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();
+}