Files
filament/filament/backend/test/test_Blit.cpp
T
Powei Feng fa02a7fa3b backend: add two command line arguments to backend test (#9329)
`--headless_only`
Headless-only mode indicates that we will only use headless
swapchains.  This is particularly useful if we want to test in
a CI (continuous integration) environment.

`--ci`
Having CONTINUOUS_INTEGRATION as an OS will allow us to have
CI-only temporary exceptions. Though it's expected that some
exceptions will be unfixable and will remain as workarounds.
2025-10-16 18:54:38 +00:00

568 lines
23 KiB
C++

/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "BackendTest.h"
#include "ImageExpectations.h"
#include "Lifetimes.h"
#include "Shader.h"
#include "SharedShaders.h"
#include "Skip.h"
#include "TrianglePrimitive.h"
#include "Workarounds.h"
#include <utils/Hash.h>
#include <utils/Log.h>
#include <fstream>
#ifndef FILAMENT_IOS
#include <imageio/ImageEncoder.h>
#include <image/ColorTransform.h>
#endif
namespace test {
using namespace filament;
using namespace filament::backend;
using namespace filament::math;
using namespace utils;
class BlitTest : public BackendTest {
public:
BlitTest() : mCleanup(getDriverApi()) {}
protected:
Cleanup mCleanup;
};
static uint32_t toUintColor(float4 color) {
color = saturate(color);
uint32_t r = color.r * 255.0f;
uint32_t g = color.g * 255.0f;
uint32_t b = color.b * 255.0f;
uint32_t a = color.a * 255.0f;
return (r << 0) | (g << 8) | (b << 16) | (a << 24);
}
static void createBitmap(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
int level, int layer, float3 color, bool flipY) {
auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
const int width = baseWidth >> level;
const int height = baseHeight >> level;
const size_t size0 = height * width * 4;
uint8_t* buffer0 = (uint8_t*)calloc(size0, 1);
PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
const float3 foreground = color;
const float3 background = float3(1, 1, 0);
// Draw a triangle on a yellow background.
//
// The triangle is oriented as such:
// low addresses
// | .
// | ...
// | .....
// v ........
// high addresses
//
// If flipY is specified (e.g., for OpenGL) we flip the image:
// high addresses
// ^ .
// | ...
// | .....
// | ........
// low addresses
// This is because OpenGL automatically flips image data when uploading into the texture.
uint32_t* texels = (uint32_t*)buffer0;
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
const float d = abs(uv.x);
const float triangleWidth = uv.y >= -.3 && uv.y <= .3 ? (.4f / .6f * uv.y + .2f) : 0;
const float t = d < triangleWidth ? 1.0 : 0.0;
const float3 color = mix(foreground, background, t);
int rowFlipped = flipY ? (height - 1) - row : row;
texels[rowFlipped * width + col] = toUintColor(float4(color, 1.0f));
}
}
// Upload to the GPU.
dapi.update3DImage(texture, level, 0, 0, layer, width, height, 1, std::move(pb));
}
static void createBitmap(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
int level, float3 color, bool flipY) {
createBitmap(dapi, texture, baseWidth, baseHeight, level, 0u, color, flipY);
}
static void createFaces(DriverApi& dapi, Handle<HwTexture> texture, int baseWidth, int baseHeight,
int level, float3 color) {
auto cb = [](void* buffer, size_t size, void* user) { free(buffer); };
const int width = baseWidth >> level;
const int height = baseHeight >> level;
const size_t size0 = height * width * 4 * 6;
uint8_t* buffer0 = (uint8_t*)calloc(size0, 1);
PixelBufferDescriptor pb(buffer0, size0, PixelDataFormat::RGBA, PixelDataType::UBYTE, cb);
const float3 foreground = color;
const float3 background = float3(1, 1, 0);
const float radius = 0.25f;
// Draw a circle on a yellow background.
uint32_t* texels = (uint32_t*)buffer0;
for (int face = 0; face < 6; face++) {
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
float2 uv = { (col - width / 2.0f) / width, (row - height / 2.0f) / height };
const float d = distance(uv, float2(0));
const float t = d < radius ? 1.0 : 0.0;
const float3 color = mix(foreground, background, t);
texels[row * width + col] = toUintColor(float4(color, 1.0f));
}
}
texels += face * width * height;
}
// Upload to the GPU.
dapi.update3DImage(texture, level, 0, 0, 0, width, height, 6, std::move(pb));
}
TEST_F(BlitTest, ColorMagnify) {
SKIP_IF(Backend::WEBGPU, "test cases fail in WebGPU, see b/424157731");
auto& api = getDriverApi();
mCleanup.addPostCall([&]() { executeCommands(); });
constexpr int kSrcTexWidth = 256;
constexpr int kSrcTexHeight = 256;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 384;
constexpr int kDstTexHeight = 384;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 3;
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
auto swapChain = mCleanup.add(createSwapChain());
api.makeCurrent(swapChain, swapChain);
// Create a source texture.
Handle<HwTexture> const srcTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_SRC));
const bool flipY = sBackend == Backend::OPENGL;
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0), flipY);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5), flipY);
// Create a destination texture.
Handle<HwTexture> const dstTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT | TextureUsage::BLIT_DST TEXTURE_USAGE_READ_PIXELS));
// Create a RenderTarget for each texture's miplevel.
Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
for (uint8_t level = 0; level < kNumLevels; level++) {
srcRenderTargets[level] = mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, 1, { srcTexture, level, 0 }, {},
{}));
dstRenderTargets[level] = mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR,
kDstTexWidth >> level, kDstTexHeight >> level, 1, 1, { dstTexture, level, 0 }, {},
{}));
}
// Do a "magnify" blit from level 1 of the source RT to the level 0 of the destination RT.
const int srcLevel = 1;
api.blitDEPRECATED(TargetBufferFlags::COLOR0, dstRenderTargets[0],
{ 0, 0, kDstTexWidth, kDstTexHeight }, srcRenderTargets[srcLevel],
{ 0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel },
SamplerMagFilter::LINEAR);
// Push through an empty frame to allow the texture to upload and the blit to execute.
{
RenderFrame frame(api);
api.commit(swapChain);
}
{
RenderFrame frame(api);
EXPECT_IMAGE(dstRenderTargets[0],
ScreenshotParams(kDstTexWidth, kDstTexHeight, "ColorMagnify", 0x410bdd31));
api.commit(swapChain);
}
}
TEST_F(BlitTest, ColorMinify) {
SKIP_IF(Backend::WEBGPU, "test cases fail in WebGPU, see b/424157731");
auto& api = getDriverApi();
mCleanup.addPostCall([&]() { executeCommands(); });
constexpr int kSrcTexWidth = 1024;
constexpr int kSrcTexHeight = 1024;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 384;
constexpr int kDstTexHeight = 384;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 3;
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
auto swapChain = mCleanup.add(createSwapChain());
api.makeCurrent(swapChain, swapChain);
// Create a source texture.
Handle<HwTexture> const srcTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_SRC));
const bool flipY = sBackend == Backend::OPENGL;
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0), flipY);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5), flipY);
// Create a destination texture.
Handle<HwTexture> const dstTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_DST TEXTURE_USAGE_READ_PIXELS));
// Create a RenderTarget for each texture's miplevel.
Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
Handle<HwRenderTarget> dstRenderTargets[kNumLevels];
for (uint8_t level = 0; level < kNumLevels; level++) {
srcRenderTargets[level] = mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, 1, { srcTexture, level, 0 }, {},
{}));
dstRenderTargets[level] = mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR,
kDstTexWidth >> level, kDstTexHeight >> level, 1, 1, { dstTexture, level, 0 }, {},
{}));
}
// Do a "minify" blit from level 1 of the source RT to the level 0 of the destination RT.
const int srcLevel = 1;
api.blitDEPRECATED(TargetBufferFlags::COLOR0,
dstRenderTargets[0], { 0, 0, kDstTexWidth, kDstTexHeight },
srcRenderTargets[srcLevel],
{ 0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel },
SamplerMagFilter::LINEAR);
EXPECT_IMAGE(dstRenderTargets[0],
ScreenshotParams(kDstTexWidth, kDstTexHeight, "ColorMinify", 0xf3d9c53f));
}
TEST_F(BlitTest, ColorResolve) {
SKIP_IF(Backend::WEBGPU, "test cases fail in WebGPU, see b/424157731");
auto& api = getDriverApi();
if (api.getFeatureLevel() < FeatureLevel::FEATURE_LEVEL_2) {
GTEST_SKIP() << "Skipping test because multi-sampled textures are not supported at Feature level < 2";
}
constexpr int kSrcTexWidth = 256;
constexpr int kSrcTexHeight = 256;
constexpr int kDstTexWidth = 256;
constexpr int kDstTexHeight = 256;
constexpr auto kColorTexFormat = TextureFormat::RGBA8;
constexpr int kSampleCount = 4;
Shader shader = SharedShaders::makeShader(api, mCleanup, ShaderRequest{
.mVertexType = VertexShaderType::Simple,
.mFragmentType = FragmentShaderType::SolidColored,
.mUniformType = ShaderUniformType::Simple,
});
// Create a VertexBuffer, IndexBuffer, and RenderPrimitive.
TrianglePrimitive const triangle(api);
// Create 4-sample texture.
Handle<HwTexture> const srcColorTexture = mCleanup.add(api.createTexture(
SamplerType::SAMPLER_2D, 1, kColorTexFormat, kSampleCount, kSrcTexWidth, kSrcTexHeight,
1, TextureUsage::COLOR_ATTACHMENT | TextureUsage::BLIT_SRC | TextureUsage::UPLOADABLE));
// Create 1-sample texture.
// Note that BLIT_SRC usage is necessary because this texture will be read back.
Handle<HwTexture> const dstColorTexture = mCleanup.add(api.createTexture(
SamplerType::SAMPLER_2D, 1, kColorTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT | TextureUsage::BLIT_DST |
TextureUsage::BLIT_SRC));
// Create a 4-sample render target with the 4-sample texture.
Handle<HwRenderTarget> const srcRenderTarget = mCleanup.add(api.createRenderTarget(
TargetBufferFlags::COLOR, kSrcTexWidth, kSrcTexHeight, kSampleCount, 1,
{{ srcColorTexture }}, {}, {}));
// Create a 1-sample render target with the 1-sample texture.
Handle<HwRenderTarget> const dstRenderTarget = mCleanup.add(api.createRenderTarget(
TargetBufferFlags::COLOR, kDstTexWidth, kDstTexHeight, 1, 1,
{{ dstColorTexture }}, {}, {}));
// Prep for rendering.
PipelineState state = getColorWritePipelineState();
shader.addProgramToPipelineState(state);
RenderPassParams params = getClearColorRenderPass();
params.viewport.width = kSrcTexWidth;
params.viewport.height = kSrcTexHeight;
auto ubuffer = mCleanup.add(api.createBufferObject(sizeof(SimpleMaterialParams),
BufferObjectBinding::UNIFORM, BufferUsage::STATIC));
// Draw red triangle into srcRenderTarget.
shader.uploadUniform(api, ubuffer, SimpleMaterialParams{
.color = float4(1, 0, 0, 1),
.scaleMinusOne = float4(0, 0, -0.5, 0),
.offset = float4(0.5, 0.5, 0, 0),
});
shader.bindUniform<SimpleMaterialParams>(api, ubuffer);
{
RenderFrame frame(api);
api.beginRenderPass(srcRenderTarget, params);
state.primitiveType = PrimitiveType::TRIANGLES;
state.vertexBufferInfo = triangle.getVertexBufferInfo();
api.bindPipeline(state);
api.bindRenderPrimitive(triangle.getRenderPrimitive());
api.draw2(0, 3, 1);
api.endRenderPass();
}
// Resolve the MSAA render target into the single-sample render target.
api.blitDEPRECATED(TargetBufferFlags::COLOR,
dstRenderTarget, { 0, 0, kDstTexWidth, kDstTexHeight },
srcRenderTarget, { 0, 0, kSrcTexWidth, kSrcTexHeight },
SamplerMagFilter::NEAREST);
EXPECT_IMAGE(dstRenderTarget,
ScreenshotParams(kDstTexWidth, kDstTexHeight, "ColorResolve", 531759687));
}
TEST_F(BlitTest, Blit2DTextureArray) {
auto& api = getDriverApi();
mCleanup.addPostCall([&]() { executeCommands(); });
api.startCapture(0);
mCleanup.addPostCall([&]() { api.stopCapture(0); });
constexpr int kSrcTexWidth = 256;
constexpr int kSrcTexHeight = 256;
constexpr int kSrcTexDepth = 4; // layers of the texture array
constexpr int kDstTexDepth = 1; // layers of the texture array
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 256;
constexpr int kDstTexHeight = 256;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 1;
constexpr int kSrcTexLayer = 2;
constexpr int kDstTexLayer = 0;
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
auto swapChain = mCleanup.add(createSwapChain());
api.makeCurrent(swapChain, swapChain);
// Create a source texture.
Handle<HwTexture> srcTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D_ARRAY,
kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, kSrcTexDepth,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_SRC));
const bool flipY = sBackend == Backend::OPENGL;
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, kSrcTexLayer, float3(0.5, 0, 0),
flipY);
// Create a destination texture.
Handle<HwTexture> dstTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_DST TEXTURE_USAGE_READ_PIXELS));
// Create two RenderTargets.
const int level = 0;
Handle<HwRenderTarget> srcRenderTarget = mCleanup.add(
api.createRenderTarget(TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, 1,
{ srcTexture, level, kSrcTexLayer }, {}, {}));
Handle<HwRenderTarget> dstRenderTarget = mCleanup.add(
api.createRenderTarget(TargetBufferFlags::COLOR,
kDstTexWidth >> level, kDstTexHeight >> level, 1, 1,
{ dstTexture, level, kDstTexLayer }, {}, {}));
// Do a blit from kSrcTexLayer of the source RT to kDstTexLayer of the destination RT.
const int srcLevel = 0;
api.blitDEPRECATED(TargetBufferFlags::COLOR0, dstRenderTarget,
{ 0, 0, kDstTexWidth, kDstTexHeight }, srcRenderTarget,
{ 0, 0, kSrcTexWidth >> srcLevel, kSrcTexHeight >> srcLevel },
SamplerMagFilter::LINEAR);
// Push through an empty frame to allow the texture to upload and the blit to execute.
{
RenderFrame frame(api);
api.commit(swapChain);
}
{
RenderFrame frame(api);
EXPECT_IMAGE(dstRenderTarget,
ScreenshotParams(kDstTexWidth, kDstTexHeight, "Blit2DTextureArray",
0x8de7d55b));
api.commit(swapChain);
}
}
TEST_F(BlitTest, BlitRegion) {
auto& api = getDriverApi();
mCleanup.addPostCall([&]() { executeCommands(); });
constexpr int kSrcTexWidth = 1024;
constexpr int kSrcTexHeight = 1024;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
constexpr int kDstTexWidth = 384;
constexpr int kDstTexHeight = 384;
constexpr auto kDstTexFormat = TextureFormat::RGBA8;
constexpr int kNumLevels = 3;
constexpr int kSrcLevel = 1;
constexpr int kDstLevel = 0;
// Create a SwapChain and make it current. We don't really use it so the res doesn't matter.
auto swapChain = mCleanup.add(createSwapChain());
api.makeCurrent(swapChain, swapChain);
// Create a source texture.
Handle<HwTexture> srcTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE | TextureUsage::COLOR_ATTACHMENT |
TextureUsage::BLIT_SRC));
const bool flipY = sBackend == Backend::OPENGL;
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0), flipY);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5), flipY);
// Create a destination texture.
Handle<HwTexture> dstTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kDstTexFormat, 1, kDstTexWidth, kDstTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::COLOR_ATTACHMENT | TextureUsage::BLIT_DST));
// Blit one-quarter of src level 1 to dst level 0.
Viewport srcRect = {
.left = 0,
.bottom = 0,
.width = (kSrcTexWidth >> kSrcLevel) / 2,
.height = (kSrcTexHeight >> kSrcLevel) / 2,
};
Viewport dstRect = {
.left = 10,
.bottom = 10,
.width = kDstTexWidth - 10,
.height = kDstTexHeight - 10,
};
// Create a RenderTarget for each texture's miplevel.
// We purposely set the render target width and height to smaller than the texture, to check
// that this case is handled correctly.
Handle<HwRenderTarget> srcRenderTarget =
mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR, srcRect.width,
srcRect.height, 1, 1, { srcTexture, kSrcLevel, 0 }, {}, {}));
Handle<HwRenderTarget> dstRenderTarget =
mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR, kDstTexWidth >> kDstLevel,
kDstTexHeight >> kDstLevel, 1, 1, { dstTexture, kDstLevel, 0 }, {}, {}));
api.blitDEPRECATED(TargetBufferFlags::COLOR0, dstRenderTarget, dstRect, srcRenderTarget,
srcRect,
SamplerMagFilter::LINEAR);
// Push through an empty frame to allow the texture to upload and the blit to execute.
{
RenderFrame frame(api);
api.commit(swapChain);
}
{
RenderFrame frame(api);
// TODO: for some reason, this test has very, very slight (as in one pixel) differences
// between OpenGL and Metal. So disable golden checking for now.
// EXPECT_IMAGE(dstRenderTarget, ScreenshotParams(kDstTexWidth,
// kDstTexHeight, "BlitRegion", 0x74fa34ed));
api.commit(swapChain);
}
}
TEST_F(BlitTest, BlitRegionToSwapChain) {
SKIP_IF(Backend::WEBGPU, "WebGPU Crashes due to not finding color attachment");
auto& api = getDriverApi();
mCleanup.addPostCall([&]() { executeCommands(); });
constexpr int kSrcTexWidth = 1024;
constexpr int kSrcTexHeight = 1024;
constexpr auto kSrcTexFormat = TextureFormat::RGBA8;
const uint32_t kDstTexWidth = screenWidth();
const uint32_t kDstTexHeight = screenHeight();
constexpr int kNumLevels = 3;
// Create a SwapChain and make it current.
auto swapChain = mCleanup.add(createSwapChain());
api.makeCurrent(swapChain, swapChain);
Handle<HwRenderTarget> dstRenderTarget = mCleanup.add(api.createDefaultRenderTarget());
// Create a source texture.
Handle<HwTexture> srcTexture = mCleanup.add(api.createTexture(SamplerType::SAMPLER_2D,
kNumLevels, kSrcTexFormat, 1, kSrcTexWidth, kSrcTexHeight, 1,
TextureUsage::SAMPLEABLE | TextureUsage::UPLOADABLE |
TextureUsage::COLOR_ATTACHMENT TEXTURE_USAGE_READ_PIXELS));
const bool flipY = sBackend == Backend::OPENGL;
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 0, float3(0.5, 0, 0), flipY);
createBitmap(api, srcTexture, kSrcTexWidth, kSrcTexHeight, 1, float3(0, 0, 0.5), flipY);
// Create a RenderTarget for each texture's miplevel.
Handle<HwRenderTarget> srcRenderTargets[kNumLevels];
for (uint8_t level = 0; level < kNumLevels; level++) {
srcRenderTargets[level] = mCleanup.add(api.createRenderTarget(TargetBufferFlags::COLOR,
kSrcTexWidth >> level, kSrcTexHeight >> level, 1, 1, { srcTexture, level, 0 }, {},
{}));
}
// Blit one-quarter of src level 1 to dst level 0.
const int srcLevel = 1;
Viewport srcRect = {
.left = (kSrcTexWidth >> srcLevel) / 2,
.bottom = (kSrcTexHeight >> srcLevel) / 2,
.width = (kSrcTexWidth >> srcLevel) / 2,
.height = (kSrcTexHeight >> srcLevel) / 2,
};
Viewport dstRect = {
.left = 10,
.bottom = 10,
.width = kDstTexWidth - 10,
.height = kDstTexHeight - 10,
};
{
RenderFrame frame(api);
api.blitDEPRECATED(TargetBufferFlags::COLOR0, dstRenderTarget,
dstRect, srcRenderTargets[srcLevel],
srcRect, SamplerMagFilter::LINEAR);
api.commit(swapChain);
}
// TODO: for some reason, this test has been disabled. It needs to be tested on all
// machines.
// EXPECT_IMAGE(dstRenderTarget,
// ScreenshotParams(kDstTexWidth, kDstTexHeight, "BlitRegionToSwapChain", 0x0));
}
} // namespace test