| #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(TextureTest, ES2_D3D9, ES2_D3D11); |
| |
| template<typename T> |
| class TextureTest : public ANGLETest |
| { |
| protected: |
| TextureTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform()) |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| glGenTextures(1, &mTexture2D); |
| glGenTextures(1, &mTextureCube); |
| |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| EXPECT_GL_NO_ERROR(); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| glTexStorage2DEXT(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1); |
| EXPECT_GL_NO_ERROR(); |
| |
| ASSERT_GL_NO_ERROR(); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| attribute vec4 position; |
| varying vec2 texcoord; |
| |
| uniform vec2 textureScale; |
| |
| void main() |
| { |
| gl_Position = vec4(position.xy * textureScale, 0.0, 1.0); |
| texcoord = (position.xy * 0.5) + 0.5; |
| } |
| ); |
| |
| const std::string fragmentShaderSource2D = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texcoord); |
| } |
| ); |
| |
| const std::string fragmentShaderSourceCube = SHADER_SOURCE |
| ( |
| precision highp float; |
| uniform sampler2D tex2D; |
| uniform samplerCube texCube; |
| varying vec2 texcoord; |
| |
| void main() |
| { |
| gl_FragColor = texture2D(tex2D, texcoord); |
| gl_FragColor += textureCube(texCube, vec3(texcoord, 0)); |
| } |
| ); |
| |
| m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D); |
| mCubeProgram = CompileProgram(vertexShaderSource, fragmentShaderSourceCube); |
| if (m2DProgram == 0 || mCubeProgram == 0) |
| { |
| FAIL() << "shader compilation failed."; |
| } |
| |
| mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex"); |
| ASSERT_NE(-1, mTexture2DUniformLocation); |
| |
| mTextureScaleUniformLocation = glGetUniformLocation(m2DProgram, "textureScale"); |
| ASSERT_NE(-1, mTextureScaleUniformLocation); |
| |
| glUseProgram(m2DProgram); |
| glUniform2f(mTextureScaleUniformLocation, 1.0f, 1.0f); |
| glUseProgram(0); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| virtual void TearDown() |
| { |
| glDeleteTextures(1, &mTexture2D); |
| glDeleteTextures(1, &mTextureCube); |
| glDeleteProgram(m2DProgram); |
| glDeleteProgram(mCubeProgram); |
| |
| ANGLETest::TearDown(); |
| } |
| |
| GLuint mTexture2D; |
| GLuint mTextureCube; |
| |
| GLuint m2DProgram; |
| GLuint mCubeProgram; |
| GLint mTexture2DUniformLocation; |
| GLint mTextureScaleUniformLocation; |
| }; |
| |
| TYPED_TEST(TextureTest, NegativeAPISubImage) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| const GLubyte *pixels[20] = { 0 }; |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| EXPECT_GL_ERROR(GL_INVALID_VALUE); |
| } |
| |
| TYPED_TEST(TextureTest, ZeroSizedUploads) |
| { |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| // Use the texture first to make sure it's in video memory |
| glUseProgram(m2DProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| drawQuad(m2DProgram, "position", 0.5f); |
| |
| const GLubyte *pixel[4] = { 0 }; |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test drawing with two texture types, to trigger an ANGLE bug in validation |
| TYPED_TEST(TextureTest, CubeMapBug) |
| { |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| EXPECT_GL_ERROR(GL_NO_ERROR); |
| |
| glUseProgram(mCubeProgram); |
| GLint tex2DUniformLocation = glGetUniformLocation(mCubeProgram, "tex2D"); |
| GLint texCubeUniformLocation = glGetUniformLocation(mCubeProgram, "texCube"); |
| EXPECT_NE(-1, tex2DUniformLocation); |
| EXPECT_NE(-1, texCubeUniformLocation); |
| glUniform1i(tex2DUniformLocation, 0); |
| glUniform1i(texCubeUniformLocation, 1); |
| drawQuad(mCubeProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Copy of a test in conformance/textures/texture-mips, to test generate mipmaps |
| TYPED_TEST(TextureTest, MipmapsTwice) |
| { |
| int px = getWindowWidth() / 2; |
| int py = getWindowHeight() / 2; |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTexture2D); |
| |
| // Fill with red |
| std::vector<GLubyte> pixels(4 * 16 * 16); |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 4 + 0] = 255; |
| pixels[pixelId * 4 + 1] = 0; |
| pixels[pixelId * 4 + 2] = 0; |
| pixels[pixelId * 4 + 3] = 255; |
| } |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| glUseProgram(m2DProgram); |
| glUniform1i(mTexture2DUniformLocation, 0); |
| glUniform2f(mTextureScaleUniformLocation, 0.0625f, 0.0625f); |
| drawQuad(m2DProgram, "position", 0.5f); |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255); |
| |
| // Fill with blue |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 4 + 0] = 0; |
| pixels[pixelId * 4 + 1] = 0; |
| pixels[pixelId * 4 + 2] = 255; |
| pixels[pixelId * 4 + 3] = 255; |
| } |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| // Fill with green |
| for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| { |
| pixels[pixelId * 4 + 0] = 0; |
| pixels[pixelId * 4 + 1] = 255; |
| pixels[pixelId * 4 + 2] = 0; |
| pixels[pixelId * 4 + 3] = 255; |
| } |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| glGenerateMipmap(GL_TEXTURE_2D); |
| |
| drawQuad(m2DProgram, "position", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255); |
| } |
| |
| // Test creating a FBO with a cube map render target, to test an ANGLE bug |
| // https://code.google.com/p/angleproject/issues/detail?id=849 |
| TYPED_TEST(TextureTest, CubeMapFBO) |
| { |
| GLuint fbo; |
| glGenFramebuffers(1, &fbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, mTextureCube, 0); |
| |
| EXPECT_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| |
| glDeleteFramebuffers(1, &fbo); |
| |
| EXPECT_GL_NO_ERROR(); |
| } |