| // |
| // 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 "common/mathutil.h" |
| #include "test_utils/ANGLETest.h" |
| #include "test_utils/gl_raii.h" |
| |
| using namespace angle; |
| |
| namespace |
| { |
| |
| // Take a pixel, and reset the components not covered by the format to default |
| // values. In particular, the default value for the alpha component is 255 |
| // (1.0 as unsigned normalized fixed point value). |
| GLColor SliceFormatColor(GLenum format, GLColor full) |
| { |
| switch (format) |
| { |
| case GL_RED: |
| return GLColor(full.R, 0, 0, 255u); |
| case GL_RG: |
| return GLColor(full.R, full.G, 0, 255u); |
| case GL_RGB: |
| return GLColor(full.R, full.G, full.B, 255u); |
| case GL_RGBA: |
| return full; |
| default: |
| EXPECT_TRUE(false); |
| return GLColor::white; |
| } |
| } |
| |
| class TexCoordDrawTest : public ANGLETest |
| { |
| protected: |
| TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual std::string getVertexShaderSource() |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ) |
| ); |
| } |
| |
| virtual std::string getFragmentShaderSource() = 0; |
| |
| virtual void setUpProgram() |
| { |
| const std::string vertexShaderSource = getVertexShaderSource(); |
| const std::string fragmentShaderSource = getFragmentShaderSource(); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, mProgram); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| setUpFramebuffer(); |
| } |
| |
| void TearDown() override |
| { |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| glDeleteFramebuffers(1, &mFramebuffer); |
| glDeleteTextures(1, &mFramebufferColorTexture); |
| glDeleteProgram(mProgram); |
| ANGLETest::TearDown(); |
| } |
| |
| void setUpFramebuffer() |
| { |
| // We use an FBO to work around an issue where the default framebuffer applies SRGB |
| // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not |
| // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec |
| // section 4.4 says that the format of the default framebuffer is entirely up to the window |
| // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off |
| // SRGB conversion like desktop GL does. |
| // TODO(oetuaho): Get rid of this if the underlying issue is fixed. |
| glGenFramebuffers(1, &mFramebuffer); |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); |
| |
| glGenTextures(1, &mFramebufferColorTexture); |
| glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| mFramebufferColorTexture, 0); |
| ASSERT_GL_NO_ERROR(); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| // Returns the created texture ID. |
| GLuint create2DTexture() |
| { |
| GLuint texture2D; |
| glGenTextures(1, &texture2D); |
| glBindTexture(GL_TEXTURE_2D, texture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| return texture2D; |
| } |
| |
| GLuint mProgram; |
| GLuint mFramebuffer; |
| |
| private: |
| GLuint mFramebufferColorTexture; |
| }; |
| |
| class Texture2DTest : public TexCoordDrawTest |
| { |
| protected: |
| Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {} |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ) |
| ); |
| } |
| |
| virtual const char *getTextureUniformName() { return "tex"; } |
| |
| void setUpProgram() override |
| { |
| TexCoordDrawTest::setUpProgram(); |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName()); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| mTexture2D = create2DTexture(); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTexture2D); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| // Tests CopyTexSubImage with floating point textures of various formats. |
| void testFloatCopySubImage(int sourceImageChannels, int destImageChannels) |
| { |
| // TODO(jmadill): Figure out why this is broken on Intel D3D11 |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel D3D11." << std::endl; |
| return; |
| } |
| |
| setUpProgram(); |
| |
| if (getClientMajorVersion() < 3) |
| { |
| if (!extensionEnabled("GL_EXT_texture_storage")) |
| { |
| std::cout << "Test skipped due to missing GL_EXT_texture_storage." << std::endl; |
| return; |
| } |
| |
| if (!extensionEnabled("GL_OES_texture_float")) |
| { |
| std::cout << "Test skipped due to missing GL_OES_texture_float." << std::endl; |
| return; |
| } |
| |
| if ((sourceImageChannels < 3 || destImageChannels < 3) && !extensionEnabled("GL_EXT_texture_rg")) |
| { |
| std::cout << "Test skipped due to missing GL_EXT_texture_rg." << std::endl; |
| return; |
| } |
| |
| if (destImageChannels == 3 && !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb")) |
| { |
| std::cout << "Test skipped due to missing GL_CHROMIUM_color_buffer_float_rgb." |
| << std::endl; |
| return; |
| } |
| |
| if (destImageChannels == 4 && !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba")) |
| { |
| std::cout << "Test skipped due to missing GL_CHROMIUM_color_buffer_float_rgb." |
| << std::endl; |
| return; |
| } |
| |
| if (destImageChannels <= 2) |
| { |
| std::cout << "Test skipped because no extensions grant renderability to 1 and 2 " |
| "channel floating point textures." |
| << std::endl; |
| return; |
| } |
| } |
| else |
| { |
| if (!extensionEnabled("GL_color_buffer_float")) |
| { |
| std::cout << "Test skipped due to missing GL_color_buffer_float." << std::endl; |
| return; |
| } |
| |
| if (destImageChannels == 3 && !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb")) |
| { |
| std::cout << "Test skipped due to missing GL_CHROMIUM_color_buffer_float_rgb." |
| << std::endl; |
| return; |
| } |
| } |
| |
| GLfloat sourceImageData[4][16] = |
| { |
| { // R |
| 1.0f, |
| 0.0f, |
| 0.0f, |
| 1.0f |
| }, |
| { // RG |
| 1.0f, 0.0f, |
| 0.0f, 1.0f, |
| 0.0f, 0.0f, |
| 1.0f, 1.0f |
| }, |
| { // RGB |
| 1.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f |
| }, |
| { // RGBA |
| 1.0f, 0.0f, 0.0f, 1.0f, |
| 0.0f, 1.0f, 0.0f, 1.0f, |
| 0.0f, 0.0f, 1.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f |
| }, |
| }; |
| |
| GLenum imageFormats[] = |
| { |
| GL_R32F, |
| GL_RG32F, |
| GL_RGB32F, |
| GL_RGBA32F, |
| }; |
| |
| GLenum sourceUnsizedFormats[] = |
| { |
| GL_RED, |
| GL_RG, |
| GL_RGB, |
| GL_RGBA, |
| }; |
| |
| GLuint textures[2]; |
| |
| glGenTextures(2, textures); |
| |
| GLfloat *imageData = sourceImageData[sourceImageChannels - 1]; |
| GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1]; |
| GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1]; |
| GLenum destImageFormat = imageFormats[destImageChannels - 1]; |
| |
| glBindTexture(GL_TEXTURE_2D, textures[0]); |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2); |
| } |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData); |
| |
| if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg")) |
| { |
| // This is not supported |
| ASSERT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| else |
| { |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLuint fbo; |
| glGenFramebuffers(1, &fbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0); |
| |
| glBindTexture(GL_TEXTURE_2D, textures[1]); |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2); |
| } |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2); |
| ASSERT_GL_NO_ERROR(); |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| int testImageChannels = std::min(sourceImageChannels, destImageChannels); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| if (testImageChannels > 1) |
| { |
| EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255); |
| EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255); |
| if (testImageChannels > 2) |
| { |
| EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255); |
| } |
| } |
| |
| glDeleteFramebuffers(1, &fbo); |
| glDeleteTextures(2, textures); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLuint mTexture2D; |
| GLint mTexture2DUniformLocation; |
| }; |
| |
| class Texture2DTestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DTestES3() : Texture2DTest() {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex, texcoord);\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| Texture2DTest::SetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DIntegerAlpha1TestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DIntegerAlpha1TestES3() : Texture2DTest() {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp isampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " vec4 green = vec4(0, 1, 0, 1);\n" |
| " vec4 black = vec4(0, 0, 0, 0);\n" |
| " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| Texture2DTest::SetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest |
| { |
| protected: |
| Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp usampler2D tex;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " vec4 green = vec4(0, 1, 0, 1);\n" |
| " vec4 black = vec4(0, 0, 0, 0);\n" |
| " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| Texture2DTest::SetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class Texture2DTestWithDrawScale : public Texture2DTest |
| { |
| protected: |
| Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| uniform vec2 drawScale; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy * drawScale, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ) |
| ); |
| } |
| |
| void SetUp() override |
| { |
| Texture2DTest::SetUp(); |
| |
| setUpProgram(); |
| |
| mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale"); |
| ASSERT_NE(-1, mDrawScaleUniformLocation); |
| |
| glUseProgram(mProgram); |
| glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f); |
| glUseProgram(0); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| GLint mDrawScaleUniformLocation; |
| }; |
| |
| class Sampler2DAsFunctionParameterTest : public Texture2DTest |
| { |
| protected: |
| Sampler2DAsFunctionParameterTest() : Texture2DTest() {} |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| vec4 computeFragColor(sampler2D aTex) |
| { |
| return texture2D(aTex, texcoord); |
| } |
| |
| void main() |
| { |
| gl_FragColor = computeFragColor(tex); |
| } |
| ) |
| ); |
| } |
| |
| void SetUp() override |
| { |
| Texture2DTest::SetUp(); |
| setUpProgram(); |
| } |
| }; |
| |
| class TextureCubeTest : public TexCoordDrawTest |
| { |
| protected: |
| TextureCubeTest() |
| : TexCoordDrawTest(), |
| mTexture2D(0), |
| mTextureCube(0), |
| mTexture2DUniformLocation(-1), |
| mTextureCubeUniformLocation(-1) |
| { |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex2D; |
| uniform samplerCube texCube; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex2D, texcoord); |
| gl_FragColor += textureCube(texCube, vec3(texcoord, 0)); |
| } |
| ) |
| ); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| glGenTextures(1, &mTextureCube); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| for (GLenum face = 0; face < 6; face++) |
| { |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| } |
| EXPECT_GL_NO_ERROR(); |
| |
| mTexture2D = create2DTexture(); |
| |
| setUpProgram(); |
| |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D"); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, mTextureCubeUniformLocation); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTextureCube); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint mTexture2D; |
| GLuint mTextureCube; |
| GLint mTexture2DUniformLocation; |
| GLint mTextureCubeUniformLocation; |
| }; |
| |
| class SamplerArrayTest : public TexCoordDrawTest |
| { |
| protected: |
| SamplerArrayTest() |
| : TexCoordDrawTest(), |
| mTexture2DA(0), |
| mTexture2DB(0), |
| mTexture0UniformLocation(-1), |
| mTexture1UniformLocation(-1) |
| { |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform highp sampler2D tex2DArray[2]; |
| varying vec2 texcoord; |
| void main() |
| { |
| gl_FragColor = texture2D(tex2DArray[0], texcoord); |
| gl_FragColor += texture2D(tex2DArray[1], texcoord); |
| } |
| ) |
| ); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| setUpProgram(); |
| |
| mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]"); |
| ASSERT_NE(-1, mTexture0UniformLocation); |
| mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]"); |
| ASSERT_NE(-1, mTexture1UniformLocation); |
| |
| mTexture2DA = create2DTexture(); |
| mTexture2DB = create2DTexture(); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTexture2DA); |
| glDeleteTextures(1, &mTexture2DB); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| void testSamplerArrayDraw() |
| { |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DA); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| texData[1] = 120; |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DB); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture0UniformLocation, 0); |
| glUniform1i(mTexture1UniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2); |
| } |
| |
| GLuint mTexture2DA; |
| GLuint mTexture2DB; |
| GLint mTexture0UniformLocation; |
| GLint mTexture1UniformLocation; |
| }; |
| |
| |
| class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest |
| { |
| protected: |
| SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {} |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string(SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform highp sampler2D tex2DArray[2]; |
| varying vec2 texcoord; |
| |
| vec4 computeFragColor(highp sampler2D aTex2DArray[2]) |
| { |
| return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord); |
| } |
| |
| void main() |
| { |
| gl_FragColor = computeFragColor(tex2DArray); |
| } |
| ) |
| ); |
| } |
| }; |
| |
| class Texture2DArrayTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DArray tex2DArray;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| setUpProgram(); |
| |
| mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray"); |
| ASSERT_NE(-1, mTextureArrayLocation); |
| |
| glGenTextures(1, &m2DArrayTexture); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &m2DArrayTexture); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint m2DArrayTexture; |
| GLint mTextureArrayLocation; |
| }; |
| |
| class TextureSizeTextureArrayTest : public TexCoordDrawTest |
| { |
| protected: |
| TextureSizeTextureArrayTest() |
| : TexCoordDrawTest(), |
| mTexture2DA(0), |
| mTexture2DB(0), |
| mTexture0Location(-1), |
| mTexture1Location(-1) |
| { |
| } |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex2DArray[2];\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n" |
| " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n" |
| " fragColor = vec4(red, green, 0.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| setUpProgram(); |
| |
| mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]"); |
| ASSERT_NE(-1, mTexture0Location); |
| mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]"); |
| ASSERT_NE(-1, mTexture1Location); |
| |
| mTexture2DA = create2DTexture(); |
| mTexture2DB = create2DTexture(); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTexture2DA); |
| glDeleteTextures(1, &mTexture2DB); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint mTexture2DA; |
| GLuint mTexture2DB; |
| GLint mTexture0Location; |
| GLint mTexture1Location; |
| }; |
| |
| class Texture3DTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {} |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler3D tex3D;\n" |
| "in vec2 texcoord;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| glGenTextures(1, &mTexture3D); |
| |
| setUpProgram(); |
| |
| mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D"); |
| ASSERT_NE(-1, mTexture3DUniformLocation); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTexture3D); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint mTexture3D; |
| GLint mTexture3DUniformLocation; |
| }; |
| |
| class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| ShadowSamplerPlusSampler3DTestES3() |
| : TexCoordDrawTest(), |
| mTextureShadow(0), |
| mTexture3D(0), |
| mTextureShadowUniformLocation(-1), |
| mTexture3DUniformLocation(-1), |
| mDepthRefUniformLocation(-1) |
| { |
| } |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DShadow tex2DShadow;\n" |
| "uniform highp sampler3D tex3D;\n" |
| "in vec2 texcoord;\n" |
| "uniform float depthRef;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n" |
| " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| glGenTextures(1, &mTexture3D); |
| |
| glGenTextures(1, &mTextureShadow); |
| glBindTexture(GL_TEXTURE_2D, mTextureShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| setUpProgram(); |
| |
| mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow"); |
| ASSERT_NE(-1, mTextureShadowUniformLocation); |
| mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D"); |
| ASSERT_NE(-1, mTexture3DUniformLocation); |
| mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef"); |
| ASSERT_NE(-1, mDepthRefUniformLocation); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTextureShadow); |
| glDeleteTextures(1, &mTexture3D); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint mTextureShadow; |
| GLuint mTexture3D; |
| GLint mTextureShadowUniformLocation; |
| GLint mTexture3DUniformLocation; |
| GLint mDepthRefUniformLocation; |
| }; |
| |
| class SamplerTypeMixTestES3 : public TexCoordDrawTest |
| { |
| protected: |
| SamplerTypeMixTestES3() |
| : TexCoordDrawTest(), |
| mTexture2D(0), |
| mTextureCube(0), |
| mTexture2DShadow(0), |
| mTextureCubeShadow(0), |
| mTexture2DUniformLocation(-1), |
| mTextureCubeUniformLocation(-1), |
| mTexture2DShadowUniformLocation(-1), |
| mTextureCubeShadowUniformLocation(-1), |
| mDepthRefUniformLocation(-1) |
| { |
| } |
| |
| std::string getVertexShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "out vec2 texcoord;\n" |
| "in vec4 position;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(position.xy, 0.0, 1.0);\n" |
| " texcoord = (position.xy * 0.5) + 0.5;\n" |
| "}\n"); |
| } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "#version 300 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2D tex2D;\n" |
| "uniform highp samplerCube texCube;\n" |
| "uniform highp sampler2DShadow tex2DShadow;\n" |
| "uniform highp samplerCubeShadow texCubeShadow;\n" |
| "in vec2 texcoord;\n" |
| "uniform float depthRef;\n" |
| "out vec4 fragColor;\n" |
| "void main()\n" |
| "{\n" |
| " fragColor = texture(tex2D, texcoord);\n" |
| " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n" |
| " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n" |
| " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * " |
| "0.125);\n" |
| "}\n"); |
| } |
| |
| void SetUp() override |
| { |
| TexCoordDrawTest::SetUp(); |
| |
| glGenTextures(1, &mTexture2D); |
| glGenTextures(1, &mTextureCube); |
| |
| glGenTextures(1, &mTexture2DShadow); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| glGenTextures(1, &mTextureCubeShadow); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); |
| |
| setUpProgram(); |
| |
| mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D"); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube"); |
| ASSERT_NE(-1, mTextureCubeUniformLocation); |
| mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow"); |
| ASSERT_NE(-1, mTexture2DShadowUniformLocation); |
| mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow"); |
| ASSERT_NE(-1, mTextureCubeShadowUniformLocation); |
| mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef"); |
| ASSERT_NE(-1, mDepthRefUniformLocation); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void TearDown() override |
| { |
| glDeleteTextures(1, &mTexture2D); |
| glDeleteTextures(1, &mTextureCube); |
| glDeleteTextures(1, &mTexture2DShadow); |
| glDeleteTextures(1, &mTextureCubeShadow); |
| TexCoordDrawTest::TearDown(); |
| } |
| |
| GLuint mTexture2D; |
| GLuint mTextureCube; |
| GLuint mTexture2DShadow; |
| GLuint mTextureCubeShadow; |
| GLint mTexture2DUniformLocation; |
| GLint mTextureCubeUniformLocation; |
| GLint mTexture2DShadowUniformLocation; |
| GLint mTextureCubeShadowUniformLocation; |
| GLint mDepthRefUniformLocation; |
| }; |
| |
| class SamplerInStructTest : public Texture2DTest |
| { |
| protected: |
| SamplerInStructTest() : Texture2DTest() {} |
| |
| const char *getTextureUniformName() override { return "us.tex"; } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n" |
| "}\n"); |
| } |
| |
| void runSamplerInStructTest() |
| { |
| setUpProgram(); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| &GLColor::green); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| }; |
| |
| class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(S s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us);\n" |
| "}\n"); |
| } |
| }; |
| |
| class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| const char *getTextureUniformName() override { return "us[0].tex"; } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us[1];\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(S s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us[0]);\n" |
| "}\n"); |
| } |
| }; |
| |
| class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {} |
| |
| const char *getTextureUniformName() override { return "us[0].sub.tex"; } |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "precision highp float;\n" |
| "struct SUB\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "struct S\n" |
| "{\n" |
| " SUB sub;\n" |
| "};\n" |
| "uniform S us[1];\n" |
| "varying vec2 texcoord;\n" |
| "vec4 sampleFrom(SUB s) {\n" |
| " return texture2D(s.tex, texcoord + s.a.x);\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = sampleFrom(us[0].sub);\n" |
| "}\n"); |
| } |
| }; |
| |
| class SamplerInStructAndOtherVariableTest : public SamplerInStructTest |
| { |
| protected: |
| SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {} |
| |
| std::string getFragmentShaderSource() override |
| { |
| return std::string( |
| "precision highp float;\n" |
| "struct S\n" |
| "{\n" |
| " vec4 a;\n" |
| " highp sampler2D tex;\n" |
| "};\n" |
| "uniform S us;\n" |
| "uniform float us_tex;\n" |
| "varying vec2 texcoord;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n" |
| "}\n"); |
| } |
| }; |
| |
| TEST_P(Texture2DTest, NegativeAPISubImage) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| setUpProgram(); |
| |
| const GLubyte *pixels[20] = { 0 }; |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| if (extensionEnabled("GL_EXT_texture_storage")) |
| { |
| // Create a 1-level immutable texture. |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2); |
| |
| // Try calling sub image on the second level. |
| glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| } |
| } |
| |
| // Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error. |
| TEST_P(Texture2DTest, QueryBinding) |
| { |
| glBindTexture(GL_TEXTURE_2D, 0); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| GLint textureBinding; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_EQ(0, textureBinding); |
| |
| glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding); |
| if (extensionEnabled("GL_OES_EGL_image_external") || |
| extensionEnabled("GL_NV_EGL_stream_consumer_external")) |
| { |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_EQ(0, textureBinding); |
| } |
| else |
| { |
| EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| } |
| } |
| |
| TEST_P(Texture2DTest, ZeroSizedUploads) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| setUpProgram(); |
| |
| // Use the texture first to make sure it's in video memory |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| |
| const GLubyte *pixel[4] = { 0 }; |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test drawing with two texture types, to trigger an ANGLE bug in validation |
| TEST_P(TextureCubeTest, CubeMapBug) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test drawing with two texture types accessed from the same shader and check that the result of |
| // drawing is correct. |
| TEST_P(TextureCubeTest, CubeMapDraw) |
| { |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| texData[1] = 120; |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, |
| texData); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| int px = getWindowWidth() - 1; |
| int py = 0; |
| EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2); |
| } |
| |
| TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 128; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2); |
| } |
| |
| // Test drawing with two textures passed to the shader in a sampler array. |
| TEST_P(SamplerArrayTest, SamplerArrayDraw) |
| { |
| testSamplerArrayDraw(); |
| } |
| |
| // Test drawing with two textures passed to the shader in a sampler array which is passed to a |
| // user-defined function in the shader. |
| TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter) |
| { |
| testSamplerArrayDraw(); |
| } |
| |
| // Copy of a test in conformance/textures/texture-mips, to test generate mipmaps |
| TEST_P(Texture2DTestWithDrawScale, MipmapsTwice) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red); |
| |
| std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsBlue.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| pixelsGreen.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green); |
| } |
| |
| // Test creating a FBO with a cube map render target, to test an ANGLE bug |
| // https://code.google.com/p/angleproject/issues/detail?id=849 |
| TEST_P(TextureCubeTest, CubeMapFBO) |
| { |
| GLuint fbo; |
| glGenFramebuffers(1, &fbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, mTextureCube, 0); |
| |
| EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| glDeleteFramebuffers(1, &fbo); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a default color. |
| TEST_P(Texture2DTest, TexStorage) |
| { |
| if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage")) |
| { |
| std::cout << "Test skipped because ES3 or GL_EXT_texture_storage not available." |
| << std::endl; |
| return; |
| } |
| |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| |
| GLuint tex2D; |
| glGenTextures(1, &tex2D); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| // Fill with red |
| std::vector<GLubyte> pixels(3 * 16 * 16); |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 3 + 0] = 255; |
| pixels[pixelId * 3 + 1] = 0; |
| pixels[pixelId * 3 + 2] = 0; |
| } |
| |
| // ANGLE internally uses RGBA as the DirectX format for RGB images |
| // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent alpha color. |
| // The data is kept in a CPU-side image and the image is marked as dirty. |
| if (getClientMajorVersion() >= 3) |
| { |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| } |
| else |
| { |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| } |
| |
| // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched. |
| // glTexSubImage2D should take into account that the image is dirty. |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| setUpProgram(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| glDeleteTextures(1, &tex2D); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255); |
| |
| // Validate that the region of the texture without data has an alpha of 1.0 |
| GLubyte pixel[4]; |
| glReadPixels(3 * width / 4, 3 * height / 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_EQ(pixel[3], 255); |
| } |
| |
| // Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has initialized the image with a default color. |
| TEST_P(Texture2DTest, TexStorageWithPBO) |
| { |
| if (extensionEnabled("NV_pixel_buffer_object")) |
| { |
| int width = getWindowWidth(); |
| int height = getWindowHeight(); |
| |
| GLuint tex2D; |
| glGenTextures(1, &tex2D); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| // Fill with red |
| std::vector<GLubyte> pixels(3 * 16 * 16); |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 3 + 0] = 255; |
| pixels[pixelId * 3 + 1] = 0; |
| pixels[pixelId * 3 + 2] = 0; |
| } |
| |
| // Read 16x16 region from red backbuffer to PBO |
| GLuint pbo; |
| glGenBuffers(1, &pbo); |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); |
| glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW); |
| |
| // ANGLE internally uses RGBA as the DirectX format for RGB images |
| // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent alpha color. |
| // The data is kept in a CPU-side image and the image is marked as dirty. |
| glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16); |
| |
| // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched. |
| // glTexSubImage2D should take into account that the image is dirty. |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| setUpProgram(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(mProgram, "position", 0.5f); |
| glDeleteTextures(1, &tex2D); |
| glDeleteBuffers(1, &pbo); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255); |
| EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255); |
| } |
| } |
| |
| // See description on testFloatCopySubImage |
| TEST_P(Texture2DTest, CopySubImageFloat_R_R) |
| { |
| testFloatCopySubImage(1, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RG_R) |
| { |
| testFloatCopySubImage(2, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RG_RG) |
| { |
| testFloatCopySubImage(2, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_R) |
| { |
| if (IsIntel() && IsLinux()) |
| { |
| // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346) |
| std::cout << "Test disabled on Linux Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| testFloatCopySubImage(3, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG) |
| { |
| if (IsIntel() && IsLinux()) |
| { |
| // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346) |
| std::cout << "Test disabled on Linux Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| testFloatCopySubImage(3, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB) |
| { |
| if (IsIntel() && IsLinux()) |
| { |
| // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346) |
| std::cout << "Test disabled on Linux Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3 |
| if (IsD3D11_FL93()) |
| { |
| std::cout << "Test skipped on Feature Level 9_3." << std::endl; |
| return; |
| } |
| |
| testFloatCopySubImage(3, 3); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R) |
| { |
| testFloatCopySubImage(4, 1); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG) |
| { |
| testFloatCopySubImage(4, 2); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB) |
| { |
| // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3 |
| if (IsD3D11_FL93()) |
| { |
| std::cout << "Test skipped on Feature Level 9_3." << std::endl; |
| return; |
| } |
| |
| testFloatCopySubImage(4, 3); |
| } |
| |
| TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA) |
| { |
| // TODO (bug 1284): Investigate RGBA32f D3D SDK Layers messages on D3D11_FL9_3 |
| if (IsD3D11_FL93()) |
| { |
| std::cout << "Test skipped on Feature Level 9_3." << std::endl; |
| return; |
| } |
| |
| testFloatCopySubImage(4, 4); |
| } |
| |
| // Port of https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html |
| // Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly handles GL_ALPHA |
| TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE) |
| { |
| const int npotTexSize = 5; |
| const int potTexSize = 4; // Should be less than npotTexSize |
| GLuint tex2D; |
| |
| if (extensionEnabled("GL_OES_texture_npot")) |
| { |
| // This test isn't applicable if texture_npot is enabled |
| return; |
| } |
| |
| setUpProgram(); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1. |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &tex2D); |
| glBindTexture(GL_TEXTURE_2D, tex2D); |
| |
| std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize); |
| for (size_t pixelId = 0; pixelId < npotTexSize * npotTexSize; ++pixelId) |
| { |
| pixels[pixelId] = 64; |
| } |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| // Check that an NPOT texture not on level 0 generates INVALID_VALUE |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| |
| // Check that an NPOT texture on level 0 succeeds |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Check that generateMipmap fails on NPOT |
| glGenerateMipmap(GL_TEXTURE_2D); |
| EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| |
| // Check that nothing is drawn if filtering is not correct for NPOT |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255); |
| |
| // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255 |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255); |
| |
| // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64); |
| |
| // Check that glTexImage2D for POT texture succeeds |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels.data()); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Check that generateMipmap for an POT texture succeeds |
| glGenerateMipmap(GL_TEXTURE_2D); |
| EXPECT_GL_NO_ERROR(); |
| |
| // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glClear(GL_COLOR_BUFFER_BIT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions. |
| // ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect. |
| TEST_P(Texture2DTest, NPOTSubImageParameters) |
| { |
| // TODO(geofflang): Allow the GL backend to accept SubImage calls with a null data ptr. (bug |
| // 1278) |
| if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| { |
| std::cout << "Test disabled on OpenGL." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| // Create an 8x8 (i.e. power-of-two) texture. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture. |
| // This should always work, even if GL_OES_texture_npot isn't active. |
| glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test to check that texture completeness is determined correctly when the texture base level is |
| // greater than 0, and also that level 0 is not sampled when base level is greater than 0. |
| TEST_P(Texture2DTestES3, DrawWithBaseLevel1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| std::vector<GLColor> texDataRed(4u * 4u, GLColor::red); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data()); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array. |
| std::cout << "Test skipped on AMD OpenGL." << std::endl; |
| return; |
| } |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when level 0 is undefined and base level is 1. |
| TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined) |
| { |
| if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array. |
| std::cout << "Test skipped on AMD OpenGL." << std::endl; |
| return; |
| } |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| // Texture is incomplete. |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // Texture is now complete. |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataRed(8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data()); |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base |
| // level was changed. |
| std::cout << "Test partially skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base |
| // level was changed. |
| std::cout << "Test partially skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not |
| // have images defined. |
| TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined) |
| { |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have |
| // dimensions that don't fit the images inside the range. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions) |
| { |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, m2DArrayTexture); |
| std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataRed.data()); |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| // One level that is used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed drawing color 0,0,0,0 instead of the texture color after the base |
| // level was changed. |
| std::cout << "Test partially skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| if (IsNVIDIA() && (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)) |
| { |
| // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base |
| // level was changed. |
| std::cout << "Test partially skipped on NVIDIA OpenGL." << std::endl; |
| return; |
| } |
| |
| // Switch the level that is being used to the cyan level 2. |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that texture completeness is updated if texture max level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel) |
| { |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed having wrong behavior after the texture is made incomplete by changing |
| // the base level. |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // A level that is initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the max level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that 3D texture completeness is updated if texture max level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel) |
| { |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed having wrong behavior after the texture is made incomplete by changing |
| // the base level. |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| if (IsOSX()) |
| { |
| // Observed incorrect rendering on OSX. |
| std::cout << "Test skipped on OSX." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // A level that is initially unused. |
| glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the max level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that texture completeness is updated if texture base level changes. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel) |
| { |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel was observed having wrong behavior after the texture is made incomplete by changing |
| // the base level. |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // Two levels that are initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| // One level that is initially used - only this level should affect completeness. |
| glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataGreen.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the base level to level 1. The levels within the used range now have inconsistent |
| // dimensions and the texture should be incomplete. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that texture is not complete if base level is greater than max level. |
| // GLES 3.0.4 section 3.8.13 Texture completeness |
| TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel) |
| { |
| if (IsIntel() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| // Intel Windows OpenGL driver crashes if the base level of a non-immutable texture is out |
| // of range. |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be incomplete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black); |
| } |
| |
| // Test that immutable texture base level and max level are clamped. |
| // GLES 3.0.4 section 3.8.10 subsection Mipmapping |
| TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level |
| // should be clamped to [base_level, levels - 1]. |
| // GLES 3.0.4 section 3.8.10 subsection Mipmapping |
| // In the case of this test, those rules make the effective base level and max level 0. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be complete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that changing base level works when it affects the format of the texture. |
| TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel) |
| { |
| if (IsNVIDIA() && IsOpenGL()) |
| { |
| // Observed rendering corruption on NVIDIA OpenGL. |
| std::cout << "Test skipped on NVIDIA OpenGL." << std::endl; |
| return; |
| } |
| if (IsIntel() && IsDesktopOpenGL()) |
| { |
| // Observed incorrect rendering on Intel OpenGL. |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| if (IsAMD() && IsDesktopOpenGL()) |
| { |
| // Observed incorrect rendering on AMD OpenGL. |
| std::cout << "Test skipped on AMD OpenGL." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan); |
| std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
| |
| // RGBA8 level that's initially unused. |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| texDataCyan.data()); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
| |
| // RG8 level that's initially used, with consistent dimensions with level 0 but a different |
| // format. It reads green channel data from the green and alpha channels of texDataGreen |
| // (this is a bit hacky but works). |
| glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data()); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // Switch the texture to use the cyan level 0 with the RGBA format. |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan); |
| } |
| |
| // Test that setting a texture image works when base level is out of range. |
| TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| // Texture should be complete. |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG RBA->RGBA8, with 1.0 |
| // in the alpha channel. This test covers a bug where redefining array textures with these formats does not work as |
| // expected. |
| TEST_P(Texture2DArrayTestES3, RedefineInittableArray) |
| { |
| std::vector<GLubyte> pixelData; |
| for (size_t count = 0; count < 5000; count++) |
| { |
| pixelData.push_back(0u); |
| pixelData.push_back(255u); |
| pixelData.push_back(0u); |
| } |
| |
| glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture); |
| glUseProgram(mProgram); |
| glUniform1i(mTextureArrayLocation, 0); |
| |
| // The first draw worked correctly. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixelData[0]); |
| |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| // The dimension of the respecification must match the original exactly to trigger the bug. |
| glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixelData[0]); |
| drawQuad(mProgram, "position", 1.0f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| // Test shadow sampler and regular non-shadow sampler coexisting in the same shader. |
| // This test is needed especially to confirm that sampler registers get assigned correctly on |
| // the HLSL backend even when there's a mix of different HLSL sampler and texture types. |
| TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_3D, mTexture3D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 60; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTextureShadow); |
| GLfloat depthTexData[1]; |
| depthTexData[0] = 0.5f; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| glUseProgram(mProgram); |
| glUniform1f(mDepthRefUniformLocation, 0.3f); |
| glUniform1i(mTexture3DUniformLocation, 0); |
| glUniform1i(mTextureShadowUniformLocation, 1); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes 0.5 * <comparison result (1.0)> + <texture color> |
| EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER); |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes 0.5 * <comparison result (0.0)> + <texture color> |
| EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2); |
| } |
| |
| // Test multiple different sampler types in the same shader. |
| // This test makes sure that even if sampler / texture registers get grouped together based on type |
| // or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer |
| // still has the right register index information for each ESSL sampler. |
| // The tested ESSL samplers have the following types in D3D11 HLSL: |
| // sampler2D: Texture2D + SamplerState |
| // samplerCube: TextureCube + SamplerState |
| // sampler2DShadow: Texture2D + SamplerComparisonState |
| // samplerCubeShadow: TextureCube + SamplerComparisonState |
| TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| GLubyte texData[4]; |
| texData[0] = 0; |
| texData[1] = 0; |
| texData[2] = 120; |
| texData[3] = 255; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| texData[0] = 0; |
| texData[1] = 90; |
| texData[2] = 0; |
| texData[3] = 255; |
| glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1); |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, |
| texData); |
| |
| glActiveTexture(GL_TEXTURE2); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DShadow); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| GLfloat depthTexData[1]; |
| depthTexData[0] = 0.5f; |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| glActiveTexture(GL_TEXTURE3); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow); |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); |
| depthTexData[0] = 0.2f; |
| glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1); |
| glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, |
| depthTexData); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| glUniform1f(mDepthRefUniformLocation, 0.3f); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform1i(mTextureCubeUniformLocation, 1); |
| glUniform1i(mTexture2DShadowUniformLocation, 2); |
| glUniform1i(mTextureCubeShadowUniformLocation, 3); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // The shader writes: |
| // <texture 2d color> + |
| // <cube map color> + |
| // 0.25 * <comparison result (1.0)> + |
| // 0.125 * <comparison result (0.0)> |
| EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2); |
| } |
| |
| // Test different base levels on textures accessed through the same sampler array. |
| // Calling textureSize() on the samplers hits the D3D sampler metadata workaround. |
| TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray) |
| { |
| if ((IsAMD() || IsIntel()) && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| std::cout << "Test skipped on Intel and AMD D3D." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DA); |
| GLsizei size = 64; |
| for (GLint level = 0; level < 7; ++level) |
| { |
| ASSERT_LT(0, size); |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| size = size / 2; |
| } |
| ASSERT_EQ(0, size); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1); |
| |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, mTexture2DB); |
| size = 128; |
| for (GLint level = 0; level < 8; ++level) |
| { |
| ASSERT_LT(0, size); |
| glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| nullptr); |
| size = size / 2; |
| } |
| ASSERT_EQ(0, size); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3); |
| EXPECT_GL_NO_ERROR(); |
| |
| glUseProgram(mProgram); |
| glUniform1i(mTexture0Location, 0); |
| glUniform1i(mTexture1Location, 1); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| // Red channel: width of level 1 of texture A: 32. |
| // Green channel: width of level 3 of texture B: 16. |
| EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureLuminanceImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureLuminance32ImplicitAlpha1) |
| { |
| if (extensionEnabled("GL_OES_texture_float")) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureLuminance16ImplicitAlpha1) |
| { |
| if (extensionEnabled("GL_OES_texture_half_float")) |
| { |
| if (IsNVIDIA() && IsOpenGLES()) |
| { |
| std::cout << "Test skipped on NVIDIA" << std::endl; |
| return; |
| } |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed |
| if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| { |
| std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, |
| nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1) |
| { |
| if (IsIntel()) |
| { |
| std::cout << "Test disabled on Intel." << std::endl; |
| return; |
| } |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, |
| nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1) |
| { |
| if (IsOSX() && IsIntel() && IsOpenGL()) |
| { |
| // Seems to fail on OSX 10.12 Intel. |
| std::cout << "Test skipped on OSX Intel." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // When sampling a texture without an alpha channel, "1" is returned as the alpha value. |
| // ES 3.0.4 table 3.24 |
| TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1) |
| { |
| if (IsIntel() && IsOpenGL() && (IsLinux() || IsOSX())) |
| { |
| // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346) |
| // Also seems to fail on OSX 10.12 Intel. |
| std::cout << "Test disabled on Linux and OSX Intel OpenGL." << std::endl; |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr); |
| EXPECT_GL_NO_ERROR(); |
| |
| drawQuad(mProgram, "position", 0.5f); |
| |
| EXPECT_PIXEL_ALPHA_EQ(0, 0, 255); |
| } |
| |
| // Use a sampler in a uniform struct. |
| TEST_P(SamplerInStructTest, SamplerInStruct) |
| { |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a uniform struct that's passed as a function parameter. |
| TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter) |
| { |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed |
| if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| { |
| std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| return; |
| } |
| |
| if (IsWindows() && IsIntel() && IsOpenGL()) |
| { |
| std::cout << "Test skipped on Windows OpenGL on Intel." << std::endl; |
| return; |
| } |
| |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a uniform struct array with a struct from the array passed as a function |
| // parameter. |
| TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter) |
| { |
| if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed |
| if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| { |
| std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| return; |
| } |
| runSamplerInStructTest(); |
| } |
| |
| // Use a sampler in a struct inside a uniform struct with the nested struct passed as a function |
| // parameter. |
| TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter) |
| { |
| if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
| { |
| std::cout << "Test skipped on Intel OpenGL." << std::endl; |
| return; |
| } |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed |
| if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| { |
| std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| return; |
| } |
| runSamplerInStructTest(); |
| } |
| |
| // Make sure that there isn't a name conflict between sampler extracted from a struct and a |
| // similarly named uniform. |
| TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable) |
| { |
| runSamplerInStructTest(); |
| } |
| |
| class TextureLimitsTest : public ANGLETest |
| { |
| protected: |
| struct RGBA8 |
| { |
| uint8_t R, G, B, A; |
| }; |
| |
| TextureLimitsTest() |
| : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| ~TextureLimitsTest() |
| { |
| if (mProgram != 0) |
| { |
| glDeleteProgram(mProgram); |
| mProgram = 0; |
| |
| if (!mTextures.empty()) |
| { |
| glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]); |
| } |
| } |
| } |
| |
| void SetUp() override |
| { |
| ANGLETest::SetUp(); |
| |
| glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures); |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures); |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures); |
| |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void compileProgramWithTextureCounts(const std::string &vertexPrefix, |
| GLint vertexTextureCount, |
| GLint vertexActiveTextureCount, |
| const std::string &fragPrefix, |
| GLint fragmentTextureCount, |
| GLint fragmentActiveTextureCount) |
| { |
| std::stringstream vertexShaderStr; |
| vertexShaderStr << "attribute vec2 position;\n" |
| << "varying vec4 color;\n" |
| << "varying vec2 texCoord;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex) |
| { |
| vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n"; |
| } |
| |
| vertexShaderStr << "void main() {\n" |
| << " gl_Position = vec4(position, 0, 1);\n" |
| << " texCoord = (position * 0.5) + 0.5;\n" |
| << " color = vec4(0);\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex) |
| { |
| vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex |
| << ", texCoord);\n"; |
| } |
| |
| vertexShaderStr << "}"; |
| |
| std::stringstream fragmentShaderStr; |
| fragmentShaderStr << "varying mediump vec4 color;\n" |
| << "varying mediump vec2 texCoord;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex) |
| { |
| fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n"; |
| } |
| |
| fragmentShaderStr << "void main() {\n" |
| << " gl_FragColor = color;\n"; |
| |
| for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex) |
| { |
| fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex |
| << ", texCoord);\n"; |
| } |
| |
| fragmentShaderStr << "}"; |
| |
| const std::string &vertexShaderSource = vertexShaderStr.str(); |
| const std::string &fragmentShaderSource = fragmentShaderStr.str(); |
| |
| mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| } |
| |
| RGBA8 getPixel(GLint texIndex) |
| { |
| RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3), |
| 0, 255u}; |
| return pixel; |
| } |
| |
| void initTextures(GLint tex2DCount, GLint texCubeCount) |
| { |
| GLint totalCount = tex2DCount + texCubeCount; |
| mTextures.assign(totalCount, 0); |
| glGenTextures(totalCount, &mTextures[0]); |
| ASSERT_GL_NO_ERROR(); |
| |
| std::vector<RGBA8> texData(16 * 16); |
| |
| GLint texIndex = 0; |
| for (; texIndex < tex2DCount; ++texIndex) |
| { |
| texData.assign(texData.size(), getPixel(texIndex)); |
| glActiveTexture(GL_TEXTURE0 + texIndex); |
| glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| &texData[0]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| } |
| |
| |