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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"
12
13namespace impeller {
14namespace testing {
15
18
19TEST_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()
35 .GetColorAttachments()
36 .find(0u)
37 ->second;
38 auto msaa_tex = color0.texture;
39 auto resolve_tex = color0.resolve_texture;
40
41 entity_pass_target.Flip(
42 *content_context->GetContext()->GetResourceAllocator());
43
44 color0 = entity_pass_target.GetRenderTarget()
45 .GetColorAttachments()
46 .find(0u)
47 ->second;
48
49 ASSERT_EQ(msaa_tex, color0.texture);
50 ASSERT_NE(resolve_tex, color0.resolve_texture);
51}
52
53TEST_P(EntityPassTargetTest, SwapWithMSAAImplicitResolve) {
54 auto content_context = GetContentContext();
55 auto buffer = content_context->GetContext()->CreateCommandBuffer();
56 auto context = content_context->GetContext();
57 auto& allocator = *context->GetResourceAllocator();
58
59 // Emulate implicit MSAA resolve by making color resolve and msaa texture the
60 // same.
61 RenderTarget render_target;
62 {
63 PixelFormat pixel_format =
64 context->GetCapabilities()->GetDefaultColorFormat();
65
66 // Create MSAA color texture.
67
68 TextureDescriptor color0_tex_desc;
71 color0_tex_desc.sample_count = SampleCount::kCount4;
72 color0_tex_desc.format = pixel_format;
73 color0_tex_desc.size = ISize{100, 100};
74 color0_tex_desc.usage = TextureUsage::kRenderTarget;
75
76 auto color0_msaa_tex = allocator.CreateTexture(color0_tex_desc);
77
78 // Color attachment.
79
80 ColorAttachment color0;
83 color0.texture = color0_msaa_tex;
84 color0.resolve_texture = color0_msaa_tex;
85
86 render_target.SetColorAttachment(color0, 0u);
87 render_target.SetStencilAttachment(std::nullopt);
88 }
89
90 auto entity_pass_target = EntityPassTarget(render_target, false, true);
91
92 auto color0 = entity_pass_target.GetRenderTarget()
93 .GetColorAttachments()
94 .find(0u)
95 ->second;
96 auto msaa_tex = color0.texture;
97 auto resolve_tex = color0.resolve_texture;
98
99 ASSERT_EQ(msaa_tex, resolve_tex);
100
101 entity_pass_target.Flip(
102 *content_context->GetContext()->GetResourceAllocator());
103
104 color0 = entity_pass_target.GetRenderTarget()
105 .GetColorAttachments()
106 .find(0u)
107 ->second;
108
109 ASSERT_NE(msaa_tex, color0.texture);
110 ASSERT_NE(resolve_tex, color0.resolve_texture);
111 ASSERT_EQ(color0.texture, color0.resolve_texture);
112}
113
114} // namespace testing
115} // namespace impeller
RenderTarget & SetColorAttachment(const ColorAttachment &attachment, size_t index)
RenderTarget & SetStencilAttachment(std::optional< StencilAttachment > attachment)
static const uint8_t buffer[]
TEST_P(AiksTest, CanRenderAdvancedBlendColorFilterWithSaveLayer)
PixelFormat
The Pixel formats supported by Impeller. The naming convention denotes the usage of the component,...
Definition formats.h:100
#define INSTANTIATE_PLAYGROUND_SUITE(playground)
std::shared_ptr< Texture > resolve_texture
Definition formats.h:640
LoadAction load_action
Definition formats.h:641
std::shared_ptr< Texture > texture
Definition formats.h:639
StoreAction store_action
Definition formats.h:642
A lightweight object that describes the attributes of a texture that can then used an allocator to cr...