20 if (GetContentContext()
21 ->GetDeviceCapabilities()
22 .SupportsImplicitResolvingMSAA()) {
23 GTEST_SKIP() <<
"Implicit MSAA is used on this device.";
25 auto content_context = GetContentContext();
26 auto buffer = content_context->GetContext()->CreateCommandBuffer();
28 GetContentContext()->GetRenderTargetCache()->CreateOffscreenMSAA(
29 *content_context->GetContext(), {100, 100},
34 auto color0 = entity_pass_target.GetRenderTarget()
35 .GetColorAttachments()
38 auto msaa_tex = color0.texture;
39 auto resolve_tex = color0.resolve_texture;
41 entity_pass_target.Flip(
42 *content_context->GetContext()->GetResourceAllocator());
44 color0 = entity_pass_target.GetRenderTarget()
45 .GetColorAttachments()
49 ASSERT_EQ(msaa_tex, color0.texture);
50 ASSERT_NE(resolve_tex, color0.resolve_texture);
54 auto content_context = GetContentContext();
55 auto buffer = content_context->GetContext()->CreateCommandBuffer();
56 auto context = content_context->GetContext();
57 auto& allocator = *context->GetResourceAllocator();
64 context->GetCapabilities()->GetDefaultColorFormat();
72 color0_tex_desc.
format = pixel_format;
76 auto color0_msaa_tex = allocator.CreateTexture(color0_tex_desc);
83 color0.
texture = color0_msaa_tex;
92 auto color0 = entity_pass_target.GetRenderTarget()
93 .GetColorAttachments()
96 auto msaa_tex = color0.texture;
97 auto resolve_tex = color0.resolve_texture;
99 ASSERT_EQ(msaa_tex, resolve_tex);
101 entity_pass_target.Flip(
102 *content_context->GetContext()->GetResourceAllocator());
104 color0 = entity_pass_target.GetRenderTarget()
105 .GetColorAttachments()
109 ASSERT_NE(msaa_tex, color0.texture);
110 ASSERT_NE(resolve_tex, color0.resolve_texture);
111 ASSERT_EQ(color0.texture, color0.resolve_texture);
static const uint8_t buffer[]
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...