| Flutter Impeller |

entity_pass_target_unittests.cc
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include <memory>
6
7 #include "flutter/testing/testing.h"
8 #include "gtest/gtest.h"
9 #include "impeller/core/formats.h"
10 #include "impeller/entity/entity_pass_target.h"
11 #include "impeller/entity/entity_playground.h"
12
13 namespace impeller {
14 namespace testing {
15
16 using EntityPassTargetTest = EntityPlayground;
17 INSTANTIATE_PLAYGROUND_SUITE(EntityPassTargetTest);
18
19 TEST_P(EntityPassTargetTest, SwapWithMSAATexture) {
20 if (GetContentContext()
21 ->GetDeviceCapabilities()
22 .SupportsImplicitResolvingMSAA()) {
23 GTEST_SKIP() << "Implicit MSAA is used on this device.";
24 }
25 auto content_context = GetContentContext();
26 auto buffer = content_context->GetContext()->CreateCommandBuffer();
27 auto render_target =
28 GetContentContext()->GetRenderTargetCache()->CreateOffscreenMSAA(
29 *content_context->GetContext(), {100, 100},
30 /*mip_count=*/1);
31
32 auto entity_pass_target = EntityPassTarget(render_target, false, false);
33
34 auto color0 = entity_pass_target.GetRenderTarget().GetColorAttachment(0);
35 auto msaa_tex = color0.texture;
36 auto resolve_tex = color0.resolve_texture;
37
38 FML_DCHECK(content_context);
39 entity_pass_target.Flip(*content_context);
40
41 color0 = entity_pass_target.GetRenderTarget().GetColorAttachment(0);
42
43 ASSERT_EQ(msaa_tex, color0.texture);
44 ASSERT_NE(resolve_tex, color0.resolve_texture);
45 }
46
47 TEST_P(EntityPassTargetTest, SwapWithMSAAImplicitResolve) {
48 auto content_context = GetContentContext();
49 auto buffer = content_context->GetContext()->CreateCommandBuffer();
50 auto context = content_context->GetContext();
51 auto& allocator = *context->GetResourceAllocator();
52
53 // Emulate implicit MSAA resolve by making color resolve and msaa texture the
54 // same.
55 RenderTarget render_target;
56 {
57 PixelFormat pixel_format =
58 context->GetCapabilities()->GetDefaultColorFormat();
59
60 // Create MSAA color texture.
61
62 TextureDescriptor color0_tex_desc;
63 color0_tex_desc.storage_mode = StorageMode::kDevicePrivate;
64 color0_tex_desc.type = TextureType::kTexture2DMultisample;
65 color0_tex_desc.sample_count = SampleCount::kCount4;
66 color0_tex_desc.format = pixel_format;
67 color0_tex_desc.size = ISize{100, 100};
68 color0_tex_desc.usage = TextureUsage::kRenderTarget;
69
70 auto color0_msaa_tex = allocator.CreateTexture(color0_tex_desc);
71
72 // Color attachment.
73
74 ColorAttachment color0;
75 color0.load_action = LoadAction::kDontCare;
76 color0.store_action = StoreAction::kStoreAndMultisampleResolve;
77 color0.texture = color0_msaa_tex;
78 color0.resolve_texture = color0_msaa_tex;
79
80 render_target.SetColorAttachment(color0, 0u);
81 render_target.SetStencilAttachment(std::nullopt);
82 }
83
84 auto entity_pass_target = EntityPassTarget(render_target, false, true);
85
86 auto color0 = entity_pass_target.GetRenderTarget().GetColorAttachment(0);
87 auto msaa_tex = color0.texture;
88 auto resolve_tex = color0.resolve_texture;
89
90 ASSERT_EQ(msaa_tex, resolve_tex);
91
92 FML_DCHECK(content_context);
93 entity_pass_target.Flip(*content_context);
94
95 color0 = entity_pass_target.GetRenderTarget().GetColorAttachment(0);
96
97 ASSERT_NE(msaa_tex, color0.texture);
98 ASSERT_NE(resolve_tex, color0.resolve_texture);
99 ASSERT_EQ(color0.texture, color0.resolve_texture);
100 }
101
102 } // namespace testing
103 } // namespace impeller
impeller::EntityPassTarget
Definition: entity_pass_target.h:15
impeller::EntityPlayground
Definition: entity_playground.h:16
impeller::RenderTarget
Definition: render_target.h:38
impeller::RenderTarget::SetColorAttachment
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
Definition: render_target.cc:199
impeller::RenderTarget::SetStencilAttachment
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
Definition: render_target.cc:223
formats.h
entity_pass_target.h
entity_playground.h
impeller::testing::TEST_P
TEST_P(AiksTest, DrawAtlasNoColor)
Definition: aiks_dl_atlas_unittests.cc:59
impeller::testing::INSTANTIATE_PLAYGROUND_SUITE
INSTANTIATE_PLAYGROUND_SUITE(AiksTest)
impeller
Definition: allocation.cc:12
impeller::StorageMode::kDevicePrivate
@ kDevicePrivate
impeller::PixelFormat
PixelFormat
The Pixel formats supported by Impeller. The naming convention denotes the usage of the component,...
Definition: formats.h:99
impeller::TextureType::kTexture2DMultisample
@ kTexture2DMultisample
impeller::LoadAction::kDontCare
@ kDontCare
impeller::StoreAction::kStoreAndMultisampleResolve
@ kStoreAndMultisampleResolve
impeller::TextureUsage::kRenderTarget
@ kRenderTarget
impeller::SampleCount::kCount4
@ kCount4
impeller::Attachment::resolve_texture
std::shared_ptr< Texture > resolve_texture
Definition: formats.h:662
impeller::Attachment::load_action
LoadAction load_action
Definition: formats.h:663
impeller::Attachment::texture
std::shared_ptr< Texture > texture
Definition: formats.h:661
impeller::Attachment::store_action
StoreAction store_action
Definition: formats.h:664
impeller::ColorAttachment
Definition: formats.h:669
impeller::TSize
Definition: size.h:25
impeller::TextureDescriptor
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...
Definition: texture_descriptor.h:38
impeller::TextureDescriptor::usage
TextureUsageMask usage
Definition: texture_descriptor.h:44
impeller::TextureDescriptor::type
TextureType type
Definition: texture_descriptor.h:40
impeller::TextureDescriptor::size
ISize size
Definition: texture_descriptor.h:42
impeller::TextureDescriptor::storage_mode
StorageMode storage_mode
Definition: texture_descriptor.h:39
impeller::TextureDescriptor::sample_count
SampleCount sample_count
Definition: texture_descriptor.h:45
impeller::TextureDescriptor::format
PixelFormat format
Definition: texture_descriptor.h:41