blob: f9a71dbdd8e56fd6386f41c0b6a4a599d797494a [file] [log] [blame]
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// CopyTexture3DTest.cpp: Tests of the GL_ANGLE_copy_texture_3d extension
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
namespace angle
{
class CopyTexture3DTest : public ANGLETest
{
protected:
CopyTexture3DTest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
void testSetUp() override
{
const char *vertexShaderSource = getVertexShaderSource();
const char *fragmentShaderSource = getFragmentShaderSource();
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
const char *getVertexShaderSource()
{
return "#version 300 es\n"
"out vec3 texcoord;\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position.xy, 0.0, 1.0);\n"
" texcoord = (position.xyz * 0.5) + 0.5;\n"
"}\n";
}
bool checkExtensions() const
{
if (!IsGLExtensionEnabled("GL_ANGLE_copy_texture_3d"))
{
std::cout << "Test skipped because GL_ANGLE_copy_texture_3d is not available."
<< std::endl;
return false;
}
EXPECT_NE(nullptr, glCopyTexture3DANGLE);
EXPECT_NE(nullptr, glCopySubTexture3DANGLE);
return true;
}
void testCopy(const GLenum testTarget,
const GLColor &sourceColor,
GLenum destInternalFormat,
GLenum destType,
bool flipY,
bool premultiplyAlpha,
bool unmultiplyAlpha,
const GLColor &expectedColor)
{
std::vector<GLColor> texDataColor(2u * 2u * 2u, sourceColor);
glBindTexture(testTarget, sourceTexture.get());
glTexImage3D(testTarget, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataColor.data());
glTexParameteri(testTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(testTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(testTarget, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(testTarget, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(testTarget, destTexture.get());
glCopyTexture3DANGLE(sourceTexture.get(), 0, testTarget, destTexture.get(), 0,
destInternalFormat, destType, flipY, premultiplyAlpha,
unmultiplyAlpha);
EXPECT_GL_NO_ERROR();
GLRenderbuffer rbo;
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
GLenum renderType = 0;
switch (destInternalFormat)
{
case GL_RGB:
case GL_RGBA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_ALPHA:
case GL_R8:
case GL_RG:
case GL_RG8:
case GL_RGB8:
case GL_RGBA8:
case GL_SRGB8:
case GL_RGB565:
case GL_SRGB8_ALPHA8:
case GL_RGB5_A1:
case GL_RGBA4:
case GL_R8_SNORM:
case GL_RG8_SNORM:
case GL_RGB8_SNORM:
case GL_RGBA8_SNORM:
case GL_RGB10_A2:
renderType = GL_RGBA8;
break;
case GL_R8I:
case GL_R16I:
case GL_R32I:
case GL_RG8I:
case GL_RG16I:
case GL_RG32I:
case GL_RGB8I:
case GL_RGB16I:
case GL_RGB32I:
case GL_RGBA8I:
case GL_RGBA16I:
case GL_RGBA32I:
renderType = GL_RGBA8I;
break;
case GL_R8UI:
case GL_R16UI:
case GL_R32UI:
case GL_RG8UI:
case GL_RG16UI:
case GL_RG32UI:
case GL_RGB8UI:
case GL_RGB16UI:
case GL_RGB32UI:
case GL_RGBA8UI:
case GL_RGBA16UI:
case GL_RGBA32UI:
case GL_RGB10_A2UI:
renderType = GL_RGBA8UI;
break;
case GL_R16F:
case GL_RGB16F:
case GL_RGB32F:
case GL_R32F:
case GL_RG16F:
case GL_RG32F:
case GL_RGBA16F:
case GL_RGBA32F:
case GL_R11F_G11F_B10F:
case GL_RGB9_E5:
renderType = GL_RGBA32F;
break;
default:
ASSERT_TRUE(false);
}
glRenderbufferStorage(GL_RENDERBUFFER, renderType, 1, 1);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
glTexParameteri(testTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(testTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(testTarget, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(testTarget, GL_TEXTURE_MAX_LEVEL, 0);
drawQuad(mProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
if (renderType == GL_RGBA8)
{
GLColor actual;
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &actual.R);
EXPECT_GL_NO_ERROR();
EXPECT_COLOR_NEAR(expectedColor, actual, 1);
return;
}
else if (renderType == GL_RGBA32F)
{
float expectedColorFloat[4] = {static_cast<float>(expectedColor.R) / 255,
static_cast<float>(expectedColor.G) / 255,
static_cast<float>(expectedColor.B) / 255,
static_cast<float>(expectedColor.A) / 255};
EXPECT_PIXEL_COLOR32F_NEAR(0, 0,
GLColor32F(expectedColorFloat[0], expectedColorFloat[1],
expectedColorFloat[2], expectedColorFloat[3]),
0.01);
return;
}
else if (renderType == GL_RGBA8UI)
{
GLuint pixel[4] = {0};
glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, pixel);
EXPECT_COLOR_NEAR(
expectedColor,
GLColor(static_cast<GLubyte>(pixel[0]), static_cast<GLubyte>(pixel[1]),
static_cast<GLubyte>(pixel[2]), static_cast<GLubyte>(pixel[3])),
0.2);
}
else if (renderType == GL_RGBA8I)
{
GLint pixel[4] = {0};
glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel);
EXPECT_COLOR_NEAR(
expectedColor,
GLColor(static_cast<GLubyte>(pixel[0]), static_cast<GLubyte>(pixel[1]),
static_cast<GLubyte>(pixel[2]), static_cast<GLubyte>(pixel[3])),
0.2);
}
else
{
ASSERT_TRUE(false);
}
}
virtual const char *getFragmentShaderSource() = 0;
GLuint mProgram = 0;
GLTexture sourceTexture;
GLTexture destTexture;
};
class Texture3DCopy : public CopyTexture3DTest
{
protected:
Texture3DCopy() {}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler3D tex3D;\n"
"in vec3 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
}
};
class Texture2DArrayCopy : public CopyTexture3DTest
{
protected:
Texture2DArrayCopy() {}
const char *getFragmentShaderSource() override
{
return "#version 300 es\n"
"precision highp float;\n"
"uniform highp sampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
}
};
// Test that glCopySubTexture3DANGLE correctly copies to and from a GL_TEXTURE_3D texture.
TEST_P(Texture3DCopy, CopySubTexture)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
sourceTexture.get();
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataRed(2u * 2u * 2u, GLColor::red);
glBindTexture(GL_TEXTURE_3D, sourceTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 0, 0, 0, 0,
0, 0, 2, 2, 2, false, false, false);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that glCopyTexture3DANGLE correctly copies from a non-zero mipmap on a GL_TEXTURE_3D
// texture.
TEST_P(Texture3DCopy, CopyFromMipmap)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
std::vector<GLColor> texDataGreen(4u * 4u * 4u, GLColor::green);
glBindTexture(GL_TEXTURE_3D, sourceTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glCopyTexture3DANGLE(sourceTexture.get(), 1, GL_TEXTURE_3D, destTexture.get(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, false, false, false);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that glCopySubTexture3DANGLE's offset and dimension parameters work correctly with a
// GL_TEXTURE_3D texture.
TEST_P(Texture3DCopy, OffsetSubCopy)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
GLColor rgbaPixels[27];
// Create pixel data for a 3x3x3 red cube
for (int i = 0; i < 27; i++)
{
rgbaPixels[i] = GLColor(255u, 0u, 0u, 255u);
}
// Change a pixel to create a 1x1x1 blue cube at (0, 0, 0)
rgbaPixels[0] = GLColor(0u, 0u, 255u, 255u);
// Change some pixels to green to create a 2x2x2 cube starting at (1, 1, 1)
rgbaPixels[13] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[14] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[16] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[17] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[22] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[23] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[25] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[26] = GLColor(0u, 255u, 0u, 255u);
glBindTexture(GL_TEXTURE_3D, sourceTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 3, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_NO_ERROR();
// Copy the 2x2x2 green cube into a new texture
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 0, 0, 0, 1,
1, 1, 2, 2, 2, false, false, false);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
int width = getWindowWidth() - 1;
int height = getWindowHeight() - 1;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green);
// Copy the 1x1x1 blue cube into the the 2x2x2 green cube at location (1, 1, 1)
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, 1, 1, 1, 0,
0, 0, 1, 1, 1, false, false, false);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::blue);
}
// Test that the flipY parameter works with a GL_TEXTURE_3D texture.
TEST_P(Texture3DCopy, FlipY)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// Create a 2x2x2 cube. The top half is red. The bottom half is green.
GLColor rgbaPixels[8] = {GLColor::green, GLColor::green, GLColor::red, GLColor::red,
GLColor::green, GLColor::green, GLColor::red, GLColor::red};
glBindTexture(GL_TEXTURE_3D, sourceTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// mProgram creates a quad with the colors from the top (y-direction) layer of the 3D texture.
// 3D pixel (<x>, <y>, <z>) is drawn to 2D pixel (<x>, <z>) for <y> = 1.
drawQuad(mProgram, "position", 1.0f);
int width = getWindowWidth() - 1;
int height = getWindowHeight() - 1;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::red);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_NO_ERROR();
// Flip the y coordinate. This will put the greem half on top, and the red half on the bottom.
glCopyTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_3D, destTexture.get(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, true, false, false);
glBindTexture(GL_TEXTURE_3D, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green);
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsized
// formats.
TEST_P(Texture3DCopy, UnsizedFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 200, 150, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 78, 59, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_BYTE, false, false,
true, GLColor(128, 191, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false,
false, false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false,
true, false, GLColor(99, 77, 57, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false,
false, true, GLColor(132, 190, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 200, 150, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 78, 59, 100));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_BYTE, false, false,
true, GLColor(128, 191, 255, 200));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false,
false, false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false,
true, false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, false,
false, true, GLColor(136, 187, 255, 204));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false,
false, false, GLColor(247, 198, 148, 0));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false,
true, false, GLColor(99, 82, 57, 0));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, false,
false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 250, 250, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 98, 98, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_LUMINANCE, GL_UNSIGNED_BYTE, false,
false, true, GLColor(128, 128, 128, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, false, false, GLColor(250, 250, 250, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, true, false, GLColor(98, 98, 98, 100));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 200), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, false, true, GLColor(128, 128, 128, 200));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false,
false, GLColor(0, 0, 0, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false,
false, GLColor(0, 0, 0, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false, false,
false, GLColor(0, 0, 0, 100));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with snorm
// formats.
TEST_P(Texture3DCopy, SnormFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false, false,
GLColor(251, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true, false,
GLColor(187, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_R8_SNORM, GL_BYTE, false, false, true,
GLColor(221, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, false, false,
GLColor(251, 201, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, true, false,
GLColor(187, 149, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RG8_SNORM, GL_BYTE, false, false, true,
GLColor(221, 167, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 201, 151, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, true, false,
GLColor(187, 149, 112, 255));
testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RGB8_SNORM, GL_BYTE, false, false, true,
GLColor(221, 167, 110, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 201, 151, 191));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, true,
false, GLColor(187, 149, 112, 191));
testCopy(GL_TEXTURE_3D, GLColor(200, 150, 100, 230), GL_RGBA8_SNORM, GL_BYTE, false, false,
true, GLColor(221, 167, 110, 231));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(250, 200, 150, 85));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(196, 157, 118, 170));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(128, 191, 255, 170));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsigned
// byte formats.
TEST_P(Texture3DCopy, UnsignedByteFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 200, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 78, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 255, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 200, 150, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 78, 59, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 255, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, false,
false, GLColor(250, 200, 150, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 78, 59, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 255, 255, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, false,
false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false, true,
false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_BYTE, false, false,
true, GLColor(119, 187, 238, 204));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false,
false, false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false,
true, false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, false,
false, true, GLColor(119, 187, 238, 204));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, false,
false, GLColor(244, 148, 78, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(31, 19, 11, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false, false,
true, GLColor(52, 253, 53, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(244, 148, 78, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false,
true, false, GLColor(31, 19, 11, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(52, 253, 53, 100));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, false,
false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, true,
false, GLColor(99, 82, 57, 0));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 255, 255, 0));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV,
false, false, false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV,
false, true, false, GLColor(198, 156, 115, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV,
false, false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1,
false, false, false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1,
false, true, false, GLColor(198, 156, 115, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1,
false, false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, false,
false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, true,
false, GLColor(198, 158, 115, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_BYTE, false, false,
true, GLColor(132, 190, 255, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false,
false, false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false,
true, false, GLColor(198, 158, 115, 255));
testCopy(GL_TEXTURE_3D, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, false,
false, true, GLColor(132, 190, 255, 255));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with float
// formats.
TEST_P(Texture3DCopy, FloatFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV,
GL_UNSIGNED_INT_5_9_9_9_REV};
for (GLenum floatType : floatTypes)
{
if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV &&
floatType != GL_UNSIGNED_INT_10F_11F_11F_REV)
{
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, false,
false, GLColor(210, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, true,
false, GLColor(191, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R16F, floatType, false, false,
true, GLColor(227, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, false,
false, GLColor(210, 200, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, true,
false, GLColor(191, 184, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false, false,
true, GLColor(227, 217, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, false,
false, GLColor(210, 200, 150, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, true,
false, GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false, false,
true, GLColor(227, 217, 161, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false,
false, false, GLColor(210, 200, 150, 235));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false, true,
false, GLColor(191, 184, 138, 235));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false,
false, true, GLColor(227, 217, 161, 235));
}
if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV)
{
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, false, false, GLColor(210, 200, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, true, false, GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, false, true, GLColor(227, 217, 161, 255));
}
if (floatType != GL_UNSIGNED_INT_10F_11F_11F_REV)
{
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false,
false, false, GLColor(210, 200, 148, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false, true,
false, GLColor(192, 184, 138, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false,
false, true, GLColor(227, 217, 161, 255));
}
}
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, false,
GLColor(210, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, true, false,
GLColor(191, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false, true,
GLColor(227, 0, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, false,
GLColor(210, 200, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, true, false,
GLColor(191, 184, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false, true,
GLColor(227, 217, 0, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, false,
GLColor(210, 200, 150, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, true, false,
GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false, true,
GLColor(227, 217, 161, 255));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, false,
GLColor(210, 200, 150, 235));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, true, false,
GLColor(191, 184, 138, 235));
testCopy(GL_TEXTURE_3D, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false, true,
GLColor(227, 217, 161, 235));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with integer
// formats.
TEST_P(Texture3DCopy, IntFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler3D tex3D;\n"
"in vec3 texcoord;\n"
"out ivec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
// Pixels will be read as if the most significant bit is data, not the sign. The expected colors
// reflect this.
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, false,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, true, false,
GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, true,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, false,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, true, false,
GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false, true,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, false,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, true, false,
GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, true,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, false,
GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, true, false,
GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, true,
GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, false,
GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, true, false,
GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false, true,
GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, false,
GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, true, false,
GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, true,
GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, false,
GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, true, false,
GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false, true,
GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, false,
GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, true, false,
GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false, true,
GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, false,
GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, true, false,
GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false, true,
GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, false,
GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, true, false,
GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false, true,
GLColor(127, 77, 83, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, false,
GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, true, false,
GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false, true,
GLColor(127, 77, 83, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, false,
GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, true, false,
GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_3D, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false, true,
GLColor(127, 77, 83, 115));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_3D with unsigned
// integer formats.
TEST_P(Texture3DCopy, UintFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler3D tex3D;\n"
"in vec3 texcoord;\n"
"out uvec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex3D, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, false,
false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, true,
false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, false,
false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, true,
false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false, false,
true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, false,
false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, true,
false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, false,
true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, false,
false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, true,
false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, false,
false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, true,
false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false, false,
true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, false,
false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, true,
false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false, false,
true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, false,
false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, true,
false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, false,
false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, true,
false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false, false,
true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, false,
false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, true,
false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false, false,
true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, false,
false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, true,
false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false, false,
true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, false,
false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, true,
false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false, false,
true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, false,
false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, true,
false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false, false,
true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(128, 84, 32, 3));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(50, 32, 12, 3));
testCopy(GL_TEXTURE_3D, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(255, 214, 81, 3));
}
// Test that glCopySubTexture3DANGLE correctly copies to and from a GL_TEXTURE_2D_ARRAY texture.
TEST_P(Texture2DArrayCopy, CopySubTexture)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataRed(2u * 2u * 2u, GLColor::red);
glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get());
EXPECT_GL_NO_ERROR();
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen.data());
EXPECT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataRed.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 0, 0,
0, 0, 0, 0, 2, 2, 2, false, false, false);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that glCopyTexture3DANGLE correctly copies from a non-zero mipmap on a GL_TEXTURE_2D_ARRAY
// texture.
TEST_P(Texture2DArrayCopy, CopyFromMipmap)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
std::vector<GLColor> texDataGreen4(4u * 4u * 4u, GLColor::green);
std::vector<GLColor> texDataGreen2(2u * 2u * 2u, GLColor::green);
std::vector<GLColor> texDataRed2(2u * 2u * 2u, GLColor::red);
glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen4.data());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
texDataGreen2.data());
EXPECT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glCopyTexture3DANGLE(sourceTexture.get(), 1, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, false, false, false);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that glCopySubTexture3DANGLE's offset and dimension parameters work correctly with a
// GL_TEXTURE_2D_ARRAY texture.
TEST_P(Texture2DArrayCopy, OffsetSubCopy)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
GLColor rgbaPixels[27];
// Create pixel data for a 3x3x3 red cube
for (int i = 0; i < 27; i++)
{
rgbaPixels[i] = GLColor(255u, 0u, 0u, 255u);
}
// Change a pixel to create a 1x1x1 blue cube at (0, 0, 0)
rgbaPixels[0] = GLColor(0u, 0u, 255u, 255u);
// Change some pixels to green to create a 2x2x2 cube starting at (1, 1, 1)
rgbaPixels[13] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[14] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[16] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[17] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[22] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[23] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[25] = GLColor(0u, 255u, 0u, 255u);
rgbaPixels[26] = GLColor(0u, 255u, 0u, 255u);
glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 3, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE,
rgbaPixels);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_NO_ERROR();
// Copy the 2x2x2 green cube into a new texture
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 0, 0,
0, 1, 1, 1, 2, 2, 2, false, false, false);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
int width = getWindowWidth() - 1;
int height = getWindowHeight() - 1;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green);
// Copy the 1x1x1 blue cube into the the 2x2x2 green cube at location (1, 1, 1)
glCopySubTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, 1, 1,
1, 0, 0, 0, 1, 1, 1, false, false, false);
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::blue);
}
// Test that the flipY parameter works with a GL_TEXTURE_2D_ARRAY texture.
TEST_P(Texture2DArrayCopy, FlipY)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// Create a 2x2x2 cube. The top half is red. The bottom half is green.
GLColor rgbaPixels[8] = {GLColor::green, GLColor::green, GLColor::red, GLColor::red,
GLColor::green, GLColor::green, GLColor::red, GLColor::red};
glBindTexture(GL_TEXTURE_2D_ARRAY, sourceTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
rgbaPixels);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
drawQuad(mProgram, "position", 1.0f);
int width = getWindowWidth() - 1;
int height = getWindowHeight() - 1;
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::red);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::red);
EXPECT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
EXPECT_GL_NO_ERROR();
// Flip the y coordinate. This will put the greem half on top, and the red half on the bottom.
glCopyTexture3DANGLE(sourceTexture.get(), 0, GL_TEXTURE_2D_ARRAY, destTexture.get(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, true, false, false);
glBindTexture(GL_TEXTURE_2D_ARRAY, destTexture.get());
EXPECT_GL_NO_ERROR();
drawQuad(mProgram, "position", 1.0f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, height, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width, height, GLColor::green);
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// unsized formats.
TEST_P(Texture2DArrayCopy, UnsizedFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 200, 150, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 78, 59, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_BYTE, false,
false, true, GLColor(128, 191, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
false, false, false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
false, true, false, GLColor(99, 77, 57, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
false, false, true, GLColor(132, 190, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 200, 150, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 78, 59, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_BYTE, false,
false, true, GLColor(128, 191, 255, 200));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
false, false, false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
false, true, false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
false, false, true, GLColor(136, 187, 255, 204));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
false, false, false, GLColor(247, 198, 148, 0));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
false, true, false, GLColor(99, 82, 57, 0));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
false, false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE,
false, false, false, GLColor(250, 250, 250, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE, GL_UNSIGNED_BYTE,
false, true, false, GLColor(98, 98, 98, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_LUMINANCE, GL_UNSIGNED_BYTE,
false, false, true, GLColor(128, 128, 128, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, false, false, GLColor(250, 250, 250, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, true, false, GLColor(98, 98, 98, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 200), GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
false, false, true, GLColor(128, 128, 128, 200));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false,
false, false, GLColor(0, 0, 0, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false,
false, false, GLColor(0, 0, 0, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_ALPHA, GL_UNSIGNED_BYTE, false,
false, false, GLColor(0, 0, 0, 100));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// snorm formats.
TEST_P(Texture2DArrayCopy, SnormFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// http://anglebug.com/2865
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_R8_SNORM, GL_BYTE, false, true,
false, GLColor(187, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_R8_SNORM, GL_BYTE, false, false,
true, GLColor(221, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 201, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RG8_SNORM, GL_BYTE, false, true,
false, GLColor(187, 149, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RG8_SNORM, GL_BYTE, false, false,
true, GLColor(221, 167, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, false,
false, GLColor(251, 201, 151, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGB8_SNORM, GL_BYTE, false, true,
false, GLColor(187, 149, 112, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RGB8_SNORM, GL_BYTE, false, false,
true, GLColor(221, 167, 110, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false,
false, false, GLColor(251, 201, 151, 191));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 190), GL_RGBA8_SNORM, GL_BYTE, false, true,
false, GLColor(187, 149, 112, 191));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(200, 150, 100, 230), GL_RGBA8_SNORM, GL_BYTE, false,
false, true, GLColor(221, 167, 110, 231));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(250, 200, 150, 85));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(196, 157, 118, 170));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB10_A2,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(128, 191, 255, 170));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// unsigned byte formats.
TEST_P(Texture2DArrayCopy, UnsignedByteFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// Flay on Windows D3D11. http://anglebug.com/2896
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false, true,
false, GLColor(98, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_R8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 200, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 78, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RG8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 255, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 200, 150, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 78, 59, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 255, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(250, 200, 150, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false,
true, false, GLColor(98, 78, 59, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 255, 255, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false,
false, false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_BYTE, false,
true, false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_BYTE, false,
false, true, GLColor(119, 187, 238, 204));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4,
false, false, false, GLColor(255, 204, 153, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4,
false, true, false, GLColor(102, 85, 51, 102));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 200, 210), GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4,
false, false, true, GLColor(119, 187, 238, 204));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1, GL_UNSIGNED_BYTE, false,
false, false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false,
true, false, GLColor(99, 82, 57, 0));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_RGB5_A1, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 255, 255, 0));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1,
GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(198, 156, 115, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB5_A1,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1,
GL_UNSIGNED_SHORT_5_5_5_1, false, false, false, GLColor(247, 198, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB5_A1,
GL_UNSIGNED_SHORT_5_5_5_1, false, true, false, GLColor(198, 156, 115, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB5_A1,
GL_UNSIGNED_SHORT_5_5_5_1, false, false, true, GLColor(132, 189, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false,
false, false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_BYTE, false,
true, false, GLColor(198, 158, 115, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_BYTE, false,
false, true, GLColor(132, 190, 255, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5,
false, false, false, GLColor(247, 199, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5,
false, true, false, GLColor(198, 158, 115, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(100, 150, 250, 200), GL_RGB565, GL_UNSIGNED_SHORT_5_6_5,
false, false, true, GLColor(132, 190, 255, 255));
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false,
false, false, GLColor(244, 148, 78, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false,
true, false, GLColor(31, 19, 11, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8, GL_UNSIGNED_BYTE, false,
false, true, GLColor(52, 253, 53, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE,
false, false, false, GLColor(244, 148, 78, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE,
false, true, false, GLColor(31, 19, 11, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(250, 200, 150, 100), GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE,
false, false, true, GLColor(52, 253, 53, 100));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// float formats.
TEST_P(Texture2DArrayCopy, FloatFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
// http://anglebug.com/2865
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
std::vector<GLenum> floatTypes = {GL_FLOAT, GL_HALF_FLOAT, GL_UNSIGNED_INT_10F_11F_11F_REV,
GL_UNSIGNED_INT_5_9_9_9_REV};
for (GLenum floatType : floatTypes)
{
if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV &&
floatType != GL_UNSIGNED_INT_10F_11F_11F_REV)
{
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false,
false, false, GLColor(210, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false,
true, false, GLColor(191, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R16F, floatType, false,
false, true, GLColor(227, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false,
false, false, GLColor(210, 200, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false,
true, false, GLColor(191, 184, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG16F, floatType, false,
false, true, GLColor(227, 217, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false,
false, false, GLColor(210, 200, 150, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false,
true, false, GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB16F, floatType, false,
false, true, GLColor(227, 217, 161, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false,
false, false, GLColor(210, 200, 150, 235));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false,
true, false, GLColor(191, 184, 138, 235));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA16F, floatType, false,
false, true, GLColor(227, 217, 161, 235));
}
if (floatType != GL_UNSIGNED_INT_5_9_9_9_REV)
{
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, false, false, GLColor(210, 200, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, true, false, GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R11F_G11F_B10F, floatType,
false, false, true, GLColor(227, 217, 161, 255));
}
if (floatType != GL_UNSIGNED_INT_10F_11F_11F_REV)
{
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false,
false, false, GLColor(210, 200, 148, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false,
true, false, GLColor(192, 184, 138, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB9_E5, floatType, false,
false, true, GLColor(227, 217, 161, 255));
}
}
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false,
false, GLColor(210, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, true,
false, GLColor(191, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_R32F, GL_FLOAT, false, false,
true, GLColor(227, 0, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false,
false, GLColor(210, 200, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, true,
false, GLColor(191, 184, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RG32F, GL_FLOAT, false, false,
true, GLColor(227, 217, 0, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false,
false, GLColor(210, 200, 150, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, true,
false, GLColor(191, 184, 138, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGB32F, GL_FLOAT, false, false,
true, GLColor(227, 217, 161, 255));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false,
false, GLColor(210, 200, 150, 235));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, true,
false, GLColor(191, 184, 138, 235));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(210, 200, 150, 235), GL_RGBA32F, GL_FLOAT, false, false,
true, GLColor(227, 217, 161, 235));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// integer formats.
TEST_P(Texture2DArrayCopy, IntFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp isampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n"
"out ivec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
// Pixels will be read as if the most significant bit is data, not the sign. The expected colors
// reflect this.
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, false,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, true, false,
GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R8I, GL_BYTE, false, false, true,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false,
false, GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, true,
false, GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R16I, GL_SHORT, false, false,
true, GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, false,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, true, false,
GLColor(115, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_R32I, GL_INT, false, false, true,
GLColor(127, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false,
false, GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, true, false,
GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG8I, GL_BYTE, false, false, true,
GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false,
false, GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, true,
false, GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG16I, GL_SHORT, false, false,
true, GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false,
false, GLColor(127, 70, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, true, false,
GLColor(115, 63, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RG32I, GL_INT, false, false, true,
GLColor(127, 77, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false,
false, GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, true,
false, GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB8I, GL_BYTE, false, false,
true, GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false,
false, GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, true,
false, GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB16I, GL_SHORT, false, false,
true, GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false,
false, GLColor(127, 70, 75, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, true,
false, GLColor(115, 63, 67, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGB32I, GL_INT, false, false,
true, GLColor(127, 77, 83, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false,
false, GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, true,
false, GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA8I, GL_BYTE, false, false,
true, GLColor(127, 77, 83, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false,
false, GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, true,
false, GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA16I, GL_SHORT, false, false,
true, GLColor(127, 77, 83, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false,
false, GLColor(127, 70, 75, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, true,
false, GLColor(115, 63, 67, 115));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(255, 140, 150, 230), GL_RGBA32I, GL_INT, false, false,
true, GLColor(127, 77, 83, 115));
}
// Test passthrough, premultiply alpha, and unmultiply alpha copies for GL_TEXTURE_2D_ARRAY with
// unsigned integer formats.
TEST_P(Texture2DArrayCopy, UintFormats)
{
ANGLE_SKIP_TEST_IF(!checkExtensions());
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"uniform highp usampler2DArray tex2DArray;\n"
"in vec3 texcoord;\n"
"out uvec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.z, texcoord.y));\n"
"}\n";
mProgram = CompileProgram(getVertexShaderSource(), kFS);
ASSERT_NE(0u, mProgram);
ASSERT_GL_NO_ERROR();
glUseProgram(mProgram);
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false,
false, false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false, true,
false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R8UI, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false,
false, false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false,
true, false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R16UI, GL_UNSIGNED_SHORT, false,
false, true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false,
false, false, GLColor(128, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false, true,
false, GLColor(50, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_R32UI, GL_UNSIGNED_INT, false,
false, true, GLColor(255, 0, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false,
false, false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false,
true, false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG8UI, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false,
false, false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false,
true, false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG16UI, GL_UNSIGNED_SHORT, false,
false, true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false,
false, false, GLColor(128, 84, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false,
true, false, GLColor(50, 32, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RG32UI, GL_UNSIGNED_INT, false,
false, true, GLColor(255, 214, 0, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false,
false, false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false,
true, false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB8UI, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false,
false, false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false,
true, false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB16UI, GL_UNSIGNED_SHORT, false,
false, true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false,
false, false, GLColor(128, 84, 32, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false,
true, false, GLColor(50, 32, 12, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB32UI, GL_UNSIGNED_INT, false,
false, true, GLColor(255, 214, 81, 1));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false,
false, false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false,
true, false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA8UI, GL_UNSIGNED_BYTE, false,
false, true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false,
false, false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false,
true, false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA16UI, GL_UNSIGNED_SHORT, false,
false, true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false,
false, false, GLColor(128, 84, 32, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false,
true, false, GLColor(50, 32, 12, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGBA32UI, GL_UNSIGNED_INT, false,
false, true, GLColor(255, 214, 81, 100));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, false, GLColor(128, 84, 32, 3));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, true, false, GLColor(50, 32, 12, 3));
testCopy(GL_TEXTURE_2D_ARRAY, GLColor(128, 84, 32, 100), GL_RGB10_A2UI,
GL_UNSIGNED_INT_2_10_10_10_REV, false, false, true, GLColor(255, 214, 81, 3));
}
ANGLE_INSTANTIATE_TEST(Texture3DCopy, ES3_D3D11());
ANGLE_INSTANTIATE_TEST(Texture2DArrayCopy, ES3_D3D11());
} // namespace angle