Pass offsets to base validation for CompressedSubTexImage3D.
BUG=angleproject:2216
Change-Id: I54716fe7ba08a19d5f4c3287701cffc650adb2d8
Reviewed-on: https://chromium-review.googlesource.com/742504
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/validationES3.cpp b/src/libANGLE/validationES3.cpp
index 5ff83de..1b1387a 100644
--- a/src/libANGLE/validationES3.cpp
+++ b/src/libANGLE/validationES3.cpp
@@ -2026,8 +2026,9 @@
return false;
}
- return ValidateES3TexImage3DParameters(context, target, level, GL_NONE, true, true, 0, 0, 0,
- width, height, depth, 0, format, GL_NONE, -1, data);
+ return ValidateES3TexImage3DParameters(context, target, level, GL_NONE, true, true, xoffset,
+ yoffset, zoffset, width, height, depth, 0, format,
+ GL_NONE, -1, data);
}
bool ValidateCompressedTexSubImage3DRobustANGLE(Context *context,
GLenum target,
diff --git a/src/tests/gl_tests/DXT1CompressedTextureTest.cpp b/src/tests/gl_tests/DXT1CompressedTextureTest.cpp
index 4cb183c..fae32ca 100644
--- a/src/tests/gl_tests/DXT1CompressedTextureTest.cpp
+++ b/src/tests/gl_tests/DXT1CompressedTextureTest.cpp
@@ -192,6 +192,15 @@
glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 1, 3, pixel_1_width, pixel_1_height,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
+
+ // Set a sub image with a negative offset
+ glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, -1, 0, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8,
+ pixel_1_data);
+ ASSERT_GL_ERROR(GL_INVALID_VALUE);
+
+ glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, -1, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8,
+ pixel_1_data);
+ ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that it's not possible to call CopyTexSubImage2D on a compressed texture
@@ -283,6 +292,32 @@
EXPECT_GL_NO_ERROR();
}
+// Test validation of glCompressedTexSubImage3D with DXT formats
+TEST_P(DXT1CompressedTextureTestES3, CompressedTexSubImageValidation)
+{
+ ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_dxt1"));
+
+ GLTexture texture;
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
+
+ // Size mip 0 to a large size
+ glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
+ pixel_0_height, 1, 0, pixel_0_size, nullptr);
+ ASSERT_GL_NO_ERROR();
+
+ // Set a sub image with a negative offset
+ glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, -1, 0, 0, 4, 4, 1,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
+ ASSERT_GL_ERROR(GL_INVALID_VALUE);
+
+ glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, -1, 0, 4, 4, 1,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
+ ASSERT_GL_ERROR(GL_INVALID_VALUE);
+
+ glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, -1, 4, 4, 1,
+ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
+ ASSERT_GL_ERROR(GL_INVALID_VALUE);
+}
TEST_P(DXT1CompressedTextureTestD3D11, PBOCompressedTexStorage)
{