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authorGeoff Lang <geofflang@chromium.org>2014-09-19 13:13:40 -0400
committerGeoff Lang <geofflang@chromium.org>2014-09-22 17:11:59 +0000
commitdf647a2a354d5dc9affdd6a982fccb6b95d361b0 (patch)
tree5cf570e5e6a527a06cb1872195c192dec3f65a54
parentee009b8ee5f35dc6cca44a30d4d6c9c65cfdb0a7 (diff)
downloadangle-df647a2a354d5dc9affdd6a982fccb6b95d361b0.tar.gz
Use a D24S8 format to back GL_DEPTH_COMPONENT32_OES in D3D9.
Looks like the D3D9 D32 format isn't available on most GPUs (and doesn't exist in D3D11) so back GL_DEPTH_COMPONENT32_OES with D24S8 instead to match D3D11. BUG=angle:750 Change-Id: I0f7a124544c1c14ba21db20fbf6765d07e244966 Reviewed-on: https://chromium-review.googlesource.com/219080 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
-rw-r--r--src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp11
-rw-r--r--tests/angle_tests/DepthStencilFormatsTest.cpp96
2 files changed, 106 insertions, 1 deletions
diff --git a/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp b/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp
index b0d3868f..f3acaf79 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp
@@ -222,8 +222,17 @@ static D3D9FormatMap BuildD3D9FormatMap()
// | Internal format | Texture format | Render format | Load function |
InsertD3D9FormatInfo(&map, GL_NONE, D3DFMT_NULL, D3DFMT_NULL, UnreachableLoad );
+ // We choose to downsample the GL_DEPTH_COMPONENT32_OES format to a 24-bit format because D3DFMT_D32 is not widely
+ // supported. We're allowed to do this because:
+ // - The ES spec 2.0.25 sec 3.7.1 states that we're allowed to store texture formats with internal format
+ // resolutions of our own choosing.
+ // - OES_depth_texture states that downsampling of the depth formats is allowed.
+ // - ANGLE_depth_texture does not state minimum required resolutions of the depth texture formats it
+ // introduces.
+ // In ES3 however, there are minimum resolutions for the texture formats and this would not be allowed.
+
InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT16, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
- InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, D3DFMT_INTZ, D3DFMT_D32, UnreachableLoad );
+ InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, D3DFMT_INTZ, D3DFMT_D24X8, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_DEPTH24_STENCIL8_OES, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
InsertD3D9FormatInfo(&map, GL_STENCIL_INDEX8, D3DFMT_UNKNOWN, D3DFMT_D24S8, UnreachableLoad ); // TODO: What's the texture format?
diff --git a/tests/angle_tests/DepthStencilFormatsTest.cpp b/tests/angle_tests/DepthStencilFormatsTest.cpp
new file mode 100644
index 00000000..56d5210a
--- /dev/null
+++ b/tests/angle_tests/DepthStencilFormatsTest.cpp
@@ -0,0 +1,96 @@
+#include "ANGLETest.h"
+
+class DepthStencilFormatsTest : public ANGLETest
+{
+protected:
+ DepthStencilFormatsTest()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ setClientVersion(2);
+ }
+
+ bool checkTexImageFormatSupport(GLenum format, GLenum type)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, NULL);
+ glDeleteTextures(1, &tex);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ bool checkTexStorageFormatSupport(GLenum internalFormat)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
+ glDeleteTextures(1, &tex);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ bool checkRenderbufferFormatSupport(GLenum internalFormat)
+ {
+ EXPECT_GL_NO_ERROR();
+
+ GLuint rb = 0;
+ glGenRenderbuffers(1, &rb);
+ glBindRenderbuffer(GL_RENDERBUFFER, rb);
+ glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
+ glDeleteRenderbuffers(1, &rb);
+
+ return (glGetError() == GL_NO_ERROR);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+ }
+
+ virtual void TearDown()
+ {
+ ANGLETest::TearDown();
+ }
+};
+
+TEST_F(DepthStencilFormatsTest, DepthTexture)
+{
+ bool shouldHaveTextureSupport = extensionEnabled("GL_ANGLE_depth_texture");
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
+
+ if (extensionEnabled("GL_EXT_texture_storage"))
+ {
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
+ }
+}
+
+TEST_F(DepthStencilFormatsTest, PackedDepthStencil)
+{
+ // Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
+ // Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not present.
+
+ bool shouldHaveRenderbufferSupport = extensionEnabled("GL_OES_packed_depth_stencil");
+ EXPECT_EQ(shouldHaveRenderbufferSupport, checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
+
+ bool shouldHaveTextureSupport = extensionEnabled("GL_OES_packed_depth_stencil") &&
+ extensionEnabled("GL_ANGLE_depth_texture");
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
+
+ if (extensionEnabled("GL_EXT_texture_storage"))
+ {
+ EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
+ }
+}