| // |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include <vector> |
| |
| using namespace angle; |
| |
| class IncompleteTextureTest : public ANGLETest |
| { |
| protected: |
| IncompleteTextureTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| if (mProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteProgram(mProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a) |
| { |
| size_t count = buffer.size() / 4; |
| for (size_t i = 0; i < count; i++) |
| { |
| buffer[i * 4 + 0] = r; |
| buffer[i * 4 + 1] = g; |
| buffer[i * 4 + 2] = b; |
| buffer[i * 4 + 3] = a; |
| } |
| } |
| |
| GLuint mProgram; |
| GLint mTextureUniformLocation; |
| }; |
| |
| TEST_P(IncompleteTextureTest, IncompleteTexture2D) |
| { |
| GLuint tex; |
| glGenTextures(1, &tex); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTextureUniformLocation, 0); |
| |
| const GLsizei textureWidth = 2; |
| const GLsizei textureHeight = 2; |
| std::vector<GLubyte> textureData(textureWidth * textureHeight * 4); |
| fillTextureData(textureData, 255, 0, 0, 255); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255); |
| |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| |
| glDeleteTextures(1, &tex); |
| } |
| |
| TEST_P(IncompleteTextureTest, UpdateTexture) |
| { |
| GLuint tex; |
| glGenTextures(1, &tex); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTextureUniformLocation, 0); |
| |
| const GLsizei redTextureWidth = 64; |
| const GLsizei redTextureHeight = 64; |
| std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4); |
| fillTextureData(redTextureData, 255, 0, 0, 255); |
| for (size_t i = 0; i < 7; i++) |
| { |
| glTexImage2D(GL_TEXTURE_2D, static_cast<GLint>(i), GL_RGBA, redTextureWidth >> i, |
| redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE, &redTextureData[0]); |
| } |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| |
| const GLsizei greenTextureWidth = 32; |
| const GLsizei greenTextureHeight = 32; |
| std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4); |
| fillTextureData(greenTextureData, 0, 255, 0, 255); |
| |
| for (size_t i = 0; i < 6; i++) |
| { |
| glTexSubImage2D(GL_TEXTURE_2D, static_cast<GLint>(i), greenTextureWidth >> i, |
| greenTextureHeight >> i, greenTextureWidth >> i, greenTextureHeight >> i, |
| GL_RGBA, GL_UNSIGNED_BYTE, &greenTextureData[0]); |
| } |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255); |
| |
| glDeleteTextures(1, &tex); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(IncompleteTextureTest, |
| ES2_D3D9(), |
| ES2_D3D11(), |
| ES2_OPENGL(), |
| ES2_OPENGLES()); |