blob: d7a113915c51efcae2ca47c084b4fc0158883a98 [file] [log] [blame]
//
// 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());