blob: 49da7cd46ffff69f454a8a87f37ee74d3c82f418 [file] [log] [blame]
//
// Copyright 2018 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.
//
// PointSpriteTest.cpp: Tests basic usage of GLES1 point sprites.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/random_utils.h"
#include <stdint.h>
using namespace angle;
class PointSpriteTest : public ANGLETest
{
protected:
PointSpriteTest()
{
setWindowWidth(1);
setWindowHeight(1);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Checks that triangles are not treated as point sprites, and that cached state
// is properly invalidated when the primitive mode changes.
TEST_P(PointSpriteTest, TrianglesNotTreatedAsPointSprites)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glEnable(GL_TEXTURE_2D);
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
// A 3x3 texture where the top right corner is green. Rendered with
// triangles + texture coordinate 1,1 this is always green, but rendered as
// a point sprite, red will be used as we are using nearest filtering and we
// would be favoring only the red parts of the image in point coordinates.
GLubyte texture[] = {
0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00,
0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0xff, 0x00,
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 3, 3, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
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);
// The first coordinate, 0.9f 0.9f should be sufficiently shifted to the right
// that the green part of the point sprite is hidden.
std::vector<float> mPositions = {
0.9f, 0.9f, -0.9f, 0.9f, 0.9f, -0.9f,
};
glEnableClientState(GL_VERTEX_ARRAY);
glMultiTexCoord4f(GL_TEXTURE0, 1.0f, 1.0f, 0.0f, 0.0f);
glVertexPointer(2, GL_FLOAT, 0, mPositions.data());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
ANGLE_INSTANTIATE_TEST_ES1(PointSpriteTest);