Fixed offscreen unit tests (#1723)
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@@ -4,12 +4,17 @@
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#include <mbgl/gfx/backend_scope.hpp>
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#include <mbgl/gfx/render_pass.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/texture.hpp>
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#include <mbgl/gl/defines.hpp>
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#include <mbgl/gl/renderable_resource.hpp>
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#include <mbgl/gl/headless_backend.hpp>
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#include <mbgl/gl/offscreen_texture.hpp>
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#if MLN_LEGACY_RENDERER
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#include <mbgl/gl/texture.hpp>
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#else
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#include <mbgl/gl/texture2d.hpp>
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#endif
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using namespace mbgl;
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using namespace mbgl::platform;
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@@ -75,11 +80,7 @@ struct Buffer {
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GLuint buffer = 0;
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};
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#if MLN_LEGACY_RENDERER
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TEST(OffscreenTexture, RenderToTexture) {
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#else
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TEST(OffscreenTexture, DISABLED_RenderToTexture) {
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#endif
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if (gfx::Backend::GetType() != gfx::Backend::Type::OpenGL) {
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return;
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}
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@@ -145,13 +146,13 @@ void main() {
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// Then, create a texture, bind it, and render yellow to that texture. This
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// should not affect the originally bound FBO.
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gl::OffscreenTexture texture(context, {128, 128});
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gl::OffscreenTexture offscreenTexture(context, {128, 128});
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// Scissor test shouldn't leak after OffscreenTexture::bind().
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MBGL_CHECK_ERROR(glScissor(32, 32, 64, 64));
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context.scissorTest.setCurrentValue(true);
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texture.getResource<gl::RenderableResource>().bind();
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offscreenTexture.getResource<gl::RenderableResource>().bind();
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context.clear(Color(), {}, {});
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@@ -161,7 +162,7 @@ void main() {
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MBGL_CHECK_ERROR(glVertexAttribPointer(paintShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
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MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, 3));
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auto image = texture.readStillImage();
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auto image = offscreenTexture.readStillImage();
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test::checkImage("test/fixtures/offscreen_texture/render-to-texture", image, 0, 0);
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// Now reset the FBO back to normal and retrieve the original (restored) framebuffer.
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@@ -172,12 +173,13 @@ void main() {
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// Now, composite the Framebuffer texture we've rendered to onto the main FBO.
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#if MLN_LEGACY_RENDERER
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gl::bindTexture(context, 0, {texture.getTexture().getResource(), gfx::TextureFilterType::Linear});
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gl::bindTexture(context, 0, {offscreenTexture.getTexture().getResource(), gfx::TextureFilterType::Linear});
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MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
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#else
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// TODO: Implement based on gfx::Texture2D
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offscreenTexture.getTexture()->setSamplerConfiguration({gfx::TextureFilterType::Linear});
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std::static_pointer_cast<gl::Texture2D>(offscreenTexture.getTexture())->bind(u_texture, 0);
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#endif
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MBGL_CHECK_ERROR(glUseProgram(compositeShader.program));
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MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
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MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));
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MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos));
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MBGL_CHECK_ERROR(glVertexAttribPointer(compositeShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
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