Make framebuffer DEPTH_STENCIL works well + StencilTexture higher priority. 25/280625/4
authorEunki, Hong <eunkiki.hong@samsung.com>
Thu, 1 Sep 2022 09:30:14 +0000 (18:30 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Fri, 2 Sep 2022 13:38:37 +0000 (22:38 +0900)
commit6c3f7a6040cf961ed6374deb8c332760930076b1
tree09b9fb7676d6c23dd5dbe422a64320f12ea3f897
parent9d1b24fd962e9c2c6601e1114854845ddc56bfa9
Make framebuffer DEPTH_STENCIL works well + StencilTexture higher priority.

Framebuffer cannot attach both Depth and Stencil
at indivisual Renderbuffer.

So, If FrameBuffer::Attachment::Mask::DEPTH_STENCIL used, result is broken.

This patch make if framebuffer try to use both Depth and Stencil,
let Framebuffer use GL_DEPTH_STENCIL_ATTACHMENT.

---

Make stencilTexture has higher proirity than depthTexture in gles case.

Current dali API only have AttachDepthTexture and
AttachDepthStencilTexture.
And, AttachDepthStencilTexture input texture stored in createInfor's
stencilTexture level.

Current device didn't support to seperate each depth/stencil result in gles.
So we need to assume that stencilTexture is depth_stencil texture.

Change-Id: I2a6f46b66c1ef64a6f54e6cc4fc934f0ad276406
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
automated-tests/src/dali-adaptor/dali-test-suite-utils/test-gl-abstraction.cpp
automated-tests/src/dali-adaptor/dali-test-suite-utils/test-gl-abstraction.h
automated-tests/src/dali-graphics/CMakeLists.txt
automated-tests/src/dali-graphics/utc-Dali-GraphicsFramebuffer.cpp [new file with mode: 0644]
dali/internal/graphics/gles-impl/gles-graphics-framebuffer.cpp