xref: /aosp_15_r20/external/angle/src/tests/gl_tests/RenderbufferMultisampleTest.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker // RenderbufferMultisampleTest: Tests of multisampled renderbuffer
8*8975f5c5SAndroid Build Coastguard Worker 
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
11*8975f5c5SAndroid Build Coastguard Worker 
12*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
13*8975f5c5SAndroid Build Coastguard Worker 
14*8975f5c5SAndroid Build Coastguard Worker namespace
15*8975f5c5SAndroid Build Coastguard Worker {
16*8975f5c5SAndroid Build Coastguard Worker 
17*8975f5c5SAndroid Build Coastguard Worker class RenderbufferMultisampleTest : public ANGLETest<>
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker   protected:
RenderbufferMultisampleTest()20*8975f5c5SAndroid Build Coastguard Worker     RenderbufferMultisampleTest()
21*8975f5c5SAndroid Build Coastguard Worker     {
22*8975f5c5SAndroid Build Coastguard Worker         setWindowWidth(64);
23*8975f5c5SAndroid Build Coastguard Worker         setWindowHeight(64);
24*8975f5c5SAndroid Build Coastguard Worker         setConfigRedBits(8);
25*8975f5c5SAndroid Build Coastguard Worker         setConfigGreenBits(8);
26*8975f5c5SAndroid Build Coastguard Worker         setConfigBlueBits(8);
27*8975f5c5SAndroid Build Coastguard Worker         setConfigAlphaBits(8);
28*8975f5c5SAndroid Build Coastguard Worker         setExtensionsEnabled(false);
29*8975f5c5SAndroid Build Coastguard Worker     }
30*8975f5c5SAndroid Build Coastguard Worker 
testSetUp()31*8975f5c5SAndroid Build Coastguard Worker     void testSetUp() override
32*8975f5c5SAndroid Build Coastguard Worker     {
33*8975f5c5SAndroid Build Coastguard Worker         glGenRenderbuffers(1, &mRenderbuffer);
34*8975f5c5SAndroid Build Coastguard Worker 
35*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
36*8975f5c5SAndroid Build Coastguard Worker     }
37*8975f5c5SAndroid Build Coastguard Worker 
testTearDown()38*8975f5c5SAndroid Build Coastguard Worker     void testTearDown() override
39*8975f5c5SAndroid Build Coastguard Worker     {
40*8975f5c5SAndroid Build Coastguard Worker         glDeleteRenderbuffers(1, &mRenderbuffer);
41*8975f5c5SAndroid Build Coastguard Worker         mRenderbuffer = 0;
42*8975f5c5SAndroid Build Coastguard Worker     }
43*8975f5c5SAndroid Build Coastguard Worker 
44*8975f5c5SAndroid Build Coastguard Worker     GLuint mRenderbuffer = 0;
45*8975f5c5SAndroid Build Coastguard Worker };
46*8975f5c5SAndroid Build Coastguard Worker 
47*8975f5c5SAndroid Build Coastguard Worker class RenderbufferMultisampleTestES31 : public RenderbufferMultisampleTest
48*8975f5c5SAndroid Build Coastguard Worker {};
49*8975f5c5SAndroid Build Coastguard Worker 
50*8975f5c5SAndroid Build Coastguard Worker // In GLES 3.0, if internalformat is integer (signed or unsigned), to allocate multisample
51*8975f5c5SAndroid Build Coastguard Worker // renderbuffer storage for that internalformat is not supported. An INVALID_OPERATION is
52*8975f5c5SAndroid Build Coastguard Worker // generated. In GLES 3.1, it is OK to allocate multisample renderbuffer storage for interger
53*8975f5c5SAndroid Build Coastguard Worker // internalformat, but the max samples should be less than MAX_INTEGER_SAMPLES.
54*8975f5c5SAndroid Build Coastguard Worker // MAX_INTEGER_SAMPLES should be at least 1.
TEST_P(RenderbufferMultisampleTest,IntegerInternalformat)55*8975f5c5SAndroid Build Coastguard Worker TEST_P(RenderbufferMultisampleTest, IntegerInternalformat)
56*8975f5c5SAndroid Build Coastguard Worker {
57*8975f5c5SAndroid Build Coastguard Worker     // Fixed in recent mesa.  http://crbug.com/1071142
58*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && (IsIntel() || IsAMD()));
59*8975f5c5SAndroid Build Coastguard Worker 
60*8975f5c5SAndroid Build Coastguard Worker     glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
61*8975f5c5SAndroid Build Coastguard Worker     glRenderbufferStorageMultisample(GL_RENDERBUFFER, 1, GL_RGBA8I, 64, 64);
62*8975f5c5SAndroid Build Coastguard Worker     if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
63*8975f5c5SAndroid Build Coastguard Worker     {
64*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_ERROR(GL_INVALID_OPERATION);
65*8975f5c5SAndroid Build Coastguard Worker 
66*8975f5c5SAndroid Build Coastguard Worker         // Check that NUM_SAMPLE_COUNTS is zero
67*8975f5c5SAndroid Build Coastguard Worker         GLint numSampleCounts = 0;
68*8975f5c5SAndroid Build Coastguard Worker         glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8I, GL_NUM_SAMPLE_COUNTS, 1,
69*8975f5c5SAndroid Build Coastguard Worker                               &numSampleCounts);
70*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
71*8975f5c5SAndroid Build Coastguard Worker         EXPECT_EQ(numSampleCounts, 0);
72*8975f5c5SAndroid Build Coastguard Worker     }
73*8975f5c5SAndroid Build Coastguard Worker     else
74*8975f5c5SAndroid Build Coastguard Worker     {
75*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
76*8975f5c5SAndroid Build Coastguard Worker 
77*8975f5c5SAndroid Build Coastguard Worker         GLint maxSamplesRGBA8I = 0;
78*8975f5c5SAndroid Build Coastguard Worker         glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8I, GL_SAMPLES, 1, &maxSamplesRGBA8I);
79*8975f5c5SAndroid Build Coastguard Worker         GLint maxIntegerSamples = 0;
80*8975f5c5SAndroid Build Coastguard Worker         glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
81*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
82*8975f5c5SAndroid Build Coastguard Worker         EXPECT_GE(maxIntegerSamples, 1);
83*8975f5c5SAndroid Build Coastguard Worker 
84*8975f5c5SAndroid Build Coastguard Worker         glRenderbufferStorageMultisample(GL_RENDERBUFFER, maxSamplesRGBA8I + 1, GL_RGBA8I, 64, 64);
85*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_ERROR(GL_INVALID_OPERATION);
86*8975f5c5SAndroid Build Coastguard Worker         glRenderbufferStorageMultisample(GL_RENDERBUFFER, maxIntegerSamples + 1, GL_RGBA8I, 64, 64);
87*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_ERROR(GL_INVALID_OPERATION);
88*8975f5c5SAndroid Build Coastguard Worker     }
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker 
91*8975f5c5SAndroid Build Coastguard Worker // Ensure that the following spec language is correctly implemented:
92*8975f5c5SAndroid Build Coastguard Worker //
93*8975f5c5SAndroid Build Coastguard Worker //   the resulting value for RENDERBUFFER_SAMPLES is guaranteed to be greater than or equal to
94*8975f5c5SAndroid Build Coastguard Worker //   samples and no more than the next larger sample count supported by the implementation.
95*8975f5c5SAndroid Build Coastguard Worker //
96*8975f5c5SAndroid Build Coastguard Worker // For example, if 2, 4, and 8 samples are supported, if 5 samples are requested, ANGLE will
97*8975f5c5SAndroid Build Coastguard Worker // use 8 samples, and return 8 when GL_RENDERBUFFER_SAMPLES is queried.
TEST_P(RenderbufferMultisampleTest,OddSampleCount)98*8975f5c5SAndroid Build Coastguard Worker TEST_P(RenderbufferMultisampleTest, OddSampleCount)
99*8975f5c5SAndroid Build Coastguard Worker {
100*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
101*8975f5c5SAndroid Build Coastguard Worker 
102*8975f5c5SAndroid Build Coastguard Worker     glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
103*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
104*8975f5c5SAndroid Build Coastguard Worker 
105*8975f5c5SAndroid Build Coastguard Worker     // Lookup the supported number of sample counts
106*8975f5c5SAndroid Build Coastguard Worker     GLint numSampleCounts = 0;
107*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLint> sampleCounts;
108*8975f5c5SAndroid Build Coastguard Worker     GLsizei queryBufferSize = 1;
109*8975f5c5SAndroid Build Coastguard Worker     glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_NUM_SAMPLE_COUNTS, queryBufferSize,
110*8975f5c5SAndroid Build Coastguard Worker                           &numSampleCounts);
111*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF((numSampleCounts < 2));
112*8975f5c5SAndroid Build Coastguard Worker     sampleCounts.resize(numSampleCounts);
113*8975f5c5SAndroid Build Coastguard Worker     queryBufferSize = numSampleCounts;
114*8975f5c5SAndroid Build Coastguard Worker     glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, queryBufferSize,
115*8975f5c5SAndroid Build Coastguard Worker                           sampleCounts.data());
116*8975f5c5SAndroid Build Coastguard Worker 
117*8975f5c5SAndroid Build Coastguard Worker     // Look for two sample counts that are not 1 apart (e.g. 2 and 4).  Request a sample count
118*8975f5c5SAndroid Build Coastguard Worker     // that's between those two samples counts (e.g. 3) and ensure that GL_RENDERBUFFER_SAMPLES
119*8975f5c5SAndroid Build Coastguard Worker     // is the higher number.
120*8975f5c5SAndroid Build Coastguard Worker     for (int i = 1; i < numSampleCounts; i++)
121*8975f5c5SAndroid Build Coastguard Worker     {
122*8975f5c5SAndroid Build Coastguard Worker         if (sampleCounts[i - 1] > (sampleCounts[i] + 1))
123*8975f5c5SAndroid Build Coastguard Worker         {
124*8975f5c5SAndroid Build Coastguard Worker             glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCounts[i] + 1, GL_RGBA8, 64,
125*8975f5c5SAndroid Build Coastguard Worker                                              64);
126*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
127*8975f5c5SAndroid Build Coastguard Worker             GLint renderbufferSamples = 0;
128*8975f5c5SAndroid Build Coastguard Worker             glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES,
129*8975f5c5SAndroid Build Coastguard Worker                                          &renderbufferSamples);
130*8975f5c5SAndroid Build Coastguard Worker             ASSERT_GL_NO_ERROR();
131*8975f5c5SAndroid Build Coastguard Worker             EXPECT_EQ(renderbufferSamples, sampleCounts[i - 1]);
132*8975f5c5SAndroid Build Coastguard Worker             break;
133*8975f5c5SAndroid Build Coastguard Worker         }
134*8975f5c5SAndroid Build Coastguard Worker     }
135*8975f5c5SAndroid Build Coastguard Worker }
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker // Test that when glBlend GL_COLORBURN_KHR is emulated with framebuffer fetch, and the framebuffer
138*8975f5c5SAndroid Build Coastguard Worker // is multisampled, the emulation works fine. This simulates the deqp test:
139*8975f5c5SAndroid Build Coastguard Worker // dEQP-GLES31.functional.blend_equation_advanced.msaa.colorburn.
TEST_P(RenderbufferMultisampleTestES31,ColorBurnBlend)140*8975f5c5SAndroid Build Coastguard Worker TEST_P(RenderbufferMultisampleTestES31, ColorBurnBlend)
141*8975f5c5SAndroid Build Coastguard Worker {
142*8975f5c5SAndroid Build Coastguard Worker     ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_KHR_blend_equation_advanced"));
143*8975f5c5SAndroid Build Coastguard Worker     // Create shader programs
144*8975f5c5SAndroid Build Coastguard Worker     std::stringstream vs;
145*8975f5c5SAndroid Build Coastguard Worker     vs << "#version 310 es\n"
146*8975f5c5SAndroid Build Coastguard Worker           "in highp vec4 a_position;\n"
147*8975f5c5SAndroid Build Coastguard Worker           "in mediump vec4 a_color;\n"
148*8975f5c5SAndroid Build Coastguard Worker           "out mediump vec4 v_color;\n"
149*8975f5c5SAndroid Build Coastguard Worker           "void main()\n"
150*8975f5c5SAndroid Build Coastguard Worker           "{\n"
151*8975f5c5SAndroid Build Coastguard Worker           "gl_Position = a_position;\n"
152*8975f5c5SAndroid Build Coastguard Worker           "v_color = a_color;\n"
153*8975f5c5SAndroid Build Coastguard Worker           "}\n";
154*8975f5c5SAndroid Build Coastguard Worker 
155*8975f5c5SAndroid Build Coastguard Worker     std::stringstream fs;
156*8975f5c5SAndroid Build Coastguard Worker 
157*8975f5c5SAndroid Build Coastguard Worker     fs << "#version 310 es\n"
158*8975f5c5SAndroid Build Coastguard Worker           "#extension GL_KHR_blend_equation_advanced : require\n"
159*8975f5c5SAndroid Build Coastguard Worker           "in mediump vec4 v_color;\n"
160*8975f5c5SAndroid Build Coastguard Worker           "layout (blend_support_colorburn) out;\n"
161*8975f5c5SAndroid Build Coastguard Worker           "layout (location = 0) out mediump vec4 o_color;\n"
162*8975f5c5SAndroid Build Coastguard Worker           "void main()\n"
163*8975f5c5SAndroid Build Coastguard Worker           "{\n"
164*8975f5c5SAndroid Build Coastguard Worker           "o_color = v_color;\n"
165*8975f5c5SAndroid Build Coastguard Worker           "}\n";
166*8975f5c5SAndroid Build Coastguard Worker 
167*8975f5c5SAndroid Build Coastguard Worker     GLuint program;
168*8975f5c5SAndroid Build Coastguard Worker 
169*8975f5c5SAndroid Build Coastguard Worker     program = CompileProgram(vs.str().c_str(), fs.str().c_str());
170*8975f5c5SAndroid Build Coastguard Worker 
171*8975f5c5SAndroid Build Coastguard Worker     // Create vertex data and buffers
172*8975f5c5SAndroid Build Coastguard Worker     // Create vertex position data
173*8975f5c5SAndroid Build Coastguard Worker     std::array<Vector2, 4> quadPos = {
174*8975f5c5SAndroid Build Coastguard Worker         Vector2(-1.0f, -1.0f),
175*8975f5c5SAndroid Build Coastguard Worker         Vector2(-1.0f, 1.0f),
176*8975f5c5SAndroid Build Coastguard Worker         Vector2(1.0f, -1.0f),
177*8975f5c5SAndroid Build Coastguard Worker         Vector2(1.0f, 1.0f),
178*8975f5c5SAndroid Build Coastguard Worker     };
179*8975f5c5SAndroid Build Coastguard Worker 
180*8975f5c5SAndroid Build Coastguard Worker     // Create vertex color data
181*8975f5c5SAndroid Build Coastguard Worker     std::array<Vector4, 4> quadColor = {
182*8975f5c5SAndroid Build Coastguard Worker         Vector4(1.0f, 0.0f, 0.0f, 1.0f), Vector4(1.0f, 0.0f, 0.0f, 1.0f),
183*8975f5c5SAndroid Build Coastguard Worker         Vector4(1.0f, 0.0f, 0.0f, 1.0f), Vector4(1.0f, 0.0f, 0.0f, 1.0f)};
184*8975f5c5SAndroid Build Coastguard Worker 
185*8975f5c5SAndroid Build Coastguard Worker     std::array<uint16_t, 6> quadIndices = {0, 2, 1, 1, 2, 3};
186*8975f5c5SAndroid Build Coastguard Worker 
187*8975f5c5SAndroid Build Coastguard Worker     GLBuffer indexBuffer;
188*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
189*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices.data(), GL_STATIC_DRAW);
190*8975f5c5SAndroid Build Coastguard Worker 
191*8975f5c5SAndroid Build Coastguard Worker     GLBuffer posBuffer;
192*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
193*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(quadPos), quadPos.data(), GL_STATIC_DRAW);
194*8975f5c5SAndroid Build Coastguard Worker     const int posLoc = glGetAttribLocation(program, "a_position");
195*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(posLoc);
196*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(posLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
197*8975f5c5SAndroid Build Coastguard Worker 
198*8975f5c5SAndroid Build Coastguard Worker     GLBuffer colorBuffer;
199*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
200*8975f5c5SAndroid Build Coastguard Worker     glBufferData(GL_ARRAY_BUFFER, sizeof(quadColor), quadColor.data(), GL_STATIC_DRAW);
201*8975f5c5SAndroid Build Coastguard Worker     const int colorLoc = glGetAttribLocation(program, "a_color");
202*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(colorLoc);
203*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
204*8975f5c5SAndroid Build Coastguard Worker 
205*8975f5c5SAndroid Build Coastguard Worker     // Create a multisampled render buffer and attach it to frame buffer color attachment
206*8975f5c5SAndroid Build Coastguard Worker     GLuint rbo;
207*8975f5c5SAndroid Build Coastguard Worker     glGenRenderbuffers(1, &rbo);
208*8975f5c5SAndroid Build Coastguard Worker     glBindRenderbuffer(GL_RENDERBUFFER, rbo);
209*8975f5c5SAndroid Build Coastguard Worker     glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, getWindowWidth(),
210*8975f5c5SAndroid Build Coastguard Worker                                      getWindowHeight());
211*8975f5c5SAndroid Build Coastguard Worker     GLuint fbo = 0;
212*8975f5c5SAndroid Build Coastguard Worker     glGenFramebuffers(1, &fbo);
213*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, fbo);
214*8975f5c5SAndroid Build Coastguard Worker     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
215*8975f5c5SAndroid Build Coastguard Worker 
216*8975f5c5SAndroid Build Coastguard Worker     // Create a singlesampled render buffer and attach it to frame buffer color attachment
217*8975f5c5SAndroid Build Coastguard Worker     GLuint resolvedRbo;
218*8975f5c5SAndroid Build Coastguard Worker     glGenRenderbuffers(1, &resolvedRbo);
219*8975f5c5SAndroid Build Coastguard Worker     glBindRenderbuffer(GL_RENDERBUFFER, resolvedRbo);
220*8975f5c5SAndroid Build Coastguard Worker     glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, getWindowWidth(), getWindowHeight());
221*8975f5c5SAndroid Build Coastguard Worker     GLuint resolvedFbo = 0;
222*8975f5c5SAndroid Build Coastguard Worker     glGenFramebuffers(1, &resolvedFbo);
223*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, resolvedFbo);
224*8975f5c5SAndroid Build Coastguard Worker     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, resolvedRbo);
225*8975f5c5SAndroid Build Coastguard Worker 
226*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(program);
227*8975f5c5SAndroid Build Coastguard Worker     glBlendEquation(GL_COLORBURN_KHR);
228*8975f5c5SAndroid Build Coastguard Worker 
229*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
230*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
231*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
232*8975f5c5SAndroid Build Coastguard Worker 
233*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_BLEND);
234*8975f5c5SAndroid Build Coastguard Worker     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);  // Validation error
235*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();
236*8975f5c5SAndroid Build Coastguard Worker 
237*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
238*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolvedFbo);
239*8975f5c5SAndroid Build Coastguard Worker     glBlitFramebuffer(0, 0, getWindowWidth(), getWindowHeight(), 0, 0, getWindowWidth(),
240*8975f5c5SAndroid Build Coastguard Worker                       getWindowHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
241*8975f5c5SAndroid Build Coastguard Worker     EXPECT_GL_NO_ERROR();  // Validation error
242*8975f5c5SAndroid Build Coastguard Worker 
243*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_READ_FRAMEBUFFER, resolvedFbo);
244*8975f5c5SAndroid Build Coastguard Worker     EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4,
245*8975f5c5SAndroid Build Coastguard Worker                           GLColor::red);  // Validation error
246*8975f5c5SAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, 0);
247*8975f5c5SAndroid Build Coastguard Worker 
248*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(program);
249*8975f5c5SAndroid Build Coastguard Worker     glDeleteFramebuffers(1, &fbo);
250*8975f5c5SAndroid Build Coastguard Worker     glDeleteRenderbuffers(1, &rbo);
251*8975f5c5SAndroid Build Coastguard Worker     glDeleteFramebuffers(1, &resolvedFbo);
252*8975f5c5SAndroid Build Coastguard Worker     glDeleteRenderbuffers(1, &resolvedRbo);
253*8975f5c5SAndroid Build Coastguard Worker }
254*8975f5c5SAndroid Build Coastguard Worker 
255*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(RenderbufferMultisampleTest);
256*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(RenderbufferMultisampleTest);
257*8975f5c5SAndroid Build Coastguard Worker 
258*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(RenderbufferMultisampleTestES31);
259*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES31(RenderbufferMultisampleTestES31);
260*8975f5c5SAndroid Build Coastguard Worker }  // namespace
261