| #include "ANGLETest.h" |
| |
| class TextureTest : public ANGLETest |
| { |
| protected: |
| TextureTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| glGenTextures(1, &mTexture); |
| |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| EXPECT_GL_NO_ERROR(); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_Position = position; |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| mProgram = compileProgram(vertexShaderSource, fragmentShaderSource); |
| if (mProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| mTextureUniformLocation = glGetUniformLocation(mProgram, "tex"); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteTextures(1, &mTexture); |
| glDeleteProgram(mProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mTexture; |
| |
| GLuint mProgram; |
| GLint mTextureUniformLocation; |
| }; |
| |
| TEST_F(TextureTest, negative_api_subimage) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| 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); |
| } |
| |
| TEST_F(TextureTest, zero_sized_uploads) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| // Use the texture first to make sure it's in video memory |
| glUseProgram(mProgram); |
| glUniform1i(mTextureUniformLocation, 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(); |
| } |