Add a test for rendering to cube map faces.
BUG=angle:849
Change-Id: I9986e45256da6f4cdbd375dad95037464fbcf299
Reviewed-on: https://chromium-review.googlesource.com/239219
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/tests/angle_tests/CubeMapTextureTest.cpp b/tests/angle_tests/CubeMapTextureTest.cpp
new file mode 100644
index 0000000..d1db7e7
--- /dev/null
+++ b/tests/angle_tests/CubeMapTextureTest.cpp
@@ -0,0 +1,125 @@
+#include "ANGLETest.h"
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_TYPED_TEST_CASE(CubeMapTextureTest, ES2_D3D11);
+
+template<typename T>
+class CubeMapTextureTest : public ANGLETest
+{
+protected:
+ CubeMapTextureTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
+ {
+ setWindowWidth(256);
+ setWindowHeight(256);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vsSource = SHADER_SOURCE
+ (
+ attribute highp vec4 position;
+ void main(void)
+ {
+ gl_Position = position;
+ }
+ );
+
+ const std::string fsSource = SHADER_SOURCE
+ (
+ uniform highp vec4 color;
+ void main(void)
+ {
+ gl_FragColor = color;
+ }
+ );
+
+ mProgram = CompileProgram(vsSource, fsSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ mColorLocation = glGetUniformLocation(mProgram, "color");
+
+ 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();
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+
+ ANGLETest::TearDown();
+ }
+
+ GLuint mProgram;
+ GLint mColorLocation;
+};
+
+// Verify that rendering to the faces of a cube map consecutively will correctly render to each face.
+TYPED_TEST(CubeMapTextureTest, RenderToFacesConsecutively)
+{
+ 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);
+ glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8_OES, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ EXPECT_GL_NO_ERROR();
+
+ for (size_t 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, "position", 0.5f);
+ EXPECT_GL_NO_ERROR();
+ }
+
+ for (size_t 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();
+}