Clean up MipmapTest
This refactoring is done to prepare for adding more mipmap tests for
ES3 where base level / max level is changed from 0.
1. Reuse drawQuad() from ANGLETest instead of having completely custom
quad drawing code, and reuse the same clear+draw function for both 2D
and cube map texture tests.
2. Add a helper function for clearing texture level 0 with glClear.
3. Remove a few redundant texture binding and useProgram calls.
4. Rely on sampler uniforms being set to 0 by default and texture unit
0 being active by default.
5. Remove "Offscreen" from variable names.
6. Split SetUp functions to helper functions.
7. Reuse FillWithRGBA from TextureTest also in MipmapTest.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I9fd738f4b8b0a19c7aa1d267f7dbaa40a6935631
Reviewed-on: https://chromium-review.googlesource.com/338791
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/tests/gl_tests/MipmapTest.cpp b/src/tests/gl_tests/MipmapTest.cpp
index 14fdc04..94bc018 100644
--- a/src/tests/gl_tests/MipmapTest.cpp
+++ b/src/tests/gl_tests/MipmapTest.cpp
@@ -12,6 +12,15 @@
{
protected:
MipmapTest()
+ : m2DProgram(0),
+ mCubeProgram(0),
+ mTexture2D(0),
+ mTextureCube(0),
+ mLevelZeroBlueInitData(nullptr),
+ mLevelZeroWhiteInitData(nullptr),
+ mLevelOneInitData(nullptr),
+ mLevelTwoInitData(nullptr),
+ mOffscreenFramebuffer(0)
{
setWindowWidth(128);
setWindowHeight(128);
@@ -21,21 +30,18 @@
setConfigAlphaBits(8);
}
- virtual void SetUp()
+ void setUp2DProgram()
{
- ANGLETest::SetUp();
-
// Vertex Shader source
const std::string vs = SHADER_SOURCE
(
attribute vec4 aPosition;
- attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main()
{
gl_Position = aPosition;
- vTexCoord = aTexCoord;
+ vTexCoord = (aPosition.xy * 0.5) + 0.5;
}
);
@@ -54,11 +60,11 @@
);
m2DProgram = CompileProgram(vs, fs);
- if (m2DProgram == 0)
- {
- FAIL() << "shader compilation failed.";
- }
+ ASSERT_NE(0u, m2DProgram);
+ }
+ void setUpCubeProgram()
+ {
// A simple vertex shader for the texture cube
const std::string cubeVS = SHADER_SOURCE
(
@@ -85,17 +91,16 @@
);
mCubeProgram = CompileProgram(cubeVS, cubeFS);
- if (mCubeProgram == 0)
- {
- FAIL() << "shader compilation failed.";
- }
+ ASSERT_NE(0u, mCubeProgram);
+ }
- m2DTextureUniformPosition = glGetUniformLocation(m2DProgram, "uTexture");
- m2DPositionAttributePosition = glGetAttribLocation(m2DProgram, "aPosition");
- m2DTexCoordAttributePosition = glGetAttribLocation(m2DProgram, "aTexCoord");
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
- mCubeTextureUniformPosition = glGetUniformLocation(mCubeProgram, "uTexture");
- mCubePositionAttributePosition = glGetAttribLocation(mCubeProgram, "aPosition");
+ setUp2DProgram();
+
+ setUpCubeProgram();
mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue
mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White
@@ -103,22 +108,17 @@
mLevelTwoInitData = createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0); // Red
glGenFramebuffers(1, &mOffscreenFramebuffer);
- glGenTextures(1, &mOffscreenTexture2D);
+ glGenTextures(1, &mTexture2D);
// Initialize the texture2D to be empty, and don't use mips.
- glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
+ glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // Bind the texture2D to the offscreen framebuffer's color buffer.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture2D, 0);
- ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
-
// Create a non-mipped texture cube. Set the negative-Y face to be blue.
- glGenTextures(1, &mOffscreenTextureCube);
- glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
+ glGenTextures(1, &mTextureCube);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
@@ -133,13 +133,13 @@
ASSERT_GL_NO_ERROR();
}
- virtual void TearDown()
+ void TearDown() override
{
glDeleteProgram(m2DProgram);
glDeleteProgram(mCubeProgram);
glDeleteFramebuffers(1, &mOffscreenFramebuffer);
- glDeleteTextures(1, &mOffscreenTexture2D);
- glDeleteTextures(1, &mOffscreenTextureCube);
+ glDeleteTextures(1, &mTexture2D);
+ glDeleteTextures(1, &mTextureCube);
SafeDeleteArray(mLevelZeroBlueInitData);
SafeDeleteArray(mLevelZeroWhiteInitData);
@@ -163,69 +163,59 @@
return data;
}
- void ClearAndDrawTexturedQuad(GLuint texture, GLsizei viewportWidth, GLsizei viewportHeight)
+ void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight)
{
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
-
glViewport(0, 0, viewportWidth, viewportHeight);
-
ASSERT_GL_NO_ERROR();
- GLfloat vertexLocations[] =
- {
- -1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- };
+ drawQuad(program, "aPosition", 0.0f);
+ }
- GLfloat vertexTexCoords[] =
- {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f,
- };
-
- glUseProgram(m2DProgram);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture);
- glUniform1i(m2DTextureUniformPosition, 0);
-
- glVertexAttribPointer(m2DPositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
- glEnableVertexAttribArray(m2DPositionAttributePosition);
-
- glVertexAttribPointer(m2DTexCoordAttributePosition, 2, GL_FLOAT, GL_FALSE, 0, vertexTexCoords);
- glEnableVertexAttribArray(m2DTexCoordAttributePosition);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ void clearTextureLevel0(GLenum textarget,
+ GLuint texture,
+ GLfloat red,
+ GLfloat green,
+ GLfloat blue,
+ GLfloat alpha)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget, texture, 0);
+ ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ glClearColor(red, green, blue, alpha);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GLuint m2DProgram;
GLuint mCubeProgram;
- GLuint mOffscreenFramebuffer;
- GLuint mOffscreenTexture2D;
- GLuint mOffscreenTextureCube;
-
- GLint m2DTextureUniformPosition;
- GLint m2DPositionAttributePosition;
- GLint m2DTexCoordAttributePosition;
-
- GLint mCubeTextureUniformPosition;
- GLint mCubePositionAttributePosition;
+ GLuint mTexture2D;
+ GLuint mTextureCube;
GLubyte* mLevelZeroBlueInitData;
GLubyte* mLevelZeroWhiteInitData;
GLubyte* mLevelOneInitData;
GLubyte* mLevelTwoInitData;
+
+ private:
+ GLuint mOffscreenFramebuffer;
};
class MipmapTestES3 : public ANGLETest
{
protected:
MipmapTestES3()
+ : mTextureArray(0),
+ mTexture3D(0),
+ mArrayProgram(0),
+ mTextureArrayScaleUniformLocation(-1),
+ mTextureArraySliceUniformLocation(-1),
+ m3DProgram(0),
+ mTexture3DScaleUniformLocation(-1),
+ mTexture3DSliceUniformLocation(-1),
+ mTexture3DLODUniformLocation(-1)
+
{
setWindowWidth(128);
setWindowHeight(128);
@@ -235,19 +225,12 @@
setConfigAlphaBits(8);
}
- virtual void SetUp()
+ std::string vertexShaderSource()
{
- ANGLETest::SetUp();
-
- glGenTextures(1, &mTextureArray);
- EXPECT_GL_NO_ERROR();
-
- ASSERT_GL_NO_ERROR();
-
// Don't put "#version ..." on its own line. See [cpp]p1:
// "If there are sequences of preprocessing tokens within the list of arguments that
// would otherwise act as preprocessing directives, the behavior is undefined"
- const std::string vertexShaderSource = SHADER_SOURCE
+ return SHADER_SOURCE
( #version 300 es\n
precision highp float;
in vec4 position;
@@ -261,7 +244,10 @@
texcoord = (position.xy * 0.5) + 0.5;
}
);
+ }
+ void setUpArrayProgram()
+ {
const std::string fragmentShaderSourceArray = SHADER_SOURCE
( #version 300 es\n
precision highp float;
@@ -276,15 +262,12 @@
}
);
- mArrayProgram = CompileProgram(vertexShaderSource, fragmentShaderSourceArray);
+ mArrayProgram = CompileProgram(vertexShaderSource(), fragmentShaderSourceArray);
if (mArrayProgram == 0)
{
FAIL() << "shader compilation failed.";
}
- mTextureArrayUniformLocation = glGetUniformLocation(mArrayProgram, "tex");
- ASSERT_NE(-1, mTextureArrayUniformLocation);
-
mTextureArrayScaleUniformLocation = glGetUniformLocation(mArrayProgram, "textureScale");
ASSERT_NE(-1, mTextureArrayScaleUniformLocation);
@@ -295,11 +278,10 @@
glUniform2f(mTextureArrayScaleUniformLocation, 1.0f, 1.0f);
glUseProgram(0);
ASSERT_GL_NO_ERROR();
+ }
- glGenTextures(1, &mTexture3D);
-
- ASSERT_GL_NO_ERROR();
-
+ void setUp3DProgram()
+ {
const std::string fragmentShaderSource3D = SHADER_SOURCE
( #version 300 es\n
precision highp float;
@@ -315,15 +297,12 @@
}
);
- m3DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource3D);
+ m3DProgram = CompileProgram(vertexShaderSource(), fragmentShaderSource3D);
if (m3DProgram == 0)
{
FAIL() << "shader compilation failed.";
}
- mTexture3DUniformLocation = glGetUniformLocation(m3DProgram, "tex");
- ASSERT_NE(-1, mTexture3DUniformLocation);
-
mTexture3DScaleUniformLocation = glGetUniformLocation(m3DProgram, "textureScale");
ASSERT_NE(-1, mTexture3DScaleUniformLocation);
@@ -340,7 +319,19 @@
ASSERT_GL_NO_ERROR();
}
- virtual void TearDown()
+ void SetUp() override
+ {
+ ANGLETest::SetUp();
+
+ glGenTextures(1, &mTextureArray);
+ glGenTextures(1, &mTexture3D);
+ ASSERT_GL_NO_ERROR();
+
+ setUpArrayProgram();
+ setUp3DProgram();
+ }
+
+ void TearDown() override
{
glDeleteTextures(1, &mTextureArray);
glDeleteProgram(mArrayProgram);
@@ -355,12 +346,10 @@
GLuint mTexture3D;
GLuint mArrayProgram;
- GLint mTextureArrayUniformLocation;
GLint mTextureArrayScaleUniformLocation;
GLint mTextureArraySliceUniformLocation;
GLuint m3DProgram;
- GLint mTexture3DUniformLocation;
GLint mTexture3DScaleUniformLocation;
GLint mTexture3DSliceUniformLocation;
GLint mTexture3DLODUniformLocation;
@@ -372,7 +361,7 @@
TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
{
// Pass in level zero init data.
- glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
+ glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
ASSERT_GL_NO_ERROR();
@@ -380,15 +369,15 @@
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Draw a full-sized quad, and check it's blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Draw a quarter-sized quad, and check it's blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Complete the texture by initializing the remaining levels.
@@ -405,22 +394,22 @@
ASSERT_GL_NO_ERROR();
// Draw a full-sized quad, and check it's blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Enable mipmaps.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Draw a half-sized quad, and check it's green.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
// Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 0, 255);
// Pass in level two init data.
@@ -428,45 +417,45 @@
ASSERT_GL_NO_ERROR();
// Draw a full-sized quad, and check it's blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Draw a half-sized quad, and check it's green.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
// Draw a quarter-sized quad, and check it's red.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
// Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData);
ASSERT_GL_NO_ERROR();
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 255, 255, 255);
// Then enable mipmaps again. The quads should be white, green, red respectively.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
}
@@ -478,6 +467,7 @@
TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
{
// Pass in initial data so the texture is blue.
+ glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
// Then generate the mips.
@@ -488,42 +478,40 @@
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Now draw the texture to various different sized areas.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Use mip level 1
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
ASSERT_GL_NO_ERROR();
// Disable mips. Render a quad using the texture and ensure it's blue.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
- // Clear level 0 of the texture.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+ // Clear level 0 of the texture to red.
+ clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 1.0f, 0.0f, 0.0f, 1.0f);
// Reenable mips, and try rendering different-sized quads.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Level 0 is now red, so this should render red.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
// Use mip level 1, blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2, blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
}
@@ -532,12 +520,9 @@
// The test ensures that the zero-level texture is correctly copied into the mipped texture before the mipmaps are generated.
TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
{
- // Bind the offscreen framebuffer/texture.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
-
+ glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Clear the texture to blue.
- glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+ clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
// Then generate the mips
glGenerateMipmap(GL_TEXTURE_2D);
@@ -547,15 +532,15 @@
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
// Now draw the texture to various different sized areas.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Use mip level 1
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
// Use mip level 2
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
}
@@ -570,19 +555,14 @@
return;
}
- // Bind the offscreen texture/framebuffer.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
+ glBindTexture(GL_TEXTURE_2D, mTexture2D);
// Clear the texture to blue.
- glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- // From now on, default clear color is black.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
// Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer.
// The quad should be blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now go back to the texture, and generate mips on it.
@@ -591,7 +571,7 @@
// Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
// The quad should be blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now tell GL to use the generated mips.
@@ -599,27 +579,22 @@
EXPECT_GL_NO_ERROR();
// Now render the textured quad again. It should be still be blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
// Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Now clear the texture to green. This just clears the top level. The lower mips should remain blue.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
- glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- // From now on, default clear color is black.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 1.0f, 0.0f, 1.0f);
// Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
// Render a small textured quad. This forces minification, so should render blue (the color of levels 1+).
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
// Disable mipmaps again
@@ -627,11 +602,11 @@
ASSERT_GL_NO_ERROR();
// Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
+ clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
// Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green.
- ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
+ clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 255, 0, 255);
}
@@ -639,125 +614,59 @@
// works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to level zero.
TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
{
- GLfloat vertexLocations[] =
- {
- -1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- };
-
- // Set up the viewport, program, attributes, sampler and texture for the cube
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glViewport(0, 0, getWindowWidth(), getWindowHeight());
- glUseProgram(mCubeProgram);
- glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
- glEnableVertexAttribArray(mCubePositionAttributePosition);
- glUniform1i(mCubeTextureUniformPosition, 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
// Draw. Since the negative-Y face's is blue, this should be blue.
- glClear(GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Generate mipmaps, and render. This should be blue.
- glClear(GL_COLOR_BUFFER_BIT);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Draw using a smaller viewport (to force a lower LOD of the texture). This should still be blue.
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Now clear the negative-Y face of the cube to red.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
- ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- // Switch back to the default framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
+ clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw using a full-size viewport. This should be red.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0, 0, getWindowWidth(), getWindowHeight());
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we only cleared level zero
// of the negative-Y face to red, and left its mipmaps blue.
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Disable mipmaps again, and draw a to a quarter-size viewport.
// Since this should use level zero of the texture, this should be *RED*.
- glClear(GL_COLOR_BUFFER_BIT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
}
// This test ensures that rendering to level-zero of a TextureCube works as expected.
TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
{
- GLfloat vertexLocations[] =
- {
- -1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- };
-
- // Set up the viewport, program, attributes, sampler and texture for the cube
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glViewport(0, 0, getWindowWidth(), getWindowHeight());
- glUseProgram(mCubeProgram);
- glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
- glEnableVertexAttribArray(mCubePositionAttributePosition);
- glUniform1i(mCubeTextureUniformPosition, 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
// Draw. Since the negative-Y face's is blue, this should be blue.
- glClear(GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
// Now clear the negative-Y face of the cube to red.
- glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
- ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- // Switch back to the default framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
+ clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw using a full-size viewport. This should be red.
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0, 0, getWindowWidth(), getWindowHeight());
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
// Draw a to a quarter-size viewport. This should also be red.
- glClear(GL_COLOR_BUFFER_BIT);
- glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
}
@@ -768,42 +677,23 @@
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
- glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
// Fill the first layer 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;
- }
+ FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the second layer 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;
- }
+ FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the third layer 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;
- }
+ FillWithRGBA<GLubyte>(16u * 16u, 0u, 0u, 255u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
@@ -817,26 +707,22 @@
EXPECT_GL_NO_ERROR();
glUseProgram(mArrayProgram);
- glUniform1i(mTextureArrayUniformLocation, 0);
EXPECT_GL_NO_ERROR();
// Draw the first slice
- glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 0);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
// Draw the second slice
- glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 1);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
// Draw the third slice
- glUseProgram(mArrayProgram);
glUniform1i(mTextureArraySliceUniformLocation, 2);
drawQuad(mArrayProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
@@ -850,31 +736,18 @@
int px = getWindowWidth() / 2;
int py = getWindowHeight() / 2;
- glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, mTexture3D);
glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
// Fill the first layer 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;
- }
+ FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Fill the second layer 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;
- }
+ FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
@@ -888,13 +761,11 @@
EXPECT_GL_NO_ERROR();
glUseProgram(m3DProgram);
- glUniform1i(mTexture3DUniformLocation, 0);
EXPECT_GL_NO_ERROR();
// Mipmap level 0
// Draw the first slice
- glUseProgram(m3DProgram);
glUniform1f(mTexture3DLODUniformLocation, 0.);
glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
drawQuad(m3DProgram, "position", 0.5f);
@@ -902,7 +773,6 @@
EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
// Draw the second slice
- glUseProgram(m3DProgram);
glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
@@ -910,14 +780,11 @@
// Mipmap level 1
// The second mipmap should only have one slice.
-
- glUseProgram(m3DProgram);
glUniform1f(mTexture3DLODUniformLocation, 1.);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
- glUseProgram(m3DProgram);
glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
drawQuad(m3DProgram, "position", 0.5f);
EXPECT_GL_NO_ERROR();
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index e74519c..22dfac3 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -11,18 +11,6 @@
namespace
{
-template <typename T>
-void FillWithRGBA(size_t pixelCount, T red, T green, T blue, T alpha, T *outArray)
-{
- for (size_t i = 0u; i < pixelCount; ++i)
- {
- outArray[i * 4u] = red;
- outArray[i * 4u + 1u] = green;
- outArray[i * 4u + 2u] = blue;
- outArray[i * 4u + 3u] = alpha;
- }
-}
-
class TexCoordDrawTest : public ANGLETest
{
protected:
diff --git a/src/tests/test_utils/ANGLETest.h b/src/tests/test_utils/ANGLETest.h
index 6fa5ac7..17badb4 100644
--- a/src/tests/test_utils/ANGLETest.h
+++ b/src/tests/test_utils/ANGLETest.h
@@ -66,6 +66,18 @@
std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
GLColor ReadColor(GLint x, GLint y);
+template <typename T>
+void FillWithRGBA(size_t pixelCount, T red, T green, T blue, T alpha, T *outArray)
+{
+ for (size_t i = 0u; i < pixelCount; ++i)
+ {
+ outArray[i * 4u] = red;
+ outArray[i * 4u + 1u] = green;
+ outArray[i * 4u + 2u] = blue;
+ outArray[i * 4u + 3u] = alpha;
+ }
+}
+
} // namespace angle
#define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \