blob: eea64f295968b157fec8b8fba19df75d9da5be6b [file] [log] [blame]
Geoff Lang0ddab0c2013-10-23 13:24:41 -04001#include "ANGLETest.h"
2
3#include <vector>
4
5class IncompleteTextureTest : public ANGLETest
6{
7protected:
8 IncompleteTextureTest()
9 {
10 setWindowWidth(128);
11 setWindowHeight(128);
12 setConfigRedBits(8);
13 setConfigGreenBits(8);
14 setConfigBlueBits(8);
15 setConfigAlphaBits(8);
16 }
17
18 virtual void SetUp()
19 {
20 ANGLETest::SetUp();
21
22 const std::string vertexShaderSource = SHADER_SOURCE
23 (
24 precision highp float;
25 attribute vec4 position;
26 varying vec2 texcoord;
27
28 void main()
29 {
30 gl_Position = position;
31 texcoord = (position.xy * 0.5) + 0.5;
32 }
33 );
34
35 const std::string fragmentShaderSource = SHADER_SOURCE
36 (
37 precision highp float;
38 uniform sampler2D tex;
39 varying vec2 texcoord;
40
41 void main()
42 {
43 gl_FragColor = texture2D(tex, texcoord);
44 }
45 );
46
Jamie Madill5599c8f2014-08-26 13:16:39 -040047 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
Geoff Lang0ddab0c2013-10-23 13:24:41 -040048 if (mProgram == 0)
49 {
50 FAIL() << "shader compilation failed.";
51 }
52
53 mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
54 }
55
56 virtual void TearDown()
57 {
58 glDeleteProgram(mProgram);
59
60 ANGLETest::TearDown();
61 }
62
63 void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
64 {
65 size_t count = buffer.size() / 4;
66 for (size_t i = 0; i < count; i++)
67 {
68 buffer[i * 4 + 0] = r;
69 buffer[i * 4 + 1] = g;
70 buffer[i * 4 + 2] = b;
71 buffer[i * 4 + 3] = a;
72 }
73 }
74
75 GLuint mProgram;
76 GLint mTextureUniformLocation;
77};
78
Jamie Madillb759a742014-07-17 10:40:49 -040079TEST_F(IncompleteTextureTest, IncompleteTexture2D)
Geoff Lang0ddab0c2013-10-23 13:24:41 -040080{
81 GLuint tex;
82 glGenTextures(1, &tex);
83 glActiveTexture(GL_TEXTURE0);
84 glBindTexture(GL_TEXTURE_2D, tex);
85
86 glUseProgram(mProgram);
87 glUniform1i(mTextureUniformLocation, 0);
88
89 const GLsizei textureWidth = 2;
90 const GLsizei textureHeight = 2;
91 std::vector<GLubyte> textureData(textureWidth * textureHeight * 4);
92 fillTextureData(textureData, 255, 0, 0, 255);
93
94 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
96
97 drawQuad(mProgram, "position", 0.5f);
98 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
99
100 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
101
102 drawQuad(mProgram, "position", 0.5f);
103 EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
104
105 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
106
107 drawQuad(mProgram, "position", 0.5f);
108 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
109
110 glDeleteTextures(1, &tex);
111}
112
Jamie Madillb759a742014-07-17 10:40:49 -0400113TEST_F(IncompleteTextureTest, UpdateTexture)
Geoff Lang0ddab0c2013-10-23 13:24:41 -0400114{
115 GLuint tex;
116 glGenTextures(1, &tex);
117 glActiveTexture(GL_TEXTURE0);
118 glBindTexture(GL_TEXTURE_2D, tex);
119
120 glUseProgram(mProgram);
121 glUniform1i(mTextureUniformLocation, 0);
122
123 const GLsizei redTextureWidth = 64;
124 const GLsizei redTextureHeight = 64;
125 std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4);
126 fillTextureData(redTextureData, 255, 0, 0, 255);
127 for (size_t i = 0; i < 7; i++)
128 {
Jamie Madillf67115c2014-04-22 13:14:05 -0400129 glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, redTextureWidth >> i, redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE,
Geoff Lang0ddab0c2013-10-23 13:24:41 -0400130 redTextureData.data());
131 }
132
133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
135
136 drawQuad(mProgram, "position", 0.5f);
137 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
138
139 const GLsizei greenTextureWidth = 32;
140 const GLsizei greenTextureHeight = 32;
141 std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4);
142 fillTextureData(greenTextureData, 0, 255, 0, 255);
143
144 for (size_t i = 0; i < 6; i++)
145 {
Jamie Madillf67115c2014-04-22 13:14:05 -0400146 glTexSubImage2D(GL_TEXTURE_2D, i, greenTextureWidth >> i, greenTextureHeight >> i,
Geoff Lang0ddab0c2013-10-23 13:24:41 -0400147 greenTextureWidth >> i, greenTextureHeight >> i, GL_RGBA, GL_UNSIGNED_BYTE,
148 greenTextureData.data());
149 }
150
151 drawQuad(mProgram, "position", 0.5f);
152 EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255);
153
154 glDeleteTextures(1, &tex);
155}