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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
class CubeMapTextureTest : public ANGLETest
{
protected:
CubeMapTextureTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mColorLocation = glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
glUseProgram(mProgram);
glClearColor(0, 0, 0, 0);
glClearDepthf(0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override { glDeleteProgram(mProgram); }
void runSampleCoordinateTransformTest(const char *shader);
GLuint mProgram;
GLint mColorLocation;
};
// Verify that rendering to the faces of a cube map consecutively will correctly render to each
// face.
TEST_P(CubeMapTextureTest, RenderToFacesConsecutively)
{
// TODO: Diagnose and fix. http://anglebug.com/2954
ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
// http://anglebug.com/3145
ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsFuchsia());
// TODO(hqle): Find what wrong with NVIDIA GPU. http://anglebug.com/4138
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsMetal());
const GLfloat faceColors[] = {
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, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
};
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
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();
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
EXPECT_GL_NO_ERROR();
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
EXPECT_GL_NO_ERROR();
glUseProgram(mProgram);
const GLfloat *faceColor = faceColors + (face * 4);
glUniform4f(mColorLocation, faceColor[0], faceColor[1], faceColor[2], faceColor[3]);
drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
}
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, tex, 0);
EXPECT_GL_NO_ERROR();
const GLfloat *faceColor = faceColors + (face * 4);
EXPECT_PIXEL_EQ(0, 0, faceColor[0] * 255, faceColor[1] * 255, faceColor[2] * 255,
faceColor[3] * 255);
EXPECT_GL_NO_ERROR();
}
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
EXPECT_GL_NO_ERROR();
}
void CubeMapTextureTest::runSampleCoordinateTransformTest(const char *shader)
{
// Fails to compile the shader. anglebug.com/3776
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
constexpr GLsizei kCubeFaceCount = 6;
constexpr GLsizei kCubeFaceSectionCount = 4;
constexpr GLsizei kCubeFaceSectionCountSqrt = 2;
constexpr GLColor faceColors[kCubeFaceCount][kCubeFaceSectionCount] = {
{GLColor(255, 0, 0, 255), GLColor(191, 0, 0, 255), GLColor(127, 0, 0, 255),
GLColor(63, 0, 0, 255)},
{GLColor(0, 255, 0, 255), GLColor(0, 191, 0, 255), GLColor(0, 127, 0, 255),
GLColor(0, 63, 0, 255)},
{GLColor(0, 0, 255, 255), GLColor(0, 0, 191, 255), GLColor(0, 0, 127, 255),
GLColor(0, 0, 63, 255)},
{GLColor(255, 63, 0, 255), GLColor(191, 127, 0, 255), GLColor(127, 191, 0, 255),
GLColor(63, 255, 0, 255)},
{GLColor(0, 255, 63, 255), GLColor(0, 191, 127, 255), GLColor(0, 127, 191, 255),
GLColor(0, 63, 255, 255)},
{GLColor(63, 0, 255, 255), GLColor(127, 0, 191, 255), GLColor(191, 0, 127, 255),
GLColor(255, 0, 63, 255)},
};
constexpr GLsizei kTextureSize = 32;
GLTexture tex;
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (GLenum face = 0; face < kCubeFaceCount; face++)
{
std::vector<GLColor> faceData(kTextureSize * kTextureSize);
// Create the face with four sections, each with a solid color from |faceColors|.
for (size_t row = 0; row < kTextureSize / kCubeFaceSectionCountSqrt; ++row)
{
for (size_t col = 0; col < kTextureSize / kCubeFaceSectionCountSqrt; ++col)
{
for (size_t srow = 0; srow < kCubeFaceSectionCountSqrt; ++srow)
{
for (size_t scol = 0; scol < kCubeFaceSectionCountSqrt; ++scol)
{
size_t r = row + srow * kTextureSize / kCubeFaceSectionCountSqrt;
size_t c = col + scol * kTextureSize / kCubeFaceSectionCountSqrt;
size_t s = srow * kCubeFaceSectionCountSqrt + scol;
faceData[r * kTextureSize + c] = faceColors[face][s];
}
}
}
}
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kTextureSize, kTextureSize,
0, GL_RGBA, GL_UNSIGNED_BYTE, faceData.data());
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
EXPECT_GL_NO_ERROR();
GLTexture fboTex;
glBindTexture(GL_TEXTURE_2D, fboTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kCubeFaceCount, kCubeFaceSectionCount, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
EXPECT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), shader);
glUseProgram(program);
GLint texCubeLocation = glGetUniformLocation(program, "texCube");
ASSERT_NE(-1, texCubeLocation);
glUniform1i(texCubeLocation, 0);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
for (GLenum face = 0; face < kCubeFaceCount; face++)
{
// The following table defines the translation from textureCube coordinates to coordinates
// in each face. The framebuffer has width 6 and height 4. Every column corresponding to
// an x value represents one cube face. The values in rows are samples from the four
// sections of the face.
//
// Major Axis Direction Target sc tc ma
// +rx TEXTURE_CUBE_MAP_POSITIVE_X −rz −ry rx
// −rx TEXTURE_CUBE_MAP_NEGATIVE_X rz −ry rx
// +ry TEXTURE_CUBE_MAP_POSITIVE_Y rx rz ry
// −ry TEXTURE_CUBE_MAP_NEGATIVE_Y rx −rz ry
// +rz TEXTURE_CUBE_MAP_POSITIVE_Z rx −ry rz
// −rz TEXTURE_CUBE_MAP_NEGATIVE_Z −rx −ry rz
//
// This table is used only to determine the direction of growth for s and t. The shader
// always generates (row,col) coordinates (0, 0), (0, 1), (1, 0), (1, 1) which is the order
// the data is uploaded to the faces, but based on the table above, the sample order would
// be different.
constexpr size_t faceSampledSections[kCubeFaceCount][kCubeFaceSectionCount] = {
{3, 2, 1, 0}, {2, 3, 0, 1}, {0, 1, 2, 3}, {2, 3, 0, 1}, {2, 3, 0, 1}, {3, 2, 1, 0},
};
for (size_t section = 0; section < kCubeFaceSectionCount; ++section)
{
const GLColor sectionColor = faceColors[face][faceSampledSections[face][section]];
EXPECT_PIXEL_COLOR_EQ(face, section, sectionColor)
<< "face " << face << ", section " << section;
}
}
EXPECT_GL_NO_ERROR();
}
// Verify that cube map sampling follows the rules that map cubemap coordinates to coordinates
// within each face. See section 3.7.5 of GLES2.0 (Cube Map Texture Selection).
TEST_P(CubeMapTextureTest, SampleCoordinateTransform)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D9());
// Create a program that samples from 6x4 directions of the cubemap, draw and verify that the
// colors match the right color from |faceColors|.
constexpr char kFS[] = R"(precision mediump float;
uniform samplerCube texCube;
const mat4 coordInSection = mat4(
vec4(-0.5, -0.5, 0, 0),
vec4( 0.5, -0.5, 0, 0),
vec4(-0.5, 0.5, 0, 0),
vec4( 0.5, 0.5, 0, 0)
);
void main()
{
vec3 coord;
if (gl_FragCoord.x < 2.0)
{
coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
}
else if (gl_FragCoord.x < 4.0)
{
coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
}
else
{
coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
}
gl_FragColor = textureCube(texCube, coord);
})";
runSampleCoordinateTransformTest(kFS);
}
// On Android Vulkan, unequal x and y derivatives cause this test to fail.
TEST_P(CubeMapTextureTest, SampleCoordinateTransformGrad)
{
ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); // anglebug.com/3814
ANGLE_SKIP_TEST_IF(IsD3D11()); // anglebug.com/3856
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_texture_lod"));
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D9());
constexpr char kFS[] = R"(#extension GL_EXT_shader_texture_lod : require
precision mediump float;
uniform samplerCube texCube;
const mat4 coordInSection = mat4(
vec4(-0.5, -0.5, 0, 0),
vec4( 0.5, -0.5, 0, 0),
vec4(-0.5, 0.5, 0, 0),
vec4( 0.5, 0.5, 0, 0)
);
void main()
{
vec3 coord;
if (gl_FragCoord.x < 2.0)
{
coord.x = gl_FragCoord.x < 1.0 ? 1.0 : -1.0;
coord.zy = coordInSection[int(gl_FragCoord.y)].xy;
}
else if (gl_FragCoord.x < 4.0)
{
coord.y = gl_FragCoord.x < 3.0 ? 1.0 : -1.0;
coord.xz = coordInSection[int(gl_FragCoord.y)].xy;
}
else
{
coord.z = gl_FragCoord.x < 5.0 ? 1.0 : -1.0;
coord.xy = coordInSection[int(gl_FragCoord.y)].xy;
}
gl_FragColor = textureCubeGradEXT(texCube, coord,
vec3(10.0, 10.0, 0.0), vec3(0.0, 10.0, 10.0));
})";
runSampleCoordinateTransformTest(kFS);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(CubeMapTextureTest);