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// on DirectGLES: the frontend answered 32-bit float depth for a 24-bit fixed-point
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// surface, so the renderbuffer the caller allocated could never be blitted to.
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TEST_F(DepthStencilReadbackAttachmentShapeScenario, DefaultFramebufferDepthStencilFormatIsBlitCompatible) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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BindDefaultFramebuffer();
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GLint depthBits = 0;
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GLint stencilBits = 0;
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GLint componentType = GL_UNSIGNED_NORMALIZED;
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
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GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, &depthBits);
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL,
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GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &stencilBits);
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glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
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GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, &componentType);
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EXPECT_EQ(FirstGLError(), 0u);
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if (depthBits <= 0 || stencilBits <= 0) {
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GTEST_SKIP() << "this surface has no packed depth/stencil (depth=" << depthBits
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<< " stencil=" << stencilBits << "); the blit-compatibility contract needs both";
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}
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// The one sized format the reported description names. Getting here with the wrong
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// answer is the bug: the two candidates are not interchangeable for a blit.
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const GLenum reported = (componentType == GL_FLOAT || depthBits > 24) ? GL_DEPTH32F_STENCIL8
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: GL_DEPTH24_STENCIL8;
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GLuint fbo = 0;
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GLuint colorRbo = 0;
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GLuint depthRbo = 0;
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glGenFramebuffers(1, &fbo);
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glGenRenderbuffers(1, &colorRbo);
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glGenRenderbuffers(1, &depthRbo);
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glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRbo);
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glRenderbufferStorage(GL_RENDERBUFFER, reported, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRbo);
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EXPECT_EQ(FirstGLError(), 0u);
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ASSERT_TRUE(FramebufferIsComplete());
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// Put a known depth in the default framebuffer, then blit colour+depth+stencil out of
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// it into the buffer that its own description asked for.
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ClearDepthStencil();
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EXPECT_EQ(FirstGLError(), 0u);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
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GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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EXPECT_EQ(FirstGLError(), 0u)
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<< "blitting depth/stencil out of the default framebuffer into a buffer allocated from the format "
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"the default framebuffer itself reported was rejected - the report and the storage disagree";
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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unsigned char color[4] = {0, 0, 0, 0};
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glReadPixels(width / 2, height / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
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const float depth = ReadDepthAt(width / 2, height / 2);
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const int stencil = ReadStencilAt(width / 2, height / 2);
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EXPECT_EQ(FirstGLError(), 0u);
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// The colour bit is the precondition, not the claim: it says this stack can blit out of
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// its default framebuffer at all, which has nothing to do with depth/stencil formats.
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// DirectVulkan on a surfaceless pbuffer cannot - the whole call, colour included, is a
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// no-op there, while the same blit works on a real surface (KHR-GLxx.framebuffer_blit
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// exercises exactly it and Magma passes 33/33 on device). Skipping keeps the
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// depth/stencil claim below falsifiable instead of drowning it in an unrelated
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// harness limitation.
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if (int(color[1]) <= 192) {
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GTEST_SKIP() << "backend " << gl.BackendName() << " on this surface transferred no colour either (green="
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<< int(color[1])
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<< "): it cannot blit out of the default framebuffer here, so the depth/stencil half proves "
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"nothing. The GL-error assertion above still ran, and it is the format contract";
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}
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EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
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<< "depth blitted out of the default framebuffer read back " << depth
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<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the blit transferred nothing" : "");
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EXPECT_EQ(stencil, kStencilValue) << "stencil blitted out of the default framebuffer read back " << stencil;
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BindDefaultFramebuffer();
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glDeleteFramebuffers(1, &fbo);
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glDeleteRenderbuffers(1, &colorRbo);
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glDeleteRenderbuffers(1, &depthRbo);
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gl.EndFrame();
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}
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} // namespace MGITest
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