Move end2end and standalone tests to gl_tests and egl_tests
Also introduce a test_utils directory that contains helpers used for all
types of tests.
BUG=angleproject:892
Change-Id: I9e1bff895020ffd3a109162283971a290a1098bd
Reviewed-on: https://chromium-review.googlesource.com/270198
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/tests/gl_tests/IncompleteTextureTest.cpp b/src/tests/gl_tests/IncompleteTextureTest.cpp
new file mode 100644
index 0000000..50df9a0
--- /dev/null
+++ b/src/tests/gl_tests/IncompleteTextureTest.cpp
@@ -0,0 +1,166 @@
+//
+// Copyright 2015 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.
+//
+
+#include "test_utils/ANGLETest.h"
+
+#include <vector>
+
+using namespace angle;
+
+class IncompleteTextureTest : public ANGLETest
+{
+ protected:
+ IncompleteTextureTest()
+ {
+ setWindowWidth(128);
+ setWindowHeight(128);
+ setConfigRedBits(8);
+ setConfigGreenBits(8);
+ setConfigBlueBits(8);
+ setConfigAlphaBits(8);
+ }
+
+ virtual void SetUp()
+ {
+ ANGLETest::SetUp();
+
+ const std::string vertexShaderSource = SHADER_SOURCE
+ (
+ precision highp float;
+ attribute vec4 position;
+ varying vec2 texcoord;
+
+ void main()
+ {
+ gl_Position = position;
+ texcoord = (position.xy * 0.5) + 0.5;
+ }
+ );
+
+ const std::string fragmentShaderSource = SHADER_SOURCE
+ (
+ precision highp float;
+ uniform sampler2D tex;
+ varying vec2 texcoord;
+
+ void main()
+ {
+ gl_FragColor = texture2D(tex, texcoord);
+ }
+ );
+
+ mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ if (mProgram == 0)
+ {
+ FAIL() << "shader compilation failed.";
+ }
+
+ mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
+ }
+
+ virtual void TearDown()
+ {
+ glDeleteProgram(mProgram);
+
+ ANGLETest::TearDown();
+ }
+
+ void fillTextureData(std::vector<GLubyte> &buffer, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
+ {
+ size_t count = buffer.size() / 4;
+ for (size_t i = 0; i < count; i++)
+ {
+ buffer[i * 4 + 0] = r;
+ buffer[i * 4 + 1] = g;
+ buffer[i * 4 + 2] = b;
+ buffer[i * 4 + 3] = a;
+ }
+ }
+
+ GLuint mProgram;
+ GLint mTextureUniformLocation;
+};
+
+TEST_P(IncompleteTextureTest, IncompleteTexture2D)
+{
+ GLuint tex;
+ glGenTextures(1, &tex);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ glUseProgram(mProgram);
+ glUniform1i(mTextureUniformLocation, 0);
+
+ const GLsizei textureWidth = 2;
+ const GLsizei textureHeight = 2;
+ std::vector<GLubyte> textureData(textureWidth * textureHeight * 4);
+ fillTextureData(textureData, 255, 0, 0, 255);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 255);
+
+ glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, textureWidth >> 1, textureHeight >> 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureData[0]);
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ glDeleteTextures(1, &tex);
+}
+
+TEST_P(IncompleteTextureTest, UpdateTexture)
+{
+ GLuint tex;
+ glGenTextures(1, &tex);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ glUseProgram(mProgram);
+ glUniform1i(mTextureUniformLocation, 0);
+
+ const GLsizei redTextureWidth = 64;
+ const GLsizei redTextureHeight = 64;
+ std::vector<GLubyte> redTextureData(redTextureWidth * redTextureHeight * 4);
+ fillTextureData(redTextureData, 255, 0, 0, 255);
+ for (size_t i = 0; i < 7; i++)
+ {
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, redTextureWidth >> i, redTextureHeight >> i, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ &redTextureData[0]);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+
+ const GLsizei greenTextureWidth = 32;
+ const GLsizei greenTextureHeight = 32;
+ std::vector<GLubyte> greenTextureData(greenTextureWidth * greenTextureHeight * 4);
+ fillTextureData(greenTextureData, 0, 255, 0, 255);
+
+ for (size_t i = 0; i < 6; i++)
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, i, greenTextureWidth >> i, greenTextureHeight >> i,
+ greenTextureWidth >> i, greenTextureHeight >> i, GL_RGBA, GL_UNSIGNED_BYTE,
+ &greenTextureData[0]);
+ }
+
+ drawQuad(mProgram, "position", 0.5f);
+ EXPECT_PIXEL_EQ(getWindowWidth() - greenTextureWidth, getWindowHeight() - greenTextureWidth, 0, 255, 0, 255);
+
+ glDeleteTextures(1, &tex);
+}
+
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+ANGLE_INSTANTIATE_TEST(IncompleteTextureTest, ES2_D3D9(), ES2_D3D11());