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