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chore: cherry-pick bdffa0ea5148 from angle (#32184)
* chore: cherry-pick bdffa0ea5148 from angle * chore: update patches Co-authored-by: PatchUp <73610968+patchup[bot]@users.noreply.github.com> Co-authored-by: Shelley Vohr <shelley.vohr@gmail.com> Co-authored-by: Electron Bot <electron@github.com>
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@@ -1,3 +1,4 @@
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cherry-pick-bdffa0ea5148.patch
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cherry-pick-05e69c75905f.patch
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cherry-pick-891020ed64d4.patch
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cherry-pick-2b98abd8cb6c.patch
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169
patches/angle/cherry-pick-bdffa0ea5148.patch
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169
patches/angle/cherry-pick-bdffa0ea5148.patch
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@@ -0,0 +1,169 @@
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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: Thu, 2 Dec 2021 14:30:42 -0500
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Subject: M96: Fix changing attached renderbuffer from MSRTT to non-MSRTT
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FramebufferAttachment::mRenderToTextureSamples was never updated if the
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renderbuffer storage was changed after attaching to framebuffer.
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Bug: chromium:1272068
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Change-Id: Icddbb5650354ea16d06c49532d6a8d0ae962ab5f
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Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3320923
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Reviewed-by: Jamie Madill <jmadill@chromium.org>
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diff --git a/src/libANGLE/FramebufferAttachment.cpp b/src/libANGLE/FramebufferAttachment.cpp
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index 00714d0a0303050893abcd9564e760b22d9b2de5..720d3000d42e6c8c23214e66eee4aa6982216a60 100644
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--- a/src/libANGLE/FramebufferAttachment.cpp
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+++ b/src/libANGLE/FramebufferAttachment.cpp
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@@ -129,7 +129,7 @@ void FramebufferAttachment::attach(const Context *context,
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mNumViews = numViews;
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mBaseViewIndex = baseViewIndex;
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mIsMultiview = isMultiview;
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- mRenderToTextureSamples = samples;
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+ mRenderToTextureSamples = type == GL_RENDERBUFFER ? kDefaultRenderToTextureSamples : samples;
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resource->onAttach(context, framebufferSerial);
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if (mResource != nullptr)
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@@ -222,6 +222,29 @@ GLint FramebufferAttachment::getBaseViewIndex() const
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return mBaseViewIndex;
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}
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+bool FramebufferAttachment::isRenderToTexture() const
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+{
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+ ASSERT(mRenderToTextureSamples == kDefaultRenderToTextureSamples || mType == GL_TEXTURE);
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+
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+ if (mType == GL_RENDERBUFFER)
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+ {
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+ return getRenderbuffer()->getMultisamplingMode() ==
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+ MultisamplingMode::MultisampledRenderToTexture;
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+ }
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+ return mRenderToTextureSamples != kDefaultRenderToTextureSamples;
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+}
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+
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+GLsizei FramebufferAttachment::getRenderToTextureSamples() const
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+{
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+ ASSERT(mRenderToTextureSamples == kDefaultRenderToTextureSamples || mType == GL_TEXTURE);
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+
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+ if (mType == GL_RENDERBUFFER)
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+ {
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+ return getRenderbuffer()->getState().getSamples();
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+ }
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+ return mRenderToTextureSamples;
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+}
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+
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Texture *FramebufferAttachment::getTexture() const
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{
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return rx::GetAs<Texture>(mResource);
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diff --git a/src/libANGLE/FramebufferAttachment.h b/src/libANGLE/FramebufferAttachment.h
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index 7ebf5f5e620cfac47be176fa0bc668353e923104..a5d5bf0eb0c50e37656b241d105be3f35a657585 100644
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--- a/src/libANGLE/FramebufferAttachment.h
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+++ b/src/libANGLE/FramebufferAttachment.h
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@@ -117,11 +117,8 @@ class FramebufferAttachment final
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bool isMultiview() const;
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GLint getBaseViewIndex() const;
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- bool isRenderToTexture() const
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- {
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- return mRenderToTextureSamples != kDefaultRenderToTextureSamples;
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- }
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- GLsizei getRenderToTextureSamples() const { return mRenderToTextureSamples; }
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+ bool isRenderToTexture() const;
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+ GLsizei getRenderToTextureSamples() const;
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// The size of the underlying resource the attachment points to. The 'depth' value will
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// correspond to a 3D texture depth or the layer count of a 2D array texture. For Surfaces and
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@@ -195,6 +192,14 @@ class FramebufferAttachment final
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GLsizei mNumViews;
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bool mIsMultiview;
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GLint mBaseViewIndex;
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+ // A single-sampled texture can be attached to a framebuffer either as single-sampled or as
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+ // multisampled-render-to-texture. In the latter case, |mRenderToTextureSamples| will contain
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+ // the number of samples. For renderbuffers, the number of samples is inherited from the
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+ // renderbuffer itself.
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+ //
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+ // Note that textures cannot change storage between single and multisample once attached to a
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+ // framebuffer. Renderbuffers instead can, and caching the number of renderbuffer samples here
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+ // can lead to stale data.
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GLsizei mRenderToTextureSamples;
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};
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@@ -254,8 +259,7 @@ inline Format FramebufferAttachment::getFormat() const
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inline GLsizei FramebufferAttachment::getSamples() const
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{
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- return (mRenderToTextureSamples != kDefaultRenderToTextureSamples) ? getRenderToTextureSamples()
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- : getResourceSamples();
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+ return isRenderToTexture() ? getRenderToTextureSamples() : getResourceSamples();
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}
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inline GLsizei FramebufferAttachment::getResourceSamples() const
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diff --git a/src/tests/gl_tests/FramebufferTest.cpp b/src/tests/gl_tests/FramebufferTest.cpp
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index ff01848daff091d92e4fdce08bc6842a3bdd3ee9..cd733be3ae5c179860d882e305ec84d093a283ed 100644
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--- a/src/tests/gl_tests/FramebufferTest.cpp
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+++ b/src/tests/gl_tests/FramebufferTest.cpp
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@@ -3366,6 +3366,65 @@ void main() {
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// This shouldn't crash.
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glDrawArrays(GL_POINTS, 0, 1);
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+ ASSERT_GL_NO_ERROR();
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+}
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+
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+// Modify renderbuffer attachment samples after bind
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+TEST_P(FramebufferTest_ES3, BindRenderbufferThenModifySamples)
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+{
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+ ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
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+ glUseProgram(program);
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+ GLint colorUniformLocation =
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+ glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
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+ ASSERT_NE(colorUniformLocation, -1);
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+
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+ GLFramebuffer fbo;
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+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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+
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+ GLsizei size = 16;
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+ glViewport(0, 0, size, size);
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+
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+ GLRenderbuffer color;
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+ glBindRenderbuffer(GL_RENDERBUFFER, color);
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+
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+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, size, size);
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+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, size, size);
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+
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+ glUniform4f(colorUniformLocation, 1, 0, 0, 1);
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+ drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
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+
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+ EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
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+ ASSERT_GL_NO_ERROR();
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+}
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+
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+// Modify renderbuffer attachment size after bind
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+TEST_P(FramebufferTest_ES3, BindRenderbufferThenModifySize)
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+{
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+ ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
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+ glUseProgram(program);
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+ GLint colorUniformLocation =
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+ glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
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+ ASSERT_NE(colorUniformLocation, -1);
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+
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+ GLFramebuffer fbo;
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+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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+
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+ GLsizei size = 16;
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+ glViewport(0, 0, size, size);
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+
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+ GLRenderbuffer color;
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+ glBindRenderbuffer(GL_RENDERBUFFER, color);
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+
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, size, size);
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+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, size / 2, size * 2);
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+
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+ glUniform4f(colorUniformLocation, 1, 0, 0, 1);
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+ drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
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+
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+ EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
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+ ASSERT_GL_NO_ERROR();
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}
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ANGLE_INSTANTIATE_TEST_ES2(AddMockTextureNoRenderTargetTest);
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