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chore: cherry-pick 49e8ff16f1fe from angle (#33182)
* chore: cherry-pick 49e8ff16f1fe from angle * chore: update patches Co-authored-by: PatchUp <73610968+patchup[bot]@users.noreply.github.com>
This commit is contained in:
@@ -1,3 +1,4 @@
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vangle_change_the_default_vulkan_device_choose_logic.patch
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m98_vulkan_fix_vkcmdresolveimage_extents.patch
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m98_vulkan_fix_vkcmdresolveimage_offsets.patch
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cherry-pick-49e8ff16f1fe.patch
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381
patches/angle/cherry-pick-49e8ff16f1fe.patch
Normal file
381
patches/angle/cherry-pick-49e8ff16f1fe.patch
Normal file
@@ -0,0 +1,381 @@
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Shahbaz Youssefi <syoussefi@chromium.org>
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Date: Tue, 25 Jan 2022 12:15:16 -0500
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Subject: M99: Vulkan: Fix texture array level redefinition
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When a level of a texture is redefined, all staged updates to that level
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should be removed, not the ones specific to the new layers. The bug
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fixed was that if the texture was redefined to have its number of layers
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changed, the staged higher-layer-count update to the image was not
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removed.
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Bug: chromium:1289383
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Change-Id: Iab79c38d846d1abbdd92e11b1b60a3adf0fbde4c
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Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3441309
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Reviewed-by: Lingfeng Yang <lfy@google.com>
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Reviewed-by: Jamie Madill <jmadill@chromium.org>
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diff --git a/src/libANGLE/renderer/vulkan/TextureVk.cpp b/src/libANGLE/renderer/vulkan/TextureVk.cpp
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index 4c28358fad590350577177d9997f7731c3ea398f..75cd69adc7839fc05650fc7cc30680ca92102a7f 100644
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--- a/src/libANGLE/renderer/vulkan/TextureVk.cpp
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+++ b/src/libANGLE/renderer/vulkan/TextureVk.cpp
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@@ -1602,12 +1602,25 @@ angle::Result TextureVk::redefineLevel(const gl::Context *context,
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if (mImage != nullptr)
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{
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- // If there is any staged changes for this index, we can remove them since we're going to
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+ // If there are any staged changes for this index, we can remove them since we're going to
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// override them with this call.
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gl::LevelIndex levelIndexGL(index.getLevelIndex());
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uint32_t layerIndex = index.hasLayer() ? index.getLayerIndex() : 0;
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- mImage->removeSingleSubresourceStagedUpdates(contextVk, levelIndexGL, layerIndex,
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- index.getLayerCount());
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+ if (gl::IsArrayTextureType(index.getType()))
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+ {
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+ // A multi-layer texture is being redefined, remove all updates to this level; the
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+ // number of layers may have changed.
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+ mImage->removeStagedUpdates(contextVk, levelIndexGL, levelIndexGL);
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+ }
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+ else
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+ {
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+ // Otherwise remove only updates to this layer. For example, cube map updates can be
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+ // done through glTexImage2D, one per cube face (i.e. layer) and so should not remove
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+ // updates to the other layers.
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+ ASSERT(index.getLayerCount() == 1);
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+ mImage->removeSingleSubresourceStagedUpdates(contextVk, levelIndexGL, layerIndex,
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+ index.getLayerCount());
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+ }
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if (mImage->valid())
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{
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diff --git a/src/tests/gl_tests/MipmapTest.cpp b/src/tests/gl_tests/MipmapTest.cpp
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index 8a6d01ca36a84a9e294de3f6f0114ee7a54e1d9a..957a52304edc9aa245f9f21e5557cc105cbad789 100644
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--- a/src/tests/gl_tests/MipmapTest.cpp
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+++ b/src/tests/gl_tests/MipmapTest.cpp
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@@ -1686,6 +1686,106 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
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EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
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}
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+// Create a 2D array, then immediately redefine it to have fewer layers. Regression test for a bug
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+// in the Vulkan backend where the old higher-layer-count data upload was not removed.
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+TEST_P(MipmapTestES3, TextureArrayRedefineThenGenerateMipmap)
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+{
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+ int px = getWindowWidth() / 2;
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+ int py = getWindowHeight() / 2;
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+
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+ glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
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+
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+ // Fill the whole texture with red, then redefine it and fill with green
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+ std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
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+ std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
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+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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+ pixelsRed.data());
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+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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+ pixelsGreen.data());
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+
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+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ EXPECT_GL_NO_ERROR();
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+
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+ // Generate mipmaps
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+ glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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+ EXPECT_GL_NO_ERROR();
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+
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+ glUseProgram(mArrayProgram);
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+ EXPECT_GL_NO_ERROR();
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+
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+ // Draw the first slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 0);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
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+
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+ // Draw the second slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 1);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
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+}
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+
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+// Create a 2D array, use it, then redefine it to have fewer layers. Regression test for a bug in
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+// the Vulkan backend where the old higher-layer-count data upload was not removed.
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+TEST_P(MipmapTestES3, TextureArrayUseThenRedefineThenGenerateMipmap)
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+{
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+ int px = getWindowWidth() / 2;
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+ int py = getWindowHeight() / 2;
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+
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+ glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
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+
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+ // Fill the whole texture with red.
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+ std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
|
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+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
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+ pixelsRed.data());
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+
|
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+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ EXPECT_GL_NO_ERROR();
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+
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+ // Generate mipmap
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+ glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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+ EXPECT_GL_NO_ERROR();
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+
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+ glUseProgram(mArrayProgram);
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+ EXPECT_GL_NO_ERROR();
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+
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+ // Draw the first slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 0);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
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+
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+ // Draw the fourth slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 3);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
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+
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+ // Redefine the image and fill with green
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+ std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
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+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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+ pixelsGreen.data());
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+
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+ // Generate mipmap
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+ glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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+ EXPECT_GL_NO_ERROR();
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+
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+ // Draw the first slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 0);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
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+
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+ // Draw the second slice
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+ glUniform1i(mTextureArraySliceUniformLocation, 1);
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+ drawQuad(mArrayProgram, "position", 0.5f);
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+ EXPECT_GL_NO_ERROR();
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+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
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+}
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+
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// Create a 2D texture with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays
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// the same, and then sample levels 0 and 2.
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// GLES 3.0.4 section 3.8.10:
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diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
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index 9ee0203153304080608a597ddbf1513d3a95616c..a46429331b3b272a89bdb8b31f7be75a4a82360c 100644
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||||
--- a/src/tests/gl_tests/TextureTest.cpp
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+++ b/src/tests/gl_tests/TextureTest.cpp
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@@ -1030,31 +1030,37 @@ class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
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class Texture2DArrayTestES3 : public TexCoordDrawTest
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{
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protected:
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- Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
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+ Texture2DArrayTestES3()
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+ : TexCoordDrawTest(),
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+ m2DArrayTexture(0),
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+ mTextureArrayLocation(-1),
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+ mTextureArraySliceUniformLocation(-1)
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+ {}
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const char *getVertexShaderSource() override
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{
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- return "#version 300 es\n"
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- "out vec2 texcoord;\n"
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- "in vec4 position;\n"
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- "void main()\n"
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- "{\n"
|
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- " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
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- " texcoord = (position.xy * 0.5) + 0.5;\n"
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- "}\n";
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+ return R"(#version 300 es
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+out vec2 texcoord;
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+in vec4 position;
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+void main()
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+{
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+ gl_Position = vec4(position.xy, 0.0, 1.0);
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+ texcoord = (position.xy * 0.5) + 0.5;
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+})";
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}
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||||
|
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const char *getFragmentShaderSource() override
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||||
{
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||||
- return "#version 300 es\n"
|
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- "precision highp float;\n"
|
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- "uniform highp sampler2DArray tex2DArray;\n"
|
||||
- "in vec2 texcoord;\n"
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- "out vec4 fragColor;\n"
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- "void main()\n"
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- "{\n"
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- " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
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- "}\n";
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+ return R"(#version 300 es
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+precision highp float;
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+uniform highp sampler2DArray tex2DArray;
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||||
+uniform int slice;
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||||
+in vec2 texcoord;
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+out vec4 fragColor;
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+void main()
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+{
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||||
+ fragColor = texture(tex2DArray, vec3(texcoord, float(slice)));
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+})";
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}
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|
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void testSetUp() override
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@@ -1066,6 +1072,9 @@ class Texture2DArrayTestES3 : public TexCoordDrawTest
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mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
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ASSERT_NE(-1, mTextureArrayLocation);
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|
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+ mTextureArraySliceUniformLocation = glGetUniformLocation(mProgram, "slice");
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+ ASSERT_NE(-1, mTextureArraySliceUniformLocation);
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||||
+
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glGenTextures(1, &m2DArrayTexture);
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||||
ASSERT_GL_NO_ERROR();
|
||||
}
|
||||
@@ -1078,6 +1087,7 @@ class Texture2DArrayTestES3 : public TexCoordDrawTest
|
||||
|
||||
GLuint m2DArrayTexture;
|
||||
GLint mTextureArrayLocation;
|
||||
+ GLint mTextureArraySliceUniformLocation;
|
||||
};
|
||||
|
||||
class TextureSizeTextureArrayTest : public TexCoordDrawTest
|
||||
@@ -1720,28 +1730,28 @@ class Texture2DArrayIntegerTestES3 : public Texture2DArrayTestES3
|
||||
|
||||
const char *getVertexShaderSource() override
|
||||
{
|
||||
- return "#version 300 es\n"
|
||||
- "out vec2 texcoord;\n"
|
||||
- "in vec4 position;\n"
|
||||
- "void main()\n"
|
||||
- "{\n"
|
||||
- " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
|
||||
- " texcoord = (position.xy * 0.5) + 0.5;\n"
|
||||
- "}\n";
|
||||
+ return R"(#version 300 es
|
||||
+out vec2 texcoord;
|
||||
+in vec4 position;
|
||||
+void main()
|
||||
+{
|
||||
+ gl_Position = vec4(position.xy, 0.0, 1.0);
|
||||
+ texcoord = (position.xy * 0.5) + 0.5;
|
||||
+})";
|
||||
}
|
||||
|
||||
const char *getFragmentShaderSource() override
|
||||
{
|
||||
- return "#version 300 es\n"
|
||||
- "precision highp float;\n"
|
||||
- "uniform highp usampler2DArray tex2DArray;\n"
|
||||
- "in vec2 texcoord;\n"
|
||||
- "out vec4 fragColor;\n"
|
||||
- "void main()\n"
|
||||
- "{\n"
|
||||
- " fragColor = vec4(texture(tex2DArray, vec3(texcoord.x, texcoord.y, "
|
||||
- "0.0)))/255.0;\n"
|
||||
- "}\n";
|
||||
+ return R"(#version 300 es
|
||||
+precision highp float;
|
||||
+uniform highp usampler2DArray tex2DArray;
|
||||
+uniform int slice;
|
||||
+in vec2 texcoord;
|
||||
+out vec4 fragColor;
|
||||
+void main()
|
||||
+{
|
||||
+ fragColor = vec4(texture(tex2DArray, vec3(texcoord, slice)))/255.0;
|
||||
+})";
|
||||
}
|
||||
};
|
||||
|
||||
@@ -5162,6 +5172,94 @@ TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensio
|
||||
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
|
||||
}
|
||||
|
||||
+// Create a 2D array, then immediately redefine it to have fewer layers. Regression test for a bug
|
||||
+// in the Vulkan backend where the old higher-layer-count data upload was not removed.
|
||||
+TEST_P(Texture2DArrayTestES3, TextureArrayRedefineThenUse)
|
||||
+{
|
||||
+ int px = getWindowWidth() / 2;
|
||||
+ int py = getWindowHeight() / 2;
|
||||
+
|
||||
+ glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
|
||||
+
|
||||
+ // Fill the whole texture with red, then redefine it and fill with green
|
||||
+ std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
|
||||
+ std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
|
||||
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
+ pixelsRed.data());
|
||||
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
+ pixelsGreen.data());
|
||||
+
|
||||
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+
|
||||
+ glUseProgram(mProgram);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+
|
||||
+ // Draw the first slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 0);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
|
||||
+
|
||||
+ // Draw the second slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 1);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
|
||||
+}
|
||||
+
|
||||
+// Create a 2D array, use it, then redefine it to have fewer layers. Regression test for a bug in
|
||||
+// the Vulkan backend where the old higher-layer-count data upload was not removed.
|
||||
+TEST_P(Texture2DArrayTestES3, TextureArrayUseThenRedefineThenUse)
|
||||
+{
|
||||
+ int px = getWindowWidth() / 2;
|
||||
+ int py = getWindowHeight() / 2;
|
||||
+
|
||||
+ glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
|
||||
+
|
||||
+ // Fill the whole texture with red.
|
||||
+ std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
|
||||
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
+ pixelsRed.data());
|
||||
+
|
||||
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
+ glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+
|
||||
+ glUseProgram(mProgram);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+
|
||||
+ // Draw the first slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 0);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
|
||||
+
|
||||
+ // Draw the fourth slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 3);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
|
||||
+
|
||||
+ // Redefine the image and fill with green
|
||||
+ std::vector<GLColor> pixelsGreen(2 * 2 * 2, GLColor::green);
|
||||
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
+ pixelsGreen.data());
|
||||
+
|
||||
+ // Draw the first slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 0);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
|
||||
+
|
||||
+ // Draw the second slice
|
||||
+ glUniform1i(mTextureArraySliceUniformLocation, 1);
|
||||
+ drawQuad(mProgram, "position", 0.5f);
|
||||
+ EXPECT_GL_NO_ERROR();
|
||||
+ EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
|
||||
+}
|
||||
+
|
||||
// Test that texture completeness is updated if texture max level changes.
|
||||
// GLES 3.0.4 section 3.8.13 Texture completeness
|
||||
TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
|
||||
Reference in New Issue
Block a user