blob: 204f41d79b40017af2395d774714b211694c5a9c [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Jamie Madill14718762016-09-06 15:56:54 -04007#include "common/mathutil.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -04008#include "test_utils/ANGLETest.h"
Olli Etuaho989cac32016-06-08 16:18:49 -07009#include "test_utils/gl_raii.h"
Jamie Madillf67115c2014-04-22 13:14:05 -040010
Jamie Madillfa05f602015-05-07 13:47:11 -040011using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070012
Jamie Madillfa05f602015-05-07 13:47:11 -040013namespace
14{
15
Vincent Lang25ab4512016-05-13 18:13:59 +020016// Take a pixel, and reset the components not covered by the format to default
Geoff Langf607c602016-09-21 11:46:48 -040017// values. In particular, the default value for the alpha component is 255
Vincent Lang25ab4512016-05-13 18:13:59 +020018// (1.0 as unsigned normalized fixed point value).
Geoff Langf607c602016-09-21 11:46:48 -040019GLColor SliceFormatColor(GLenum format, GLColor full)
Vincent Lang25ab4512016-05-13 18:13:59 +020020{
21 switch (format)
22 {
23 case GL_RED:
Geoff Langf607c602016-09-21 11:46:48 -040024 return GLColor(full.R, 0, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020025 case GL_RG:
Geoff Langf607c602016-09-21 11:46:48 -040026 return GLColor(full.R, full.G, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020027 case GL_RGB:
Geoff Langf607c602016-09-21 11:46:48 -040028 return GLColor(full.R, full.G, full.B, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020029 case GL_RGBA:
30 return full;
31 default:
Jamie Madille1faacb2016-12-13 12:42:14 -050032 EXPECT_TRUE(false);
Geoff Langf607c602016-09-21 11:46:48 -040033 return GLColor::white;
Vincent Lang25ab4512016-05-13 18:13:59 +020034 }
Vincent Lang25ab4512016-05-13 18:13:59 +020035}
36
Olli Etuaho4a8329f2016-01-11 17:12:57 +020037class TexCoordDrawTest : public ANGLETest
Jamie Madillf67115c2014-04-22 13:14:05 -040038{
Jamie Madillbc393df2015-01-29 13:46:07 -050039 protected:
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020040 TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0)
Jamie Madillf67115c2014-04-22 13:14:05 -040041 {
42 setWindowWidth(128);
43 setWindowHeight(128);
44 setConfigRedBits(8);
45 setConfigGreenBits(8);
46 setConfigBlueBits(8);
47 setConfigAlphaBits(8);
48 }
49
Jamie Madill35cd7332018-12-02 12:03:33 -050050 virtual const char *getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040051 {
Jamie Madill35cd7332018-12-02 12:03:33 -050052 return R"(precision highp float;
53attribute vec4 position;
54varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -040055
Jamie Madill35cd7332018-12-02 12:03:33 -050056void main()
57{
58 gl_Position = vec4(position.xy, 0.0, 1.0);
59 texcoord = (position.xy * 0.5) + 0.5;
60})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +020061 }
Geoff Langc41e42d2014-04-28 10:58:16 -040062
Jamie Madill35cd7332018-12-02 12:03:33 -050063 virtual const char *getFragmentShaderSource() = 0;
Olli Etuaho4a8329f2016-01-11 17:12:57 +020064
Olli Etuahoa1c917f2016-04-06 13:50:03 +030065 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +020066 {
Jamie Madill35cd7332018-12-02 12:03:33 -050067 const char *vertexShaderSource = getVertexShaderSource();
68 const char *fragmentShaderSource = getFragmentShaderSource();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020069
70 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
71 ASSERT_NE(0u, mProgram);
72 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +030073 }
74
75 void SetUp() override
76 {
77 ANGLETest::SetUp();
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020078
79 setUpFramebuffer();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020080 }
81
82 void TearDown() override
83 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020084 glBindFramebuffer(GL_FRAMEBUFFER, 0);
85 glDeleteFramebuffers(1, &mFramebuffer);
86 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +020087 glDeleteProgram(mProgram);
88 ANGLETest::TearDown();
89 }
90
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020091 void setUpFramebuffer()
92 {
93 // We use an FBO to work around an issue where the default framebuffer applies SRGB
94 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
95 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
96 // section 4.4 says that the format of the default framebuffer is entirely up to the window
97 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
98 // SRGB conversion like desktop GL does.
99 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
100 glGenFramebuffers(1, &mFramebuffer);
101 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
102
103 glGenTextures(1, &mFramebufferColorTexture);
104 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
105 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
106 GL_UNSIGNED_BYTE, nullptr);
107 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
108 mFramebufferColorTexture, 0);
109 ASSERT_GL_NO_ERROR();
110 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
111 glBindTexture(GL_TEXTURE_2D, 0);
112 }
113
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200114 // Returns the created texture ID.
115 GLuint create2DTexture()
116 {
117 GLuint texture2D;
118 glGenTextures(1, &texture2D);
119 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800120 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200121 EXPECT_GL_NO_ERROR();
122 return texture2D;
123 }
124
125 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200126 GLuint mFramebuffer;
127
128 private:
129 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200130};
131
132class Texture2DTest : public TexCoordDrawTest
133{
134 protected:
135 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
136
Jamie Madill35cd7332018-12-02 12:03:33 -0500137 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200138 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500139 return R"(precision highp float;
140uniform sampler2D tex;
141varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -0400142
Jamie Madill35cd7332018-12-02 12:03:33 -0500143void main()
144{
145 gl_FragColor = texture2D(tex, texcoord);
146})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200147 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400148
Olli Etuaho96963162016-03-21 11:54:33 +0200149 virtual const char *getTextureUniformName() { return "tex"; }
150
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300151 void setUpProgram() override
152 {
153 TexCoordDrawTest::setUpProgram();
154 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
155 ASSERT_NE(-1, mTexture2DUniformLocation);
156 }
157
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200158 void SetUp() override
159 {
160 TexCoordDrawTest::SetUp();
161 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400162
Jamie Madill9aca0592014-10-06 16:26:59 -0400163 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400164 }
165
Jamie Madillfa05f602015-05-07 13:47:11 -0400166 void TearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400167 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400168 glDeleteTextures(1, &mTexture2D);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200169 TexCoordDrawTest::TearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400170 }
171
Jamie Madillbc393df2015-01-29 13:46:07 -0500172 // Tests CopyTexSubImage with floating point textures of various formats.
173 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
174 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300175 setUpProgram();
176
Martin Radev1be913c2016-07-11 17:59:16 +0300177 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400178 {
Yunchao He9550c602018-02-13 14:47:05 +0800179 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
180 !extensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400181
Yunchao He9550c602018-02-13 14:47:05 +0800182 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
183 !extensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400184
Yunchao He9550c602018-02-13 14:47:05 +0800185 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
186 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400187
Yunchao He9550c602018-02-13 14:47:05 +0800188 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
189 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400190
Yunchao He9550c602018-02-13 14:47:05 +0800191 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400192 }
193 else
194 {
Yunchao He9550c602018-02-13 14:47:05 +0800195 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400196
Yunchao He9550c602018-02-13 14:47:05 +0800197 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
198 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400199 }
200
Jamie Madill50cf2be2018-06-15 09:46:57 -0400201 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500202 GLfloat sourceImageData[4][16] =
203 {
204 { // R
205 1.0f,
206 0.0f,
207 0.0f,
208 1.0f
209 },
210 { // RG
211 1.0f, 0.0f,
212 0.0f, 1.0f,
213 0.0f, 0.0f,
214 1.0f, 1.0f
215 },
216 { // RGB
217 1.0f, 0.0f, 0.0f,
218 0.0f, 1.0f, 0.0f,
219 0.0f, 0.0f, 1.0f,
220 1.0f, 1.0f, 0.0f
221 },
222 { // RGBA
223 1.0f, 0.0f, 0.0f, 1.0f,
224 0.0f, 1.0f, 0.0f, 1.0f,
225 0.0f, 0.0f, 1.0f, 1.0f,
226 1.0f, 1.0f, 0.0f, 1.0f
227 },
228 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400229 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500230
Jamie Madill50cf2be2018-06-15 09:46:57 -0400231 GLenum imageFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500232 GL_R32F,
233 GL_RG32F,
234 GL_RGB32F,
235 GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500236 };
237
Jamie Madill50cf2be2018-06-15 09:46:57 -0400238 GLenum sourceUnsizedFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500239 GL_RED,
240 GL_RG,
241 GL_RGB,
242 GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500243 };
244
245 GLuint textures[2];
246
247 glGenTextures(2, textures);
248
Jamie Madill50cf2be2018-06-15 09:46:57 -0400249 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
250 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500251 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400252 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500253
254 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400255 if (getClientMajorVersion() >= 3)
256 {
257 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
258 }
259 else
260 {
261 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
262 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
265 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
266
hendrikwb27f79a2015-03-04 11:26:46 -0800267 if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500268 {
269 // This is not supported
270 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
271 }
272 else
273 {
274 ASSERT_GL_NO_ERROR();
275 }
276
277 GLuint fbo;
278 glGenFramebuffers(1, &fbo);
279 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
280 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
281
282 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400283 if (getClientMajorVersion() >= 3)
284 {
285 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
286 }
287 else
288 {
289 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
290 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
293
294 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
295 ASSERT_GL_NO_ERROR();
296
297 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200298 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500299
300 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
301
Olli Etuahoa314b612016-03-10 16:43:00 +0200302 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500303 if (testImageChannels > 1)
304 {
305 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
306 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
307 if (testImageChannels > 2)
308 {
309 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
310 }
311 }
312
313 glDeleteFramebuffers(1, &fbo);
314 glDeleteTextures(2, textures);
315
316 ASSERT_GL_NO_ERROR();
317 }
318
Jamie Madilld4cfa572014-07-08 10:00:32 -0400319 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400320 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400321};
322
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200323class Texture2DTestES3 : public Texture2DTest
324{
325 protected:
326 Texture2DTestES3() : Texture2DTest() {}
327
Jamie Madill35cd7332018-12-02 12:03:33 -0500328 const char *getVertexShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200329 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500330 return "#version 300 es\n"
331 "out vec2 texcoord;\n"
332 "in vec4 position;\n"
333 "void main()\n"
334 "{\n"
335 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
336 " texcoord = (position.xy * 0.5) + 0.5;\n"
337 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200338 }
339
Jamie Madill35cd7332018-12-02 12:03:33 -0500340 const char *getFragmentShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200341 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500342 return "#version 300 es\n"
343 "precision highp float;\n"
344 "uniform highp sampler2D tex;\n"
345 "in vec2 texcoord;\n"
346 "out vec4 fragColor;\n"
347 "void main()\n"
348 "{\n"
349 " fragColor = texture(tex, texcoord);\n"
350 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200351 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300352
353 void SetUp() override
354 {
355 Texture2DTest::SetUp();
356 setUpProgram();
357 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200358};
359
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200360class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
361{
362 protected:
363 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
364
Jamie Madill35cd7332018-12-02 12:03:33 -0500365 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200366 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500367 return "#version 300 es\n"
368 "out vec2 texcoord;\n"
369 "in vec4 position;\n"
370 "void main()\n"
371 "{\n"
372 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
373 " texcoord = (position.xy * 0.5) + 0.5;\n"
374 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200375 }
376
Jamie Madill35cd7332018-12-02 12:03:33 -0500377 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200378 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500379 return "#version 300 es\n"
380 "precision highp float;\n"
381 "uniform highp isampler2D tex;\n"
382 "in vec2 texcoord;\n"
383 "out vec4 fragColor;\n"
384 "void main()\n"
385 "{\n"
386 " vec4 green = vec4(0, 1, 0, 1);\n"
387 " vec4 black = vec4(0, 0, 0, 0);\n"
388 " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
389 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200390 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300391
392 void SetUp() override
393 {
394 Texture2DTest::SetUp();
395 setUpProgram();
396 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200397};
398
399class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
400{
401 protected:
402 Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
403
Jamie Madill35cd7332018-12-02 12:03:33 -0500404 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200405 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500406 return "#version 300 es\n"
407 "out vec2 texcoord;\n"
408 "in vec4 position;\n"
409 "void main()\n"
410 "{\n"
411 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
412 " texcoord = (position.xy * 0.5) + 0.5;\n"
413 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200414 }
415
Jamie Madill35cd7332018-12-02 12:03:33 -0500416 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200417 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500418 return "#version 300 es\n"
419 "precision highp float;\n"
420 "uniform highp usampler2D tex;\n"
421 "in vec2 texcoord;\n"
422 "out vec4 fragColor;\n"
423 "void main()\n"
424 "{\n"
425 " vec4 green = vec4(0, 1, 0, 1);\n"
426 " vec4 black = vec4(0, 0, 0, 0);\n"
427 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
428 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200429 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300430
431 void SetUp() override
432 {
433 Texture2DTest::SetUp();
434 setUpProgram();
435 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200436};
437
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200438class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400439{
440 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200441 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
442
Jamie Madill35cd7332018-12-02 12:03:33 -0500443 const char *getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400444 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300445 return
446 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200447 attribute vec4 position;
448 varying vec2 texcoord;
449
450 uniform vec2 drawScale;
451
452 void main()
453 {
454 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
455 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300456 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400457 }
458
459 void SetUp() override
460 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200461 Texture2DTest::SetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300462
463 setUpProgram();
464
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200465 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
466 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400467
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200468 glUseProgram(mProgram);
469 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
470 glUseProgram(0);
471 ASSERT_GL_NO_ERROR();
472 }
473
474 GLint mDrawScaleUniformLocation;
475};
476
Olli Etuaho4644a202016-01-12 15:12:53 +0200477class Sampler2DAsFunctionParameterTest : public Texture2DTest
478{
479 protected:
480 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
481
Jamie Madill35cd7332018-12-02 12:03:33 -0500482 const char *getFragmentShaderSource() override
Olli Etuaho4644a202016-01-12 15:12:53 +0200483 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300484 return
485 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200486 uniform sampler2D tex;
487 varying vec2 texcoord;
488
489 vec4 computeFragColor(sampler2D aTex)
490 {
491 return texture2D(aTex, texcoord);
492 }
493
494 void main()
495 {
496 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300497 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200498 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300499
500 void SetUp() override
501 {
502 Texture2DTest::SetUp();
503 setUpProgram();
504 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200505};
506
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200507class TextureCubeTest : public TexCoordDrawTest
508{
509 protected:
510 TextureCubeTest()
511 : TexCoordDrawTest(),
512 mTexture2D(0),
513 mTextureCube(0),
514 mTexture2DUniformLocation(-1),
515 mTextureCubeUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500516 {}
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200517
Jamie Madill35cd7332018-12-02 12:03:33 -0500518 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200519 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300520 return
521 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200522 uniform sampler2D tex2D;
523 uniform samplerCube texCube;
524 varying vec2 texcoord;
525
526 void main()
527 {
528 gl_FragColor = texture2D(tex2D, texcoord);
529 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300530 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200531 }
532
533 void SetUp() override
534 {
535 TexCoordDrawTest::SetUp();
536
537 glGenTextures(1, &mTextureCube);
538 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400539 for (GLenum face = 0; face < 6; face++)
540 {
541 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
542 GL_UNSIGNED_BYTE, nullptr);
543 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200544 EXPECT_GL_NO_ERROR();
545
546 mTexture2D = create2DTexture();
547
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300548 setUpProgram();
549
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200550 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
551 ASSERT_NE(-1, mTexture2DUniformLocation);
552 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
553 ASSERT_NE(-1, mTextureCubeUniformLocation);
554 }
555
556 void TearDown() override
557 {
558 glDeleteTextures(1, &mTextureCube);
559 TexCoordDrawTest::TearDown();
560 }
561
562 GLuint mTexture2D;
563 GLuint mTextureCube;
564 GLint mTexture2DUniformLocation;
565 GLint mTextureCubeUniformLocation;
566};
567
Martin Radev7e2c0d32017-09-15 14:25:42 +0300568class TextureCubeTestES3 : public ANGLETest
569{
570 protected:
571 TextureCubeTestES3() {}
572};
573
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200574class SamplerArrayTest : public TexCoordDrawTest
575{
576 protected:
577 SamplerArrayTest()
578 : TexCoordDrawTest(),
579 mTexture2DA(0),
580 mTexture2DB(0),
581 mTexture0UniformLocation(-1),
582 mTexture1UniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500583 {}
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200584
Jamie Madill35cd7332018-12-02 12:03:33 -0500585 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200586 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300587 return
588 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200589 uniform highp sampler2D tex2DArray[2];
590 varying vec2 texcoord;
591 void main()
592 {
593 gl_FragColor = texture2D(tex2DArray[0], texcoord);
594 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300595 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200596 }
597
598 void SetUp() override
599 {
600 TexCoordDrawTest::SetUp();
601
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300602 setUpProgram();
603
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200604 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
605 ASSERT_NE(-1, mTexture0UniformLocation);
606 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
607 ASSERT_NE(-1, mTexture1UniformLocation);
608
609 mTexture2DA = create2DTexture();
610 mTexture2DB = create2DTexture();
611 ASSERT_GL_NO_ERROR();
612 }
613
614 void TearDown() override
615 {
616 glDeleteTextures(1, &mTexture2DA);
617 glDeleteTextures(1, &mTexture2DB);
618 TexCoordDrawTest::TearDown();
619 }
620
621 void testSamplerArrayDraw()
622 {
623 GLubyte texData[4];
624 texData[0] = 0;
625 texData[1] = 60;
626 texData[2] = 0;
627 texData[3] = 255;
628
629 glActiveTexture(GL_TEXTURE0);
630 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
631 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
632
633 texData[1] = 120;
634 glActiveTexture(GL_TEXTURE1);
635 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
636 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
637 EXPECT_GL_ERROR(GL_NO_ERROR);
638
639 glUseProgram(mProgram);
640 glUniform1i(mTexture0UniformLocation, 0);
641 glUniform1i(mTexture1UniformLocation, 1);
642 drawQuad(mProgram, "position", 0.5f);
643 EXPECT_GL_NO_ERROR();
644
645 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
646 }
647
648 GLuint mTexture2DA;
649 GLuint mTexture2DB;
650 GLint mTexture0UniformLocation;
651 GLint mTexture1UniformLocation;
652};
653
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200654class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
655{
656 protected:
657 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
658
Jamie Madill35cd7332018-12-02 12:03:33 -0500659 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200660 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300661 return
662 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200663 uniform highp sampler2D tex2DArray[2];
664 varying vec2 texcoord;
665
666 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
667 {
668 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
669 }
670
671 void main()
672 {
673 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300674 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200675 }
676};
677
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200678class Texture2DArrayTestES3 : public TexCoordDrawTest
679{
680 protected:
681 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
682
Jamie Madill35cd7332018-12-02 12:03:33 -0500683 const char *getVertexShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200684 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500685 return "#version 300 es\n"
686 "out vec2 texcoord;\n"
687 "in vec4 position;\n"
688 "void main()\n"
689 "{\n"
690 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
691 " texcoord = (position.xy * 0.5) + 0.5;\n"
692 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200693 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400694
Jamie Madill35cd7332018-12-02 12:03:33 -0500695 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200696 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500697 return "#version 300 es\n"
698 "precision highp float;\n"
699 "uniform highp sampler2DArray tex2DArray;\n"
700 "in vec2 texcoord;\n"
701 "out vec4 fragColor;\n"
702 "void main()\n"
703 "{\n"
704 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
705 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200706 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400707
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200708 void SetUp() override
709 {
710 TexCoordDrawTest::SetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400711
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300712 setUpProgram();
713
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200714 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400715 ASSERT_NE(-1, mTextureArrayLocation);
716
717 glGenTextures(1, &m2DArrayTexture);
718 ASSERT_GL_NO_ERROR();
719 }
720
721 void TearDown() override
722 {
723 glDeleteTextures(1, &m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200724 TexCoordDrawTest::TearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400725 }
726
727 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400728 GLint mTextureArrayLocation;
729};
730
Olli Etuahobce743a2016-01-15 17:18:28 +0200731class TextureSizeTextureArrayTest : public TexCoordDrawTest
732{
733 protected:
734 TextureSizeTextureArrayTest()
735 : TexCoordDrawTest(),
736 mTexture2DA(0),
737 mTexture2DB(0),
738 mTexture0Location(-1),
739 mTexture1Location(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500740 {}
Olli Etuahobce743a2016-01-15 17:18:28 +0200741
Jamie Madill35cd7332018-12-02 12:03:33 -0500742 const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); }
Olli Etuahobce743a2016-01-15 17:18:28 +0200743
Jamie Madill35cd7332018-12-02 12:03:33 -0500744 const char *getFragmentShaderSource() override
Olli Etuahobce743a2016-01-15 17:18:28 +0200745 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500746 return "#version 300 es\n"
747 "precision highp float;\n"
748 "uniform highp sampler2D tex2DArray[2];\n"
749 "out vec4 fragColor;\n"
750 "void main()\n"
751 "{\n"
752 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
753 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
754 " fragColor = vec4(red, green, 0.0, 1.0);\n"
755 "}\n";
Olli Etuahobce743a2016-01-15 17:18:28 +0200756 }
757
758 void SetUp() override
759 {
760 TexCoordDrawTest::SetUp();
761
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300762 setUpProgram();
763
Olli Etuahobce743a2016-01-15 17:18:28 +0200764 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
765 ASSERT_NE(-1, mTexture0Location);
766 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
767 ASSERT_NE(-1, mTexture1Location);
768
769 mTexture2DA = create2DTexture();
770 mTexture2DB = create2DTexture();
771 ASSERT_GL_NO_ERROR();
772 }
773
774 void TearDown() override
775 {
776 glDeleteTextures(1, &mTexture2DA);
777 glDeleteTextures(1, &mTexture2DB);
778 TexCoordDrawTest::TearDown();
779 }
780
781 GLuint mTexture2DA;
782 GLuint mTexture2DB;
783 GLint mTexture0Location;
784 GLint mTexture1Location;
785};
786
Olli Etuahoa314b612016-03-10 16:43:00 +0200787class Texture3DTestES3 : public TexCoordDrawTest
788{
789 protected:
790 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
791
Jamie Madill35cd7332018-12-02 12:03:33 -0500792 const char *getVertexShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200793 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500794 return "#version 300 es\n"
795 "out vec2 texcoord;\n"
796 "in vec4 position;\n"
797 "void main()\n"
798 "{\n"
799 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
800 " texcoord = (position.xy * 0.5) + 0.5;\n"
801 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200802 }
803
Jamie Madill35cd7332018-12-02 12:03:33 -0500804 const char *getFragmentShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200805 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500806 return "#version 300 es\n"
807 "precision highp float;\n"
808 "uniform highp sampler3D tex3D;\n"
809 "in vec2 texcoord;\n"
810 "out vec4 fragColor;\n"
811 "void main()\n"
812 "{\n"
813 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
814 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200815 }
816
817 void SetUp() override
818 {
819 TexCoordDrawTest::SetUp();
820
821 glGenTextures(1, &mTexture3D);
822
823 setUpProgram();
824
825 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
826 ASSERT_NE(-1, mTexture3DUniformLocation);
827 }
828
829 void TearDown() override
830 {
831 glDeleteTextures(1, &mTexture3D);
832 TexCoordDrawTest::TearDown();
833 }
834
835 GLuint mTexture3D;
836 GLint mTexture3DUniformLocation;
837};
838
Olli Etuaho1a679902016-01-14 12:21:47 +0200839class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
840{
841 protected:
842 ShadowSamplerPlusSampler3DTestES3()
843 : TexCoordDrawTest(),
844 mTextureShadow(0),
845 mTexture3D(0),
846 mTextureShadowUniformLocation(-1),
847 mTexture3DUniformLocation(-1),
848 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500849 {}
Olli Etuaho1a679902016-01-14 12:21:47 +0200850
Jamie Madill35cd7332018-12-02 12:03:33 -0500851 const char *getVertexShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200852 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500853 return "#version 300 es\n"
854 "out vec2 texcoord;\n"
855 "in vec4 position;\n"
856 "void main()\n"
857 "{\n"
858 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
859 " texcoord = (position.xy * 0.5) + 0.5;\n"
860 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200861 }
862
Jamie Madill35cd7332018-12-02 12:03:33 -0500863 const char *getFragmentShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200864 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500865 return "#version 300 es\n"
866 "precision highp float;\n"
867 "uniform highp sampler2DShadow tex2DShadow;\n"
868 "uniform highp sampler3D tex3D;\n"
869 "in vec2 texcoord;\n"
870 "uniform float depthRef;\n"
871 "out vec4 fragColor;\n"
872 "void main()\n"
873 "{\n"
874 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
875 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
876 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200877 }
878
879 void SetUp() override
880 {
881 TexCoordDrawTest::SetUp();
882
883 glGenTextures(1, &mTexture3D);
884
885 glGenTextures(1, &mTextureShadow);
886 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
887 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
888
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300889 setUpProgram();
890
Olli Etuaho1a679902016-01-14 12:21:47 +0200891 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
892 ASSERT_NE(-1, mTextureShadowUniformLocation);
893 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
894 ASSERT_NE(-1, mTexture3DUniformLocation);
895 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
896 ASSERT_NE(-1, mDepthRefUniformLocation);
897 }
898
899 void TearDown() override
900 {
901 glDeleteTextures(1, &mTextureShadow);
902 glDeleteTextures(1, &mTexture3D);
903 TexCoordDrawTest::TearDown();
904 }
905
906 GLuint mTextureShadow;
907 GLuint mTexture3D;
908 GLint mTextureShadowUniformLocation;
909 GLint mTexture3DUniformLocation;
910 GLint mDepthRefUniformLocation;
911};
912
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200913class SamplerTypeMixTestES3 : public TexCoordDrawTest
914{
915 protected:
916 SamplerTypeMixTestES3()
917 : TexCoordDrawTest(),
918 mTexture2D(0),
919 mTextureCube(0),
920 mTexture2DShadow(0),
921 mTextureCubeShadow(0),
922 mTexture2DUniformLocation(-1),
923 mTextureCubeUniformLocation(-1),
924 mTexture2DShadowUniformLocation(-1),
925 mTextureCubeShadowUniformLocation(-1),
926 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500927 {}
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200928
Jamie Madill35cd7332018-12-02 12:03:33 -0500929 const char *getVertexShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200930 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500931 return "#version 300 es\n"
932 "out vec2 texcoord;\n"
933 "in vec4 position;\n"
934 "void main()\n"
935 "{\n"
936 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
937 " texcoord = (position.xy * 0.5) + 0.5;\n"
938 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200939 }
940
Jamie Madill35cd7332018-12-02 12:03:33 -0500941 const char *getFragmentShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200942 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500943 return "#version 300 es\n"
944 "precision highp float;\n"
945 "uniform highp sampler2D tex2D;\n"
946 "uniform highp samplerCube texCube;\n"
947 "uniform highp sampler2DShadow tex2DShadow;\n"
948 "uniform highp samplerCubeShadow texCubeShadow;\n"
949 "in vec2 texcoord;\n"
950 "uniform float depthRef;\n"
951 "out vec4 fragColor;\n"
952 "void main()\n"
953 "{\n"
954 " fragColor = texture(tex2D, texcoord);\n"
955 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
956 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
957 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
958 "0.125);\n"
959 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200960 }
961
962 void SetUp() override
963 {
964 TexCoordDrawTest::SetUp();
965
966 glGenTextures(1, &mTexture2D);
967 glGenTextures(1, &mTextureCube);
968
969 glGenTextures(1, &mTexture2DShadow);
970 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
971 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
972
973 glGenTextures(1, &mTextureCubeShadow);
974 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
975 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
976
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300977 setUpProgram();
978
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200979 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
980 ASSERT_NE(-1, mTexture2DUniformLocation);
981 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
982 ASSERT_NE(-1, mTextureCubeUniformLocation);
983 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
984 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
985 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
986 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
987 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
988 ASSERT_NE(-1, mDepthRefUniformLocation);
989
990 ASSERT_GL_NO_ERROR();
991 }
992
993 void TearDown() override
994 {
995 glDeleteTextures(1, &mTexture2D);
996 glDeleteTextures(1, &mTextureCube);
997 glDeleteTextures(1, &mTexture2DShadow);
998 glDeleteTextures(1, &mTextureCubeShadow);
999 TexCoordDrawTest::TearDown();
1000 }
1001
1002 GLuint mTexture2D;
1003 GLuint mTextureCube;
1004 GLuint mTexture2DShadow;
1005 GLuint mTextureCubeShadow;
1006 GLint mTexture2DUniformLocation;
1007 GLint mTextureCubeUniformLocation;
1008 GLint mTexture2DShadowUniformLocation;
1009 GLint mTextureCubeShadowUniformLocation;
1010 GLint mDepthRefUniformLocation;
1011};
1012
Olli Etuaho96963162016-03-21 11:54:33 +02001013class SamplerInStructTest : public Texture2DTest
1014{
1015 protected:
1016 SamplerInStructTest() : Texture2DTest() {}
1017
1018 const char *getTextureUniformName() override { return "us.tex"; }
1019
Jamie Madill35cd7332018-12-02 12:03:33 -05001020 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001021 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001022 return "precision highp float;\n"
1023 "struct S\n"
1024 "{\n"
1025 " vec4 a;\n"
1026 " highp sampler2D tex;\n"
1027 "};\n"
1028 "uniform S us;\n"
1029 "varying vec2 texcoord;\n"
1030 "void main()\n"
1031 "{\n"
1032 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1033 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001034 }
1035
1036 void runSamplerInStructTest()
1037 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001038 setUpProgram();
1039
Olli Etuaho96963162016-03-21 11:54:33 +02001040 glActiveTexture(GL_TEXTURE0);
1041 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001042 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1043 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001044 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001045 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001046 }
1047};
1048
1049class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1050{
1051 protected:
1052 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1053
Jamie Madill35cd7332018-12-02 12:03:33 -05001054 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001055 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001056 return "precision highp float;\n"
1057 "struct S\n"
1058 "{\n"
1059 " vec4 a;\n"
1060 " highp sampler2D tex;\n"
1061 "};\n"
1062 "uniform S us;\n"
1063 "varying vec2 texcoord;\n"
1064 "vec4 sampleFrom(S s) {\n"
1065 " return texture2D(s.tex, texcoord + s.a.x);\n"
1066 "}\n"
1067 "void main()\n"
1068 "{\n"
1069 " gl_FragColor = sampleFrom(us);\n"
1070 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001071 }
1072};
1073
1074class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1075{
1076 protected:
1077 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1078
1079 const char *getTextureUniformName() override { return "us[0].tex"; }
1080
Jamie Madill35cd7332018-12-02 12:03:33 -05001081 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001082 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001083 return "precision highp float;\n"
1084 "struct S\n"
1085 "{\n"
1086 " vec4 a;\n"
1087 " highp sampler2D tex;\n"
1088 "};\n"
1089 "uniform S us[1];\n"
1090 "varying vec2 texcoord;\n"
1091 "vec4 sampleFrom(S s) {\n"
1092 " return texture2D(s.tex, texcoord + s.a.x);\n"
1093 "}\n"
1094 "void main()\n"
1095 "{\n"
1096 " gl_FragColor = sampleFrom(us[0]);\n"
1097 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001098 }
1099};
1100
1101class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1102{
1103 protected:
1104 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1105
1106 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1107
Jamie Madill35cd7332018-12-02 12:03:33 -05001108 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001109 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001110 return "precision highp float;\n"
1111 "struct SUB\n"
1112 "{\n"
1113 " vec4 a;\n"
1114 " highp sampler2D tex;\n"
1115 "};\n"
1116 "struct S\n"
1117 "{\n"
1118 " SUB sub;\n"
1119 "};\n"
1120 "uniform S us[1];\n"
1121 "varying vec2 texcoord;\n"
1122 "vec4 sampleFrom(SUB s) {\n"
1123 " return texture2D(s.tex, texcoord + s.a.x);\n"
1124 "}\n"
1125 "void main()\n"
1126 "{\n"
1127 " gl_FragColor = sampleFrom(us[0].sub);\n"
1128 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001129 }
1130};
1131
1132class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1133{
1134 protected:
1135 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1136
Jamie Madill35cd7332018-12-02 12:03:33 -05001137 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001138 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001139 return "precision highp float;\n"
1140 "struct S\n"
1141 "{\n"
1142 " vec4 a;\n"
1143 " highp sampler2D tex;\n"
1144 "};\n"
1145 "uniform S us;\n"
1146 "uniform float us_tex;\n"
1147 "varying vec2 texcoord;\n"
1148 "void main()\n"
1149 "{\n"
1150 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1151 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001152 }
1153};
1154
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001155TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001156{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001157 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001158 EXPECT_GL_ERROR(GL_NO_ERROR);
1159
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001160 setUpProgram();
1161
Jamie Madill50cf2be2018-06-15 09:46:57 -04001162 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001163 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1164 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001165
1166 if (extensionEnabled("GL_EXT_texture_storage"))
1167 {
1168 // Create a 1-level immutable texture.
1169 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1170
1171 // Try calling sub image on the second level.
1172 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1173 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1174 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001175}
Geoff Langc41e42d2014-04-28 10:58:16 -04001176
John Bauman18319182016-09-28 14:22:27 -07001177// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1178TEST_P(Texture2DTest, QueryBinding)
1179{
1180 glBindTexture(GL_TEXTURE_2D, 0);
1181 EXPECT_GL_ERROR(GL_NO_ERROR);
1182
1183 GLint textureBinding;
1184 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1185 EXPECT_GL_NO_ERROR();
1186 EXPECT_EQ(0, textureBinding);
1187
1188 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
1189 if (extensionEnabled("GL_OES_EGL_image_external") ||
1190 extensionEnabled("GL_NV_EGL_stream_consumer_external"))
1191 {
1192 EXPECT_GL_NO_ERROR();
1193 EXPECT_EQ(0, textureBinding);
1194 }
1195 else
1196 {
1197 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1198 }
1199}
1200
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001201TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001202{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001203 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001204 EXPECT_GL_ERROR(GL_NO_ERROR);
1205
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001206 setUpProgram();
1207
Geoff Langc41e42d2014-04-28 10:58:16 -04001208 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001209 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001210 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001211 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001212
Jamie Madill50cf2be2018-06-15 09:46:57 -04001213 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001214
1215 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1216 EXPECT_GL_NO_ERROR();
1217
1218 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1219 EXPECT_GL_NO_ERROR();
1220
1221 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1222 EXPECT_GL_NO_ERROR();
1223}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001224
1225// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001226TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001227{
1228 glActiveTexture(GL_TEXTURE0);
1229 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1230 glActiveTexture(GL_TEXTURE1);
1231 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1232 EXPECT_GL_ERROR(GL_NO_ERROR);
1233
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001234 glUseProgram(mProgram);
1235 glUniform1i(mTexture2DUniformLocation, 0);
1236 glUniform1i(mTextureCubeUniformLocation, 1);
1237 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001238 EXPECT_GL_NO_ERROR();
1239}
Jamie Madill9aca0592014-10-06 16:26:59 -04001240
Olli Etuaho53a2da12016-01-11 15:43:32 +02001241// Test drawing with two texture types accessed from the same shader and check that the result of
1242// drawing is correct.
1243TEST_P(TextureCubeTest, CubeMapDraw)
1244{
1245 GLubyte texData[4];
1246 texData[0] = 0;
1247 texData[1] = 60;
1248 texData[2] = 0;
1249 texData[3] = 255;
1250
1251 glActiveTexture(GL_TEXTURE0);
1252 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1253 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1254
1255 glActiveTexture(GL_TEXTURE1);
1256 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1257 texData[1] = 120;
1258 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1259 texData);
1260 EXPECT_GL_ERROR(GL_NO_ERROR);
1261
1262 glUseProgram(mProgram);
1263 glUniform1i(mTexture2DUniformLocation, 0);
1264 glUniform1i(mTextureCubeUniformLocation, 1);
1265 drawQuad(mProgram, "position", 0.5f);
1266 EXPECT_GL_NO_ERROR();
1267
1268 int px = getWindowWidth() - 1;
1269 int py = 0;
1270 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1271}
1272
Olli Etuaho4644a202016-01-12 15:12:53 +02001273TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1274{
1275 glActiveTexture(GL_TEXTURE0);
1276 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1277 GLubyte texData[4];
1278 texData[0] = 0;
1279 texData[1] = 128;
1280 texData[2] = 0;
1281 texData[3] = 255;
1282 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1283 glUseProgram(mProgram);
1284 glUniform1i(mTexture2DUniformLocation, 0);
1285 drawQuad(mProgram, "position", 0.5f);
1286 EXPECT_GL_NO_ERROR();
1287
1288 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1289}
1290
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001291// Test drawing with two textures passed to the shader in a sampler array.
1292TEST_P(SamplerArrayTest, SamplerArrayDraw)
1293{
1294 testSamplerArrayDraw();
1295}
1296
1297// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1298// user-defined function in the shader.
1299TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1300{
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05001301 // TODO: Diagnose and fix. http://anglebug.com/2955
1302 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
1303
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001304 testSamplerArrayDraw();
1305}
1306
Jamie Madill9aca0592014-10-06 16:26:59 -04001307// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001308TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001309{
1310 int px = getWindowWidth() / 2;
1311 int py = getWindowHeight() / 2;
1312
1313 glActiveTexture(GL_TEXTURE0);
1314 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1315
Olli Etuahoa314b612016-03-10 16:43:00 +02001316 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001317
Olli Etuahoa314b612016-03-10 16:43:00 +02001318 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1321 glGenerateMipmap(GL_TEXTURE_2D);
1322
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001323 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001324 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001325 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1326 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001327 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001328 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001329
Olli Etuahoa314b612016-03-10 16:43:00 +02001330 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001331
Olli Etuahoa314b612016-03-10 16:43:00 +02001332 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1333 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001334 glGenerateMipmap(GL_TEXTURE_2D);
1335
Olli Etuahoa314b612016-03-10 16:43:00 +02001336 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001337
Olli Etuahoa314b612016-03-10 16:43:00 +02001338 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1339 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001340 glGenerateMipmap(GL_TEXTURE_2D);
1341
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001342 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001343
1344 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001345 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001346}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001347
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001348// Test creating a FBO with a cube map render target, to test an ANGLE bug
1349// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001350TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001351{
Michael Spangd8506c72019-01-29 15:35:09 -05001352 // http://anglebug.com/3145
1353 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1354
Shahbaz Youssefi0c128e12019-03-25 23:50:14 -04001355 // http://anglebug.com/2822
1356 ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
1357
Jamie Madill3f3b3582018-09-14 10:38:44 -04001358 GLFramebuffer fbo;
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001359 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1360
1361 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001362 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1363 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001364
Corentin Wallez322653b2015-06-17 18:33:56 +02001365 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001366 EXPECT_GL_NO_ERROR();
Jamie Madill3f3b3582018-09-14 10:38:44 -04001367
1368 // Test clearing the six mip faces individually.
1369 std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
1370 GLColor::yellow, GLColor::cyan, GLColor::magenta}};
1371
1372 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1373 {
1374 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1375 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1376
1377 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
1378 glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
1379 glClear(GL_COLOR_BUFFER_BIT);
1380
1381 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
1382 }
1383
1384 // Iterate the faces again to make sure the colors haven't changed.
1385 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1386 {
1387 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1388 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1389 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
1390 << "face color " << faceIndex << " shouldn't change";
1391 }
1392}
1393
1394// Tests clearing a cube map with a scissor enabled.
1395TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
1396{
1397 // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
1398 ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
1399
Michael Spangd8506c72019-01-29 15:35:09 -05001400 // http://anglebug.com/3145
1401 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1402
Jamie Madill3f3b3582018-09-14 10:38:44 -04001403 constexpr size_t kSize = 16;
1404
1405 GLFramebuffer fbo;
1406 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1407 glViewport(0, 0, kSize, kSize);
1408
1409 GLTexture texcube;
1410 glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
1411 for (GLenum face = 0; face < 6; face++)
1412 {
1413 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1414 GL_UNSIGNED_BYTE, nullptr);
1415 }
1416 ASSERT_GL_NO_ERROR();
1417
1418 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1419 texcube, 0);
1420
1421 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1422 ASSERT_GL_NO_ERROR();
1423
1424 glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
1425 glClear(GL_COLOR_BUFFER_BIT);
1426 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1427
1428 glEnable(GL_SCISSOR_TEST);
1429 glScissor(kSize / 2, 0, kSize / 2, kSize);
1430 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1431 glClear(GL_COLOR_BUFFER_BIT);
1432
1433 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1434 EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
1435
1436 ASSERT_GL_NO_ERROR();
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001437}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001438
Jamie Madill50cf2be2018-06-15 09:46:57 -04001439// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1440// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001441TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001442{
Luc Ferron7348fc52018-05-09 07:17:16 -04001443 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001444
Jamie Madill50cf2be2018-06-15 09:46:57 -04001445 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001446 int height = getWindowHeight();
1447
1448 GLuint tex2D;
1449 glGenTextures(1, &tex2D);
1450 glActiveTexture(GL_TEXTURE0);
1451 glBindTexture(GL_TEXTURE_2D, tex2D);
1452
1453 // Fill with red
1454 std::vector<GLubyte> pixels(3 * 16 * 16);
1455 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1456 {
1457 pixels[pixelId * 3 + 0] = 255;
1458 pixels[pixelId * 3 + 1] = 0;
1459 pixels[pixelId * 3 + 2] = 0;
1460 }
1461
1462 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001463 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1464 // alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
Geoff Langc4e93662017-05-01 10:45:59 -04001465 if (getClientMajorVersion() >= 3)
1466 {
1467 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1468 }
1469 else
1470 {
1471 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1472 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001473
1474 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1475 // glTexSubImage2D should take into account that the image is dirty.
1476 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1477 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1479
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001480 setUpProgram();
1481
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001482 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001483 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001484 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001485 glDeleteTextures(1, &tex2D);
1486 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001487 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001488
1489 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001490 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1491 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001492}
1493
Jamie Madill50cf2be2018-06-15 09:46:57 -04001494// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1495// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001496TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001497{
1498 if (extensionEnabled("NV_pixel_buffer_object"))
1499 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001500 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001501 int height = getWindowHeight();
1502
1503 GLuint tex2D;
1504 glGenTextures(1, &tex2D);
1505 glActiveTexture(GL_TEXTURE0);
1506 glBindTexture(GL_TEXTURE_2D, tex2D);
1507
1508 // Fill with red
1509 std::vector<GLubyte> pixels(3 * 16 * 16);
1510 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1511 {
1512 pixels[pixelId * 3 + 0] = 255;
1513 pixels[pixelId * 3 + 1] = 0;
1514 pixels[pixelId * 3 + 2] = 0;
1515 }
1516
1517 // Read 16x16 region from red backbuffer to PBO
1518 GLuint pbo;
1519 glGenBuffers(1, &pbo);
1520 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1521 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1522
1523 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001524 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1525 // alpha color. The data is kept in a CPU-side image and the image is marked as dirty.
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001526 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1527
1528 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1529 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001530 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001531 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1533
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001534 setUpProgram();
1535
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001536 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001537 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001538 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001539 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001540 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001541 EXPECT_GL_NO_ERROR();
1542 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1543 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1544 }
1545}
Jamie Madillbc393df2015-01-29 13:46:07 -05001546
1547// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001548TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001549{
1550 testFloatCopySubImage(1, 1);
1551}
1552
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001553TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001554{
1555 testFloatCopySubImage(2, 1);
1556}
1557
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001558TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001559{
1560 testFloatCopySubImage(2, 2);
1561}
1562
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001563TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001564{
1565 testFloatCopySubImage(3, 1);
1566}
1567
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001568TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001569{
1570 testFloatCopySubImage(3, 2);
1571}
1572
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001573TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001574{
Yunchao He9550c602018-02-13 14:47:05 +08001575 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1576 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001577
Yunchao He9550c602018-02-13 14:47:05 +08001578 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1579 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001580
Jamie Madillbc393df2015-01-29 13:46:07 -05001581 testFloatCopySubImage(3, 3);
1582}
1583
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001584TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001585{
1586 testFloatCopySubImage(4, 1);
1587}
1588
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001589TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001590{
1591 testFloatCopySubImage(4, 2);
1592}
1593
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001594TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001595{
Yunchao He9550c602018-02-13 14:47:05 +08001596 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1597 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001598
Jamie Madillbc393df2015-01-29 13:46:07 -05001599 testFloatCopySubImage(4, 3);
1600}
1601
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001602TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001603{
Luc Ferronf786b702018-07-10 11:01:43 -04001604 // TODO(lucferron): This test fails only on linux and intel.
1605 // http://anglebug.com/2726
1606 ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && IsIntel());
1607
Yunchao He9550c602018-02-13 14:47:05 +08001608 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1609 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001610
Jamie Madillbc393df2015-01-29 13:46:07 -05001611 testFloatCopySubImage(4, 4);
1612}
Austin Kinross07285142015-03-26 11:36:16 -07001613
Jamie Madill50cf2be2018-06-15 09:46:57 -04001614// Port of
1615// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1616// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1617// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001618TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001619{
1620 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001621 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001622 GLuint tex2D;
1623
1624 if (extensionEnabled("GL_OES_texture_npot"))
1625 {
1626 // This test isn't applicable if texture_npot is enabled
1627 return;
1628 }
1629
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001630 setUpProgram();
1631
Austin Kinross07285142015-03-26 11:36:16 -07001632 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1633
Austin Kinross5faa15b2016-01-11 13:32:48 -08001634 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1635 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1636
Austin Kinross07285142015-03-26 11:36:16 -07001637 glActiveTexture(GL_TEXTURE0);
1638 glGenTextures(1, &tex2D);
1639 glBindTexture(GL_TEXTURE_2D, tex2D);
1640
Till Rathmannc1551dc2018-08-15 17:04:49 +02001641 const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
Austin Kinross07285142015-03-26 11:36:16 -07001642
1643 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1644 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1645
1646 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001647 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1648 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001649 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1650
1651 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001652 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1653 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001654 EXPECT_GL_NO_ERROR();
1655
1656 // Check that generateMipmap fails on NPOT
1657 glGenerateMipmap(GL_TEXTURE_2D);
1658 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1659
1660 // Check that nothing is drawn if filtering is not correct for NPOT
1661 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1663 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1664 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1665 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001666 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001667 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1668
1669 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1670 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1671 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1673 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001674 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001675 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1676
1677 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1678 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1679 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001680 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001681 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1682
1683 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001684 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1685 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001686 EXPECT_GL_NO_ERROR();
1687
1688 // Check that generateMipmap for an POT texture succeeds
1689 glGenerateMipmap(GL_TEXTURE_2D);
1690 EXPECT_GL_NO_ERROR();
1691
1692 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1697 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001698 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001699 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1700 EXPECT_GL_NO_ERROR();
1701}
Jamie Madillfa05f602015-05-07 13:47:11 -04001702
Austin Kinross08528e12015-10-07 16:24:40 -07001703// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1704// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001705TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001706{
1707 glActiveTexture(GL_TEXTURE0);
1708 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1709
1710 // Create an 8x8 (i.e. power-of-two) texture.
1711 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1712 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1713 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1714 glGenerateMipmap(GL_TEXTURE_2D);
1715
1716 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1717 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001718 std::array<GLColor, 3 * 3> data;
1719 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001720
1721 EXPECT_GL_NO_ERROR();
1722}
1723
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001724// Test to check that texture completeness is determined correctly when the texture base level is
1725// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1726TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1727{
1728 glActiveTexture(GL_TEXTURE0);
1729 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001730
1731 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1732 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1733 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1734 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1735 texDataGreen.data());
1736 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1737 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001738 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1739 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1740 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1741
1742 EXPECT_GL_NO_ERROR();
1743
1744 drawQuad(mProgram, "position", 0.5f);
1745
Olli Etuahoa314b612016-03-10 16:43:00 +02001746 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1747}
1748
1749// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1750// have images defined.
1751TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1752{
Yunchao He9550c602018-02-13 14:47:05 +08001753 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1754 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1755
Olli Etuahoa314b612016-03-10 16:43:00 +02001756 glActiveTexture(GL_TEXTURE0);
1757 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1758 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1759 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1760 texDataGreen.data());
1761 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1762 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1763 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1764 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1765
1766 EXPECT_GL_NO_ERROR();
1767
1768 drawQuad(mProgram, "position", 0.5f);
1769
1770 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1771}
1772
Olli Etuahoe8528d82016-05-16 17:50:52 +03001773// Test that drawing works correctly when level 0 is undefined and base level is 1.
1774TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1775{
Yunchao He9550c602018-02-13 14:47:05 +08001776 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1777 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1778
Olli Etuahoe8528d82016-05-16 17:50:52 +03001779 glActiveTexture(GL_TEXTURE0);
1780 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1781 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1782 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1783 texDataGreen.data());
1784 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1785 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1786 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1787 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1788
1789 EXPECT_GL_NO_ERROR();
1790
1791 // Texture is incomplete.
1792 drawQuad(mProgram, "position", 0.5f);
1793 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1794
1795 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1796 texDataGreen.data());
1797
1798 // Texture is now complete.
1799 drawQuad(mProgram, "position", 0.5f);
1800 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1801}
1802
Olli Etuahoa314b612016-03-10 16:43:00 +02001803// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1804// dimensions that don't fit the images inside the range.
1805// GLES 3.0.4 section 3.8.13 Texture completeness
1806TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1807{
Olli Etuahoa314b612016-03-10 16:43:00 +02001808 glActiveTexture(GL_TEXTURE0);
1809 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1810 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1811 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1812 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1813
1814 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1815 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1816
1817 // Two levels that are initially unused.
1818 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1819 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1820 texDataCyan.data());
1821
1822 // One level that is used - only this level should affect completeness.
1823 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1824 texDataGreen.data());
1825
1826 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1827 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1828
1829 EXPECT_GL_NO_ERROR();
1830
1831 drawQuad(mProgram, "position", 0.5f);
1832
1833 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1834
Yunchao He2f23f352018-02-11 22:11:37 +08001835 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001836
1837 // Switch the level that is being used to the cyan level 2.
1838 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1839 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1840
1841 EXPECT_GL_NO_ERROR();
1842
1843 drawQuad(mProgram, "position", 0.5f);
1844
1845 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1846}
1847
1848// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1849// have images defined.
1850TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1851{
Olli Etuahoa314b612016-03-10 16:43:00 +02001852 glActiveTexture(GL_TEXTURE0);
1853 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1854 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1855 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1856 texDataGreen.data());
1857 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1858 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1859 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1860 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1861
1862 EXPECT_GL_NO_ERROR();
1863
1864 drawQuad(mProgram, "position", 0.5f);
1865
1866 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1867}
1868
1869// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1870// dimensions that don't fit the images inside the range.
1871// GLES 3.0.4 section 3.8.13 Texture completeness
1872TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1873{
Olli Etuahoa314b612016-03-10 16:43:00 +02001874 glActiveTexture(GL_TEXTURE0);
1875 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1876 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1877 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1878 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1879
1880 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1881 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1882
1883 // Two levels that are initially unused.
1884 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1885 texDataRed.data());
1886 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1887 texDataCyan.data());
1888
1889 // One level that is used - only this level should affect completeness.
1890 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1891 texDataGreen.data());
1892
1893 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1894 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1895
1896 EXPECT_GL_NO_ERROR();
1897
1898 drawQuad(mProgram, "position", 0.5f);
1899
1900 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1901
Yunchao He2f23f352018-02-11 22:11:37 +08001902 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001903
1904 // Switch the level that is being used to the cyan level 2.
1905 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1906 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1907
1908 EXPECT_GL_NO_ERROR();
1909
1910 drawQuad(mProgram, "position", 0.5f);
1911
1912 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1913}
1914
1915// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1916// have images defined.
1917TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1918{
Olli Etuahoa314b612016-03-10 16:43:00 +02001919 glActiveTexture(GL_TEXTURE0);
1920 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1921 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1922 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1923 texDataGreen.data());
1924 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1925 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1926 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1927 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1928
1929 EXPECT_GL_NO_ERROR();
1930
1931 drawQuad(mProgram, "position", 0.5f);
1932
1933 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1934}
1935
1936// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1937// dimensions that don't fit the images inside the range.
1938// GLES 3.0.4 section 3.8.13 Texture completeness
1939TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1940{
Olli Etuahoa314b612016-03-10 16:43:00 +02001941 glActiveTexture(GL_TEXTURE0);
1942 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1943 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1944 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1945 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1946
1947 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1948 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1949
1950 // Two levels that are initially unused.
1951 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1952 texDataRed.data());
1953 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1954 texDataCyan.data());
1955
1956 // One level that is used - only this level should affect completeness.
1957 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1958 texDataGreen.data());
1959
1960 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1961 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1962
1963 EXPECT_GL_NO_ERROR();
1964
1965 drawQuad(mProgram, "position", 0.5f);
1966
1967 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1968
Yunchao He2f23f352018-02-11 22:11:37 +08001969 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1970
Yunchao He9550c602018-02-13 14:47:05 +08001971 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1972 // level was changed.
1973 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001974
1975 // Switch the level that is being used to the cyan level 2.
1976 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1977 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1978
1979 EXPECT_GL_NO_ERROR();
1980
1981 drawQuad(mProgram, "position", 0.5f);
1982
1983 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1984}
1985
1986// Test that texture completeness is updated if texture max level changes.
1987// GLES 3.0.4 section 3.8.13 Texture completeness
1988TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
1989{
Olli Etuahoa314b612016-03-10 16:43:00 +02001990 glActiveTexture(GL_TEXTURE0);
1991 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1992 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
1993
1994 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1995 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1996
1997 // A level that is initially unused.
1998 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1999 texDataGreen.data());
2000
2001 // One level that is initially used - only this level should affect completeness.
2002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2003 texDataGreen.data());
2004
2005 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2007
2008 EXPECT_GL_NO_ERROR();
2009
2010 drawQuad(mProgram, "position", 0.5f);
2011
2012 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2013
2014 // Switch the max level to level 1. The levels within the used range now have inconsistent
2015 // dimensions and the texture should be incomplete.
2016 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2017
2018 EXPECT_GL_NO_ERROR();
2019
2020 drawQuad(mProgram, "position", 0.5f);
2021
2022 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2023}
2024
2025// Test that 3D texture completeness is updated if texture max level changes.
2026// GLES 3.0.4 section 3.8.13 Texture completeness
2027TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
2028{
Olli Etuahoa314b612016-03-10 16:43:00 +02002029 glActiveTexture(GL_TEXTURE0);
2030 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2031 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2032
2033 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2034 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2035
2036 // A level that is initially unused.
2037 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2038 texDataGreen.data());
2039
2040 // One level that is initially used - only this level should affect completeness.
2041 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2042 texDataGreen.data());
2043
2044 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2045 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2046
2047 EXPECT_GL_NO_ERROR();
2048
2049 drawQuad(mProgram, "position", 0.5f);
2050
2051 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2052
2053 // Switch the max level to level 1. The levels within the used range now have inconsistent
2054 // dimensions and the texture should be incomplete.
2055 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2056
2057 EXPECT_GL_NO_ERROR();
2058
2059 drawQuad(mProgram, "position", 0.5f);
2060
2061 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2062}
2063
2064// Test that texture completeness is updated if texture base level changes.
2065// GLES 3.0.4 section 3.8.13 Texture completeness
2066TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2067{
Olli Etuahoa314b612016-03-10 16:43:00 +02002068 glActiveTexture(GL_TEXTURE0);
2069 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2070 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2071
2072 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2073 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2074
2075 // Two levels that are initially unused.
2076 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2077 texDataGreen.data());
2078 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2079 texDataGreen.data());
2080
2081 // One level that is initially used - only this level should affect completeness.
2082 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2083 texDataGreen.data());
2084
2085 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2086 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2087
2088 EXPECT_GL_NO_ERROR();
2089
2090 drawQuad(mProgram, "position", 0.5f);
2091
2092 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2093
2094 // Switch the base level to level 1. The levels within the used range now have inconsistent
2095 // dimensions and the texture should be incomplete.
2096 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2097
2098 EXPECT_GL_NO_ERROR();
2099
2100 drawQuad(mProgram, "position", 0.5f);
2101
2102 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2103}
2104
2105// Test that texture is not complete if base level is greater than max level.
2106// GLES 3.0.4 section 3.8.13 Texture completeness
2107TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2108{
Olli Etuahoa314b612016-03-10 16:43:00 +02002109 glActiveTexture(GL_TEXTURE0);
2110 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2111
2112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2114
2115 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2116
2117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2119
2120 EXPECT_GL_NO_ERROR();
2121
2122 drawQuad(mProgram, "position", 0.5f);
2123
2124 // Texture should be incomplete.
2125 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2126}
2127
2128// Test that immutable texture base level and max level are clamped.
2129// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2130TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2131{
Olli Etuahoa314b612016-03-10 16:43:00 +02002132 glActiveTexture(GL_TEXTURE0);
2133 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2134
2135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2136 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2137
2138 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2139
2140 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2141
2142 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2143 // should be clamped to [base_level, levels - 1].
2144 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2145 // In the case of this test, those rules make the effective base level and max level 0.
2146 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2147 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2148
2149 EXPECT_GL_NO_ERROR();
2150
2151 drawQuad(mProgram, "position", 0.5f);
2152
2153 // Texture should be complete.
2154 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2155}
2156
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002157// Test that changing base level works when it affects the format of the texture.
2158TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2159{
Yunchao He9550c602018-02-13 14:47:05 +08002160 // Observed rendering corruption on NVIDIA OpenGL.
2161 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2162
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002163 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002164
2165 // Observed incorrect rendering on AMD OpenGL.
2166 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002167
2168 glActiveTexture(GL_TEXTURE0);
2169 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2170 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2171 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2172
2173 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2174 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2175
2176 // RGBA8 level that's initially unused.
2177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2178 texDataCyan.data());
2179
2180 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2182
2183 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2184 // format. It reads green channel data from the green and alpha channels of texDataGreen
2185 // (this is a bit hacky but works).
2186 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2187
2188 EXPECT_GL_NO_ERROR();
2189
2190 drawQuad(mProgram, "position", 0.5f);
2191
2192 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2193
2194 // Switch the texture to use the cyan level 0 with the RGBA format.
2195 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2196 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2197
2198 EXPECT_GL_NO_ERROR();
2199
2200 drawQuad(mProgram, "position", 0.5f);
2201
2202 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2203}
2204
Olli Etuahoa314b612016-03-10 16:43:00 +02002205// Test that setting a texture image works when base level is out of range.
2206TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2207{
2208 glActiveTexture(GL_TEXTURE0);
2209 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2210
2211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2213
2214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2216
2217 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2218
2219 EXPECT_GL_NO_ERROR();
2220
2221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2222
2223 drawQuad(mProgram, "position", 0.5f);
2224
2225 // Texture should be complete.
2226 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002227}
2228
Jamie Madill50cf2be2018-06-15 09:46:57 -04002229// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2230// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2231// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002232TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002233{
2234 std::vector<GLubyte> pixelData;
2235 for (size_t count = 0; count < 5000; count++)
2236 {
2237 pixelData.push_back(0u);
2238 pixelData.push_back(255u);
2239 pixelData.push_back(0u);
2240 }
2241
2242 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002243 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002244 glUniform1i(mTextureArrayLocation, 0);
2245
2246 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002247 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2248 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002249
2250 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2251 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2252 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2253 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002254 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002255 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002256
2257 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002258 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2259 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002260 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002261 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002262
2263 ASSERT_GL_NO_ERROR();
2264}
2265
Olli Etuaho1a679902016-01-14 12:21:47 +02002266// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2267// This test is needed especially to confirm that sampler registers get assigned correctly on
2268// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2269TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2270{
2271 glActiveTexture(GL_TEXTURE0);
2272 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2273 GLubyte texData[4];
2274 texData[0] = 0;
2275 texData[1] = 60;
2276 texData[2] = 0;
2277 texData[3] = 255;
2278 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2279
2280 glActiveTexture(GL_TEXTURE1);
2281 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2282 GLfloat depthTexData[1];
2283 depthTexData[0] = 0.5f;
2284 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2285 depthTexData);
2286
2287 glUseProgram(mProgram);
2288 glUniform1f(mDepthRefUniformLocation, 0.3f);
2289 glUniform1i(mTexture3DUniformLocation, 0);
2290 glUniform1i(mTextureShadowUniformLocation, 1);
2291
2292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2293 drawQuad(mProgram, "position", 0.5f);
2294 EXPECT_GL_NO_ERROR();
2295 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2296 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2297
2298 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2299 drawQuad(mProgram, "position", 0.5f);
2300 EXPECT_GL_NO_ERROR();
2301 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2302 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2303}
2304
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002305// Test multiple different sampler types in the same shader.
2306// This test makes sure that even if sampler / texture registers get grouped together based on type
2307// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2308// still has the right register index information for each ESSL sampler.
2309// The tested ESSL samplers have the following types in D3D11 HLSL:
2310// sampler2D: Texture2D + SamplerState
2311// samplerCube: TextureCube + SamplerState
2312// sampler2DShadow: Texture2D + SamplerComparisonState
2313// samplerCubeShadow: TextureCube + SamplerComparisonState
2314TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2315{
2316 glActiveTexture(GL_TEXTURE0);
2317 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2318 GLubyte texData[4];
2319 texData[0] = 0;
2320 texData[1] = 0;
2321 texData[2] = 120;
2322 texData[3] = 255;
2323 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2324
2325 glActiveTexture(GL_TEXTURE1);
2326 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2327 texData[0] = 0;
2328 texData[1] = 90;
2329 texData[2] = 0;
2330 texData[3] = 255;
2331 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2332 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2333 texData);
2334
2335 glActiveTexture(GL_TEXTURE2);
2336 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2337 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2338 GLfloat depthTexData[1];
2339 depthTexData[0] = 0.5f;
2340 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2341 depthTexData);
2342
2343 glActiveTexture(GL_TEXTURE3);
2344 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2345 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2346 depthTexData[0] = 0.2f;
2347 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2348 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2349 depthTexData);
2350
2351 EXPECT_GL_NO_ERROR();
2352
2353 glUseProgram(mProgram);
2354 glUniform1f(mDepthRefUniformLocation, 0.3f);
2355 glUniform1i(mTexture2DUniformLocation, 0);
2356 glUniform1i(mTextureCubeUniformLocation, 1);
2357 glUniform1i(mTexture2DShadowUniformLocation, 2);
2358 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2359
2360 drawQuad(mProgram, "position", 0.5f);
2361 EXPECT_GL_NO_ERROR();
2362 // The shader writes:
2363 // <texture 2d color> +
2364 // <cube map color> +
2365 // 0.25 * <comparison result (1.0)> +
2366 // 0.125 * <comparison result (0.0)>
2367 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2368}
2369
Olli Etuahobce743a2016-01-15 17:18:28 +02002370// Test different base levels on textures accessed through the same sampler array.
2371// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2372TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2373{
Yunchao He9550c602018-02-13 14:47:05 +08002374 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2375
Olli Etuahobce743a2016-01-15 17:18:28 +02002376 glActiveTexture(GL_TEXTURE0);
2377 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2378 GLsizei size = 64;
2379 for (GLint level = 0; level < 7; ++level)
2380 {
2381 ASSERT_LT(0, size);
2382 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2383 nullptr);
2384 size = size / 2;
2385 }
2386 ASSERT_EQ(0, size);
2387 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2388
2389 glActiveTexture(GL_TEXTURE1);
2390 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2391 size = 128;
2392 for (GLint level = 0; level < 8; ++level)
2393 {
2394 ASSERT_LT(0, size);
2395 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2396 nullptr);
2397 size = size / 2;
2398 }
2399 ASSERT_EQ(0, size);
2400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2401 EXPECT_GL_NO_ERROR();
2402
2403 glUseProgram(mProgram);
2404 glUniform1i(mTexture0Location, 0);
2405 glUniform1i(mTexture1Location, 1);
2406
Olli Etuaho5804dc82018-04-13 14:11:46 +03002407 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002408 EXPECT_GL_NO_ERROR();
2409 // Red channel: width of level 1 of texture A: 32.
2410 // Green channel: width of level 3 of texture B: 16.
2411 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2412}
2413
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002414// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2415// ES 3.0.4 table 3.24
2416TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2417{
2418 glActiveTexture(GL_TEXTURE0);
2419 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2420 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2421 EXPECT_GL_NO_ERROR();
2422
2423 drawQuad(mProgram, "position", 0.5f);
2424
2425 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2426}
2427
2428// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2429// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002430TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002431{
Luc Ferron5164b792018-03-06 09:10:12 -05002432 setUpProgram();
2433
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002434 glActiveTexture(GL_TEXTURE0);
2435 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2436 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2437 EXPECT_GL_NO_ERROR();
2438
2439 drawQuad(mProgram, "position", 0.5f);
2440
2441 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2442}
2443
Luc Ferron5164b792018-03-06 09:10:12 -05002444// Validate that every component of the pixel will be equal to the luminance value we've set
2445// and that the alpha channel will be 1 (or 255 to be exact).
2446TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2447{
2448 setUpProgram();
2449
2450 glActiveTexture(GL_TEXTURE0);
2451 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2452 uint8_t pixel = 50;
2453 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2454 EXPECT_GL_NO_ERROR();
2455
2456 drawQuad(mProgram, "position", 0.5f);
2457
2458 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2459}
2460
2461// Validate that every component of the pixel will be equal to the luminance value we've set
2462// and that the alpha channel will be the second component.
2463TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2464{
2465 setUpProgram();
2466
2467 glActiveTexture(GL_TEXTURE0);
2468 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2469 uint8_t pixel[] = {50, 25};
2470 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2471 GL_UNSIGNED_BYTE, pixel);
2472 EXPECT_GL_NO_ERROR();
2473
2474 drawQuad(mProgram, "position", 0.5f);
2475
2476 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2477}
2478
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002479// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2480// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002481TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002482{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002483 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2484 ANGLE_SKIP_TEST_IF(IsD3D9());
2485 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002486
2487 setUpProgram();
2488
Luc Ferrond8c632c2018-04-10 12:31:44 -04002489 glActiveTexture(GL_TEXTURE0);
2490 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2491 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2492 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002493
Luc Ferrond8c632c2018-04-10 12:31:44 -04002494 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002495
Luc Ferrond8c632c2018-04-10 12:31:44 -04002496 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002497}
2498
2499// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2500// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002501TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002502{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002503 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2504 ANGLE_SKIP_TEST_IF(IsD3D9());
2505 ANGLE_SKIP_TEST_IF(IsVulkan());
2506 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2507 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2508 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002509
Luc Ferrond8c632c2018-04-10 12:31:44 -04002510 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002511
Luc Ferrond8c632c2018-04-10 12:31:44 -04002512 glActiveTexture(GL_TEXTURE0);
2513 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2514 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2515 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002516
Luc Ferrond8c632c2018-04-10 12:31:44 -04002517 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002518
Luc Ferrond8c632c2018-04-10 12:31:44 -04002519 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002520}
2521
2522// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2523// ES 3.0.4 table 3.24
2524TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
2525{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002526 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2527
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002528 glActiveTexture(GL_TEXTURE0);
2529 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2530 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2531 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2533 EXPECT_GL_NO_ERROR();
2534
2535 drawQuad(mProgram, "position", 0.5f);
2536
2537 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2538}
2539
2540// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2541// ES 3.0.4 table 3.24
2542TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2543{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002544 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2545
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002546 glActiveTexture(GL_TEXTURE0);
2547 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2548
2549 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
2550 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2552 EXPECT_GL_NO_ERROR();
2553
2554 drawQuad(mProgram, "position", 0.5f);
2555
2556 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2557}
2558
2559// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2560// ES 3.0.4 table 3.24
2561TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
2562{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002563 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2564
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002565 glActiveTexture(GL_TEXTURE0);
2566 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2567 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
2568 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2569 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2570 EXPECT_GL_NO_ERROR();
2571
2572 drawQuad(mProgram, "position", 0.5f);
2573
2574 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2575}
2576
2577// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2578// ES 3.0.4 table 3.24
2579TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
2580{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002581 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2582
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002583 glActiveTexture(GL_TEXTURE0);
2584 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2585 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
2586 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2587 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2588 EXPECT_GL_NO_ERROR();
2589
2590 drawQuad(mProgram, "position", 0.5f);
2591
2592 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2593}
2594
2595// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2596// ES 3.0.4 table 3.24
2597TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
2598{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002599 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2600
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002601 glActiveTexture(GL_TEXTURE0);
2602 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2603 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
2604 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2605 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2606 EXPECT_GL_NO_ERROR();
2607
2608 drawQuad(mProgram, "position", 0.5f);
2609
2610 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2611}
2612
2613// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2614// ES 3.0.4 table 3.24
2615TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2616{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002617 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2618
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002619 glActiveTexture(GL_TEXTURE0);
2620 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2621 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2622 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2623 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2624 EXPECT_GL_NO_ERROR();
2625
2626 drawQuad(mProgram, "position", 0.5f);
2627
2628 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2629}
2630
2631// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2632// ES 3.0.4 table 3.24
2633TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2634{
2635 glActiveTexture(GL_TEXTURE0);
2636 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2637 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2638 EXPECT_GL_NO_ERROR();
2639
2640 drawQuad(mProgram, "position", 0.5f);
2641
2642 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2643}
2644
2645// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2646// ES 3.0.4 table 3.24
2647TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2648{
2649 glActiveTexture(GL_TEXTURE0);
2650 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2651 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2652 nullptr);
2653 EXPECT_GL_NO_ERROR();
2654
2655 drawQuad(mProgram, "position", 0.5f);
2656
2657 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2658}
2659
2660// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2661// ES 3.0.4 table 3.24
2662TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2663{
Yunchao He9550c602018-02-13 14:47:05 +08002664 // Seems to fail on OSX 10.12 Intel.
2665 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002666
Yuly Novikov49886892018-01-23 21:18:27 -05002667 // http://anglebug.com/2190
2668 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2669
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002670 glActiveTexture(GL_TEXTURE0);
2671 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2672 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
2673 EXPECT_GL_NO_ERROR();
2674
2675 drawQuad(mProgram, "position", 0.5f);
2676
2677 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2678}
2679
2680// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2681// ES 3.0.4 table 3.24
2682TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2683{
Yunchao He9550c602018-02-13 14:47:05 +08002684 // Seems to fail on OSX 10.12 Intel.
2685 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002686
Yuly Novikov49886892018-01-23 21:18:27 -05002687 // http://anglebug.com/2190
2688 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2689
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002690 glActiveTexture(GL_TEXTURE0);
2691 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2692 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2693 EXPECT_GL_NO_ERROR();
2694
2695 drawQuad(mProgram, "position", 0.5f);
2696
2697 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2698}
2699
Olli Etuaho96963162016-03-21 11:54:33 +02002700// Use a sampler in a uniform struct.
2701TEST_P(SamplerInStructTest, SamplerInStruct)
2702{
2703 runSamplerInStructTest();
2704}
2705
2706// Use a sampler in a uniform struct that's passed as a function parameter.
2707TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2708{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002709 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Jonah Ryan-Davis9078c6a2019-03-19 11:10:15 -04002710 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002711
Olli Etuaho96963162016-03-21 11:54:33 +02002712 runSamplerInStructTest();
2713}
2714
2715// Use a sampler in a uniform struct array with a struct from the array passed as a function
2716// parameter.
2717TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2718{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002719 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Jonah Ryan-Davis9078c6a2019-03-19 11:10:15 -04002720 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
Yunchao He9550c602018-02-13 14:47:05 +08002721
Olli Etuaho96963162016-03-21 11:54:33 +02002722 runSamplerInStructTest();
2723}
2724
2725// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2726// parameter.
2727TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2728{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002729 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Jonah Ryan-Davis9078c6a2019-03-19 11:10:15 -04002730 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
Yunchao He9550c602018-02-13 14:47:05 +08002731
Olli Etuaho96963162016-03-21 11:54:33 +02002732 runSamplerInStructTest();
2733}
2734
2735// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2736// similarly named uniform.
2737TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2738{
2739 runSamplerInStructTest();
2740}
2741
Shahbaz Youssefi962c2222019-02-20 15:43:41 -05002742// GL_EXT_texture_filter_anisotropic
2743class TextureAnisotropyTest : public Texture2DTest
2744{
2745 protected:
2746 void uploadTexture()
2747 {
2748 glActiveTexture(GL_TEXTURE0);
2749 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2750 GLColor texDataRed[1] = {GLColor::red};
2751 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed);
2752 EXPECT_GL_NO_ERROR();
2753 }
2754};
2755
2756// Tests that setting anisotropic filtering doesn't cause failures at draw time.
2757TEST_P(TextureAnisotropyTest, AnisotropyFunctional)
2758{
2759 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_filter_anisotropic"));
2760
2761 setUpProgram();
2762
2763 uploadTexture();
2764
2765 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2766 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2767 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
2768 EXPECT_GL_NO_ERROR();
2769
2770 drawQuad(mProgram, "position", 0.5f);
2771
2772 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2773 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
2774 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::red);
2775}
2776
Till Rathmannb8543632018-10-02 19:46:14 +02002777// GL_OES_texture_border_clamp
2778class TextureBorderClampTest : public Texture2DTest
2779{
2780 protected:
2781 TextureBorderClampTest() : Texture2DTest() {}
2782
Jamie Madill35cd7332018-12-02 12:03:33 -05002783 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02002784 {
2785 return
2786 R"(precision highp float;
2787 attribute vec4 position;
2788 varying vec2 texcoord;
2789
2790 void main()
2791 {
2792 gl_Position = vec4(position.xy, 0.0, 1.0);
2793 // texcoords in [-0.5, 1.5]
2794 texcoord = (position.xy) + 0.5;
2795 })";
2796 }
2797
2798 void uploadTexture()
2799 {
2800 glActiveTexture(GL_TEXTURE0);
2801 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2802 std::vector<GLColor> texDataRed(1, GLColor::red);
2803 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2804 texDataRed.data());
2805 EXPECT_GL_NO_ERROR();
2806 }
2807};
2808
2809// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2810// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
2811TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
2812{
2813 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2814
2815 setUpProgram();
2816
2817 uploadTexture();
2818
2819 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2820 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2821 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2822 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2823 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2824 EXPECT_GL_NO_ERROR();
2825
2826 drawQuad(mProgram, "position", 0.5f);
2827
2828 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2829 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2830 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2831}
2832
2833// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
2834TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
2835{
2836 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2837
2838 glActiveTexture(GL_TEXTURE0);
2839 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2840
2841 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2842
2843 GLint colorFixedPoint[4] = {0};
2844 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2845 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2846 std::numeric_limits<GLint>::max()};
2847 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2848 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2849 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2850 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2851
2852 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2853 std::numeric_limits<GLint>::max()};
2854 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2855
2856 GLfloat color[4] = {0.0f};
2857 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
2858 EXPECT_EQ(color[0], kFloatBlue.R);
2859 EXPECT_EQ(color[1], kFloatBlue.G);
2860 EXPECT_EQ(color[2], kFloatBlue.B);
2861 EXPECT_EQ(color[3], kFloatBlue.A);
2862}
2863
2864// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
2865TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
2866{
2867 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2868
2869 glActiveTexture(GL_TEXTURE0);
2870 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2871
2872 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
2873 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2874
2875 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
2876 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2877
2878 glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2879 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2880
2881 GLint colorInt[4] = {0};
2882 glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
2883 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2884
2885 if (getClientMajorVersion() < 3)
2886 {
2887 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2888 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2889 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2890 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2891
2892 GLuint colorUInt[4] = {0};
2893 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2894 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2895 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2896 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2897
2898 GLSampler sampler;
2899 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2900 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2901 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2902 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2903
2904 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2905 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2906 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2907 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2908 }
2909}
2910
2911class TextureBorderClampTestES3 : public TextureBorderClampTest
2912{
2913 protected:
2914 TextureBorderClampTestES3() : TextureBorderClampTest() {}
2915};
2916
2917// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2918// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
2919TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
2920{
2921 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2922
2923 setUpProgram();
2924
2925 uploadTexture();
2926
2927 GLSampler sampler;
2928 glBindSampler(0, sampler);
2929 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2930 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2931 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2932 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2933 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2934 EXPECT_GL_NO_ERROR();
2935
2936 drawQuad(mProgram, "position", 0.5f);
2937
2938 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2939 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2940 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2941}
2942
2943// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
2944TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
2945{
2946 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2947
2948 glActiveTexture(GL_TEXTURE0);
2949
2950 GLSampler sampler;
2951 glBindSampler(0, sampler);
2952
2953 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2954
2955 GLint colorFixedPoint[4] = {0};
2956 glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2957 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2958 std::numeric_limits<GLint>::max()};
2959 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2960 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2961 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2962 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2963
2964 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2965 std::numeric_limits<GLint>::max()};
2966 glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2967
2968 GLfloat color[4] = {0.0f};
2969 glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
2970 EXPECT_EQ(color[0], kFloatBlue.R);
2971 EXPECT_EQ(color[1], kFloatBlue.G);
2972 EXPECT_EQ(color[2], kFloatBlue.B);
2973 EXPECT_EQ(color[3], kFloatBlue.A);
2974
2975 constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
2976 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
2977 GLint colorInt[4] = {0};
2978 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2979 EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
2980 EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
2981 EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
2982 EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
2983
2984 constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
2985 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
2986 GLuint colorUInt[4] = {0};
2987 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2988 EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
2989 EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
2990 EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
2991 EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
2992
2993 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2994
2995 constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
2996 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
2997 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2998 EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
2999 EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
3000 EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
3001 EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
3002
3003 constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
3004 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
3005 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
3006 EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
3007 EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
3008 EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
3009 EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
3010}
3011
3012// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
3013TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
3014{
3015 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3016
3017 glActiveTexture(GL_TEXTURE0);
3018
3019 GLSampler sampler;
3020 glBindSampler(0, sampler);
3021
3022 glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
3023 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3024
3025 glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
3026 EXPECT_GL_ERROR(GL_INVALID_ENUM);
3027}
3028
3029class TextureBorderClampIntegerTestES3 : public Texture2DTest
3030{
3031 protected:
3032 TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
3033
Jamie Madill35cd7332018-12-02 12:03:33 -05003034 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003035 {
3036 return
3037 R"(#version 300 es
3038 out vec2 texcoord;
3039 in vec4 position;
3040
3041 void main()
3042 {
3043 gl_Position = vec4(position.xy, 0.0, 1.0);
3044 // texcoords in [-0.5, 1.5]
3045 texcoord = (position.xy) + 0.5;
3046 })";
3047 }
3048
Jamie Madillba319ba2018-12-29 10:29:33 -05003049 const char *getFragmentShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003050 {
Jamie Madill35cd7332018-12-02 12:03:33 -05003051 if (isUnsignedIntTest)
3052 {
3053 return "#version 300 es\n"
3054 "precision highp float;\n"
3055 "uniform highp usampler2D tex;\n"
3056 "in vec2 texcoord;\n"
3057 "out vec4 fragColor;\n"
Till Rathmannb8543632018-10-02 19:46:14 +02003058
Jamie Madill35cd7332018-12-02 12:03:33 -05003059 "void main()\n"
3060 "{\n"
3061 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3062 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3063 "fragColor = (texture(tex, texcoord).r == 150u)"
3064 " ? green : red;\n"
3065 "}\n";
3066 }
3067 else
3068 {
3069 return "#version 300 es\n"
3070 "precision highp float;\n"
3071 "uniform highp isampler2D tex;\n"
3072 "in vec2 texcoord;\n"
3073 "out vec4 fragColor;\n"
3074
3075 "void main()\n"
3076 "{\n"
3077 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3078 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3079 "fragColor = (texture(tex, texcoord).r == -50)"
3080 " ? green : red;\n"
3081 "}\n";
3082 }
Till Rathmannb8543632018-10-02 19:46:14 +02003083 }
3084
3085 void uploadTexture()
3086 {
3087 glActiveTexture(GL_TEXTURE0);
3088 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3089 if (isUnsignedIntTest)
3090 {
3091 std::vector<GLubyte> texData(4, 100);
3092 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
3093 texData.data());
3094 }
3095 else
3096 {
3097 std::vector<GLbyte> texData(4, 100);
3098 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
3099 texData.data());
3100 }
3101 EXPECT_GL_NO_ERROR();
3102 }
3103
3104 bool isUnsignedIntTest;
3105};
3106
3107// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3108// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3109TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
3110{
3111 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3112
3113 setUpProgram();
3114
3115 uploadTexture();
3116
3117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3120 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3121
3122 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3123 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3124
3125 EXPECT_GL_NO_ERROR();
3126
3127 drawQuad(mProgram, "position", 0.5f);
3128
3129 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3130 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3131 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3132}
3133
3134// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3135// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3136TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
3137{
3138 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3139
3140 setUpProgram();
3141
3142 uploadTexture();
3143
3144 GLSampler sampler;
3145 glBindSampler(0, sampler);
3146 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3147 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3148 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3149 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3150
3151 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3152 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3153
3154 EXPECT_GL_NO_ERROR();
3155
3156 drawQuad(mProgram, "position", 0.5f);
3157
3158 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3159 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3160 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3161}
3162
3163// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3164// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
3165TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
3166{
3167 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3168
3169 isUnsignedIntTest = true;
3170
3171 setUpProgram();
3172
3173 uploadTexture();
3174
3175 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3177 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3178 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3179
3180 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3181 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3182
3183 EXPECT_GL_NO_ERROR();
3184
3185 drawQuad(mProgram, "position", 0.5f);
3186
3187 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3188 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3189 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3190}
3191
3192// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3193// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
3194// glSamplerParameterIuivOES).
3195TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
3196{
3197 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3198
3199 isUnsignedIntTest = true;
3200
3201 setUpProgram();
3202
3203 uploadTexture();
3204
3205 GLSampler sampler;
3206 glBindSampler(0, sampler);
3207 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3208 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3209 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3210 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3211
3212 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3213 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3214
3215 EXPECT_GL_NO_ERROR();
3216
3217 drawQuad(mProgram, "position", 0.5f);
3218
3219 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3220 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3221 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3222}
3223
3224// ~GL_OES_texture_border_clamp
3225
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003226class TextureLimitsTest : public ANGLETest
3227{
3228 protected:
3229 struct RGBA8
3230 {
3231 uint8_t R, G, B, A;
3232 };
3233
3234 TextureLimitsTest()
3235 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
3236 {
3237 setWindowWidth(128);
3238 setWindowHeight(128);
3239 setConfigRedBits(8);
3240 setConfigGreenBits(8);
3241 setConfigBlueBits(8);
3242 setConfigAlphaBits(8);
3243 }
3244
Jamie Madill0fdb9562018-09-17 17:18:43 -04003245 void SetUp() override
3246 {
3247 ANGLETest::SetUp();
3248
3249 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
3250 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
3251 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
3252
3253 ASSERT_GL_NO_ERROR();
3254 }
3255
3256 void TearDown() override
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003257 {
3258 if (mProgram != 0)
3259 {
3260 glDeleteProgram(mProgram);
3261 mProgram = 0;
3262
3263 if (!mTextures.empty())
3264 {
3265 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
3266 }
3267 }
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003268
Jamie Madill0fdb9562018-09-17 17:18:43 -04003269 ANGLETest::TearDown();
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003270 }
3271
3272 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
3273 GLint vertexTextureCount,
3274 GLint vertexActiveTextureCount,
3275 const std::string &fragPrefix,
3276 GLint fragmentTextureCount,
3277 GLint fragmentActiveTextureCount)
3278 {
3279 std::stringstream vertexShaderStr;
3280 vertexShaderStr << "attribute vec2 position;\n"
3281 << "varying vec4 color;\n"
3282 << "varying vec2 texCoord;\n";
3283
3284 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
3285 {
3286 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
3287 }
3288
3289 vertexShaderStr << "void main() {\n"
3290 << " gl_Position = vec4(position, 0, 1);\n"
3291 << " texCoord = (position * 0.5) + 0.5;\n"
3292 << " color = vec4(0);\n";
3293
3294 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
3295 {
3296 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
3297 << ", texCoord);\n";
3298 }
3299
3300 vertexShaderStr << "}";
3301
3302 std::stringstream fragmentShaderStr;
3303 fragmentShaderStr << "varying mediump vec4 color;\n"
3304 << "varying mediump vec2 texCoord;\n";
3305
3306 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
3307 {
3308 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
3309 }
3310
3311 fragmentShaderStr << "void main() {\n"
3312 << " gl_FragColor = color;\n";
3313
3314 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
3315 {
3316 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
3317 << ", texCoord);\n";
3318 }
3319
3320 fragmentShaderStr << "}";
3321
3322 const std::string &vertexShaderSource = vertexShaderStr.str();
3323 const std::string &fragmentShaderSource = fragmentShaderStr.str();
3324
Jamie Madill35cd7332018-12-02 12:03:33 -05003325 mProgram = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003326 }
3327
3328 RGBA8 getPixel(GLint texIndex)
3329 {
3330 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
3331 0, 255u};
3332 return pixel;
3333 }
3334
3335 void initTextures(GLint tex2DCount, GLint texCubeCount)
3336 {
3337 GLint totalCount = tex2DCount + texCubeCount;
3338 mTextures.assign(totalCount, 0);
3339 glGenTextures(totalCount, &mTextures[0]);
3340 ASSERT_GL_NO_ERROR();
3341
3342 std::vector<RGBA8> texData(16 * 16);
3343
3344 GLint texIndex = 0;
3345 for (; texIndex < tex2DCount; ++texIndex)
3346 {
3347 texData.assign(texData.size(), getPixel(texIndex));
3348 glActiveTexture(GL_TEXTURE0 + texIndex);
3349 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
3350 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3351 &texData[0]);
3352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3354 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3355 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3356 }
3357
3358 ASSERT_GL_NO_ERROR();
3359
3360 for (; texIndex < texCubeCount; ++texIndex)
3361 {
3362 texData.assign(texData.size(), getPixel(texIndex));
3363 glActiveTexture(GL_TEXTURE0 + texIndex);
3364 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
3365 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3366 GL_UNSIGNED_BYTE, &texData[0]);
3367 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3368 GL_UNSIGNED_BYTE, &texData[0]);
3369 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3370 GL_UNSIGNED_BYTE, &texData[0]);
3371 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3372 GL_UNSIGNED_BYTE, &texData[0]);
3373 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3374 GL_UNSIGNED_BYTE, &texData[0]);
3375 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3376 GL_UNSIGNED_BYTE, &texData[0]);
3377 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3378 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3379 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3380 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3381 }
3382
3383 ASSERT_GL_NO_ERROR();
3384 }
3385
3386 void testWithTextures(GLint vertexTextureCount,
3387 const std::string &vertexTexturePrefix,
3388 GLint fragmentTextureCount,
3389 const std::string &fragmentTexturePrefix)
3390 {
3391 // Generate textures
3392 initTextures(vertexTextureCount + fragmentTextureCount, 0);
3393
3394 glUseProgram(mProgram);
3395 RGBA8 expectedSum = {0};
3396 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
3397 {
3398 std::stringstream uniformNameStr;
3399 uniformNameStr << vertexTexturePrefix << texIndex;
3400 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003401 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003402 ASSERT_NE(-1, location);
3403
3404 glUniform1i(location, texIndex);
3405 RGBA8 contribution = getPixel(texIndex);
3406 expectedSum.R += contribution.R;
3407 expectedSum.G += contribution.G;
3408 }
3409
3410 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
3411 {
3412 std::stringstream uniformNameStr;
3413 uniformNameStr << fragmentTexturePrefix << texIndex;
3414 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003415 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003416 ASSERT_NE(-1, location);
3417
3418 glUniform1i(location, texIndex + vertexTextureCount);
3419 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
3420 expectedSum.R += contribution.R;
3421 expectedSum.G += contribution.G;
3422 }
3423
3424 ASSERT_GE(256u, expectedSum.G);
3425
3426 drawQuad(mProgram, "position", 0.5f);
3427 ASSERT_GL_NO_ERROR();
3428 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
3429 }
3430
3431 GLuint mProgram;
3432 std::vector<GLuint> mTextures;
3433 GLint mMaxVertexTextures;
3434 GLint mMaxFragmentTextures;
3435 GLint mMaxCombinedTextures;
3436};
3437
3438// Test rendering with the maximum vertex texture units.
3439TEST_P(TextureLimitsTest, MaxVertexTextures)
3440{
3441 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
3442 ASSERT_NE(0u, mProgram);
3443 ASSERT_GL_NO_ERROR();
3444
3445 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3446}
3447
3448// Test rendering with the maximum fragment texture units.
3449TEST_P(TextureLimitsTest, MaxFragmentTextures)
3450{
3451 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
3452 ASSERT_NE(0u, mProgram);
3453 ASSERT_GL_NO_ERROR();
3454
3455 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
3456}
3457
3458// Test rendering with maximum combined texture units.
3459TEST_P(TextureLimitsTest, MaxCombinedTextures)
3460{
3461 GLint vertexTextures = mMaxVertexTextures;
3462
3463 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
3464 {
3465 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
3466 }
3467
3468 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
3469 mMaxFragmentTextures, mMaxFragmentTextures);
3470 ASSERT_NE(0u, mProgram);
3471 ASSERT_GL_NO_ERROR();
3472
3473 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
3474}
3475
3476// Negative test for exceeding the number of vertex textures
3477TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
3478{
3479 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
3480 0);
3481 ASSERT_EQ(0u, mProgram);
3482}
3483
3484// Negative test for exceeding the number of fragment textures
3485TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
3486{
3487 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
3488 mMaxFragmentTextures + 1);
3489 ASSERT_EQ(0u, mProgram);
3490}
3491
3492// Test active vertex textures under the limit, but excessive textures specified.
3493TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
3494{
3495 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
3496 ASSERT_NE(0u, mProgram);
3497 ASSERT_GL_NO_ERROR();
3498
3499 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3500}
3501
3502// Test active fragment textures under the limit, but excessive textures specified.
3503TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
3504{
3505 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
3506 mMaxFragmentTextures);
3507 ASSERT_NE(0u, mProgram);
3508 ASSERT_GL_NO_ERROR();
3509
3510 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
3511}
3512
3513// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003514// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003515TEST_P(TextureLimitsTest, TextureTypeConflict)
3516{
Jamie Madill35cd7332018-12-02 12:03:33 -05003517 constexpr char kVS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003518 "attribute vec2 position;\n"
3519 "varying float color;\n"
3520 "uniform sampler2D tex2D;\n"
3521 "uniform samplerCube texCube;\n"
3522 "void main() {\n"
3523 " gl_Position = vec4(position, 0, 1);\n"
3524 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3525 " color = texture2D(tex2D, texCoord).x;\n"
3526 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3527 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05003528 constexpr char kFS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003529 "varying mediump float color;\n"
3530 "void main() {\n"
3531 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3532 "}";
3533
Jamie Madill35cd7332018-12-02 12:03:33 -05003534 mProgram = CompileProgram(kVS, kFS);
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003535 ASSERT_NE(0u, mProgram);
3536
3537 initTextures(1, 0);
3538
3539 glUseProgram(mProgram);
3540 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3541 ASSERT_NE(-1, tex2DLocation);
3542 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3543 ASSERT_NE(-1, texCubeLocation);
3544
3545 glUniform1i(tex2DLocation, 0);
3546 glUniform1i(texCubeLocation, 0);
3547 ASSERT_GL_NO_ERROR();
3548
3549 drawQuad(mProgram, "position", 0.5f);
3550 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3551}
3552
Vincent Lang25ab4512016-05-13 18:13:59 +02003553class Texture2DNorm16TestES3 : public Texture2DTestES3
3554{
3555 protected:
3556 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3557
3558 void SetUp() override
3559 {
3560 Texture2DTestES3::SetUp();
3561
3562 glActiveTexture(GL_TEXTURE0);
3563 glGenTextures(3, mTextures);
3564 glGenFramebuffers(1, &mFBO);
3565 glGenRenderbuffers(1, &mRenderbuffer);
3566
3567 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3568 {
3569 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3570 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3571 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3572 }
3573
3574 glBindTexture(GL_TEXTURE_2D, 0);
3575
3576 ASSERT_GL_NO_ERROR();
3577 }
3578
3579 void TearDown() override
3580 {
3581 glDeleteTextures(3, mTextures);
3582 glDeleteFramebuffers(1, &mFBO);
3583 glDeleteRenderbuffers(1, &mRenderbuffer);
3584
3585 Texture2DTestES3::TearDown();
3586 }
3587
3588 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3589 {
Geoff Langf607c602016-09-21 11:46:48 -04003590 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3591 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003592
3593 setUpProgram();
3594
3595 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3596 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3597 0);
3598
3599 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3600 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3601
3602 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003603 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003604
3605 EXPECT_GL_NO_ERROR();
3606
3607 drawQuad(mProgram, "position", 0.5f);
3608
Geoff Langf607c602016-09-21 11:46:48 -04003609 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003610
Jamie Madill50cf2be2018-06-15 09:46:57 -04003611 EXPECT_PIXEL_COLOR_EQ(0, 0,
3612 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3613 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003614
3615 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3616
3617 ASSERT_GL_NO_ERROR();
3618 }
3619
3620 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3621 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003622 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003623 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003624
3625 setUpProgram();
3626
3627 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3628 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3629
3630 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3631 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3632 0);
3633
3634 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003635 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003636
3637 EXPECT_GL_NO_ERROR();
3638
3639 drawQuad(mProgram, "position", 0.5f);
3640
Geoff Langf607c602016-09-21 11:46:48 -04003641 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003642 EXPECT_PIXEL_COLOR_EQ(0, 0,
3643 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3644 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003645
3646 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3647 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3648 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3649 mRenderbuffer);
3650 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3651 EXPECT_GL_NO_ERROR();
3652
3653 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3654 glClear(GL_COLOR_BUFFER_BIT);
3655
3656 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3657
Geoff Langf607c602016-09-21 11:46:48 -04003658 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003659
3660 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3661
3662 ASSERT_GL_NO_ERROR();
3663 }
3664
3665 GLuint mTextures[3];
3666 GLuint mFBO;
3667 GLuint mRenderbuffer;
3668};
3669
3670// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3671TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3672{
Yunchao He9550c602018-02-13 14:47:05 +08003673 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003674
3675 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3676 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3677 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3678 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3679 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3680 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3681 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3682 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3683
3684 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3685 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3686 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3687}
3688
Olli Etuaho95faa232016-06-07 14:01:53 -07003689// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3690// GLES 3.0.4 section 3.8.3.
3691TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3692{
Yuly Novikov3c754192016-06-27 19:36:41 -04003693 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Jonah Ryan-Davis9078c6a2019-03-19 11:10:15 -04003694 ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003695
3696 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3697 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3699 ASSERT_GL_NO_ERROR();
3700
3701 // SKIP_IMAGES should not have an effect on uploading 2D textures
3702 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3703 ASSERT_GL_NO_ERROR();
3704
3705 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3706
3707 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3708 pixelsGreen.data());
3709 ASSERT_GL_NO_ERROR();
3710
3711 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3712 pixelsGreen.data());
3713 ASSERT_GL_NO_ERROR();
3714
3715 glUseProgram(mProgram);
3716 drawQuad(mProgram, "position", 0.5f);
3717 ASSERT_GL_NO_ERROR();
3718
3719 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3720}
3721
Olli Etuaho989cac32016-06-08 16:18:49 -07003722// Test that skip defined in unpack parameters is taken into account when determining whether
3723// unpacking source extends outside unpack buffer bounds.
3724TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3725{
3726 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3727 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3729 ASSERT_GL_NO_ERROR();
3730
3731 GLBuffer buf;
3732 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3733 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3734 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3735 GL_DYNAMIC_COPY);
3736 ASSERT_GL_NO_ERROR();
3737
3738 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3739 ASSERT_GL_NO_ERROR();
3740
3741 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3742 ASSERT_GL_NO_ERROR();
3743
3744 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3745 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3746
3747 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3748 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3749 ASSERT_GL_NO_ERROR();
3750
3751 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3752 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3753}
3754
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003755// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3756TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3757{
Yunchao He9550c602018-02-13 14:47:05 +08003758 ANGLE_SKIP_TEST_IF(IsD3D11());
3759
3760 // Incorrect rendering results seen on OSX AMD.
3761 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003762
3763 const GLuint width = 8u;
3764 const GLuint height = 8u;
3765 const GLuint unpackRowLength = 5u;
3766 const GLuint unpackSkipPixels = 1u;
3767
3768 setWindowWidth(width);
3769 setWindowHeight(height);
3770
3771 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3772 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3773 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3774 ASSERT_GL_NO_ERROR();
3775
3776 GLBuffer buf;
3777 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3778 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3779 GLColor::green);
3780
3781 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3782 {
3783 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3784 }
3785
3786 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3787 GL_DYNAMIC_COPY);
3788 ASSERT_GL_NO_ERROR();
3789
3790 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3791 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3792 ASSERT_GL_NO_ERROR();
3793
3794 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3795 ASSERT_GL_NO_ERROR();
3796
3797 glUseProgram(mProgram);
3798 drawQuad(mProgram, "position", 0.5f);
3799 ASSERT_GL_NO_ERROR();
3800
3801 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3802 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3803 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3804 actual.data());
3805 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3806 EXPECT_EQ(expected, actual);
3807}
3808
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003809template <typename T>
3810T UNorm(double value)
3811{
3812 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3813}
3814
3815// Test rendering a depth texture with mipmaps.
3816TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3817{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003818 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3819 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
Jiawei Shaoaf0f31d2018-09-27 15:42:31 +08003820 // http://anglebug.com/1706
3821 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003822
Jamie Madill24980272019-04-03 09:03:51 -04003823 // Seems to fail on AMD D3D11. Possibly driver bug. http://anglebug.com/3342
3824 ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsD3D11());
3825
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003826 const int size = getWindowWidth();
3827
3828 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003829 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003830
3831 glActiveTexture(GL_TEXTURE0);
3832 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3833 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3834 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3835 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3836 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3837 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3838 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3839 ASSERT_GL_NO_ERROR();
3840
3841 glUseProgram(mProgram);
3842 glUniform1i(mTexture2DUniformLocation, 0);
3843
3844 std::vector<unsigned char> expected;
3845
3846 for (int level = 0; level < levels; ++level)
3847 {
3848 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3849 expected.push_back(UNorm<unsigned char>(value));
3850
3851 int levelDim = dim(level);
3852
3853 ASSERT_GT(levelDim, 0);
3854
3855 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3856 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3857 GL_UNSIGNED_INT, initData.data());
3858 }
3859 ASSERT_GL_NO_ERROR();
3860
3861 for (int level = 0; level < levels; ++level)
3862 {
3863 glViewport(0, 0, dim(level), dim(level));
3864 drawQuad(mProgram, "position", 0.5f);
3865 GLColor actual = ReadColor(0, 0);
3866 EXPECT_NEAR(expected[level], actual.R, 10u);
3867 }
3868
3869 ASSERT_GL_NO_ERROR();
3870}
3871
Jamie Madill7ffdda92016-09-08 13:26:51 -04003872// Tests unpacking into the unsized GL_ALPHA format.
3873TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3874{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003875 // Initialize the texure.
3876 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3877 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3878 GL_UNSIGNED_BYTE, nullptr);
3879 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3880 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3881
3882 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3883
3884 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003885 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003886 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3887 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3888 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3889 GL_STATIC_DRAW);
3890
3891 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3892 GL_UNSIGNED_BYTE, nullptr);
3893
3894 // Clear to a weird color to make sure we're drawing something.
3895 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3896 glClear(GL_COLOR_BUFFER_BIT);
3897
3898 // Draw with the alpha texture and verify.
3899 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003900
3901 ASSERT_GL_NO_ERROR();
3902 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3903}
3904
Jamie Madill2e600342016-09-19 13:56:40 -04003905// Ensure stale unpack data doesn't propagate in D3D11.
3906TEST_P(Texture2DTestES3, StaleUnpackData)
3907{
3908 // Init unpack buffer.
3909 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3910 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3911
3912 GLBuffer unpackBuffer;
3913 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3914 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3915 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3916 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3917
3918 // Create from unpack buffer.
3919 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3920 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3921 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3922 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3923 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3924
3925 drawQuad(mProgram, "position", 0.5f);
3926
3927 ASSERT_GL_NO_ERROR();
3928 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3929
3930 // Fill unpack with green, recreating buffer.
3931 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3932 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3933 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3934
3935 // Reinit texture with green.
3936 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3937 GL_UNSIGNED_BYTE, nullptr);
3938
3939 drawQuad(mProgram, "position", 0.5f);
3940
3941 ASSERT_GL_NO_ERROR();
3942 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3943}
3944
Geoff Langfb7685f2017-11-13 11:44:11 -05003945// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3946// validating they are less than 0.
3947TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3948{
3949 GLTexture texture;
3950 glBindTexture(GL_TEXTURE_2D, texture);
3951
3952 // Use a negative number that will round to zero when converted to an integer
3953 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3954 // "Validation of values performed by state-setting commands is performed after conversion,
3955 // unless specified otherwise for a specific command."
3956 GLfloat param = -7.30157126e-07f;
3957 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3958 EXPECT_GL_NO_ERROR();
3959
3960 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3961 EXPECT_GL_NO_ERROR();
3962}
3963
Jamie Madillf097e232016-11-05 00:44:15 -04003964// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3965// being properly checked, and the texture storage of the previous texture format was persisting.
3966// This would result in an ASSERT in debug and incorrect rendering in release.
3967// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3968TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3969{
3970 GLTexture tex;
3971 glBindTexture(GL_TEXTURE_3D, tex.get());
3972 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3973
3974 GLFramebuffer framebuffer;
3975 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3976 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3977
3978 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3979
3980 std::vector<uint8_t> pixelData(100, 0);
3981
3982 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3983 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3984 pixelData.data());
3985
3986 ASSERT_GL_NO_ERROR();
3987}
3988
Corentin Wallezd2627992017-04-28 17:17:03 -04003989// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3990TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3991{
3992 // 2D tests
3993 {
3994 GLTexture tex;
3995 glBindTexture(GL_TEXTURE_2D, tex.get());
3996
3997 GLBuffer pbo;
3998 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3999
4000 // Test OOB
4001 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
4002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4003 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4004
4005 // Test OOB
4006 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
4007 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4008 ASSERT_GL_NO_ERROR();
4009 }
4010
4011 // 3D tests
4012 {
4013 GLTexture tex;
4014 glBindTexture(GL_TEXTURE_3D, tex.get());
4015
4016 GLBuffer pbo;
4017 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
4018
4019 // Test OOB
4020 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
4021 GL_STATIC_DRAW);
4022 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4023 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
4024
4025 // Test OOB
4026 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
4027 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
4028 ASSERT_GL_NO_ERROR();
4029 }
4030}
4031
Jamie Madill3ed60422017-09-07 11:32:52 -04004032// Tests behaviour with a single texture and multiple sampler objects.
4033TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
4034{
4035 GLint maxTextureUnits = 0;
4036 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
4037 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
4038
4039 constexpr int kSize = 16;
4040
4041 // Make a single-level texture, fill it with red.
4042 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
4043 GLTexture tex;
4044 glBindTexture(GL_TEXTURE_2D, tex);
4045 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4046 redColors.data());
4047 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4048 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4049
4050 // Simple sanity check.
4051 draw2DTexturedQuad(0.5f, 1.0f, true);
4052 ASSERT_GL_NO_ERROR();
4053 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
4054
4055 // Bind texture to unit 1 with a sampler object making it incomplete.
4056 GLSampler sampler;
4057 glBindSampler(0, sampler);
4058 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4059 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4060
4061 // Make a mipmap texture, fill it with blue.
4062 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
4063 GLTexture mipmapTex;
4064 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4065 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4066 blueColors.data());
4067 glGenerateMipmap(GL_TEXTURE_2D);
4068
4069 // Draw with the sampler, expect blue.
4070 draw2DTexturedQuad(0.5f, 1.0f, true);
4071 ASSERT_GL_NO_ERROR();
4072 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
4073
4074 // Simple multitexturing program.
Jamie Madill35cd7332018-12-02 12:03:33 -05004075 constexpr char kVS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04004076 "#version 300 es\n"
4077 "in vec2 position;\n"
4078 "out vec2 texCoord;\n"
4079 "void main()\n"
4080 "{\n"
4081 " gl_Position = vec4(position, 0, 1);\n"
4082 " texCoord = position * 0.5 + vec2(0.5);\n"
4083 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05004084
4085 constexpr char kFS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04004086 "#version 300 es\n"
4087 "precision mediump float;\n"
4088 "in vec2 texCoord;\n"
4089 "uniform sampler2D tex1;\n"
4090 "uniform sampler2D tex2;\n"
4091 "uniform sampler2D tex3;\n"
4092 "uniform sampler2D tex4;\n"
4093 "out vec4 color;\n"
4094 "void main()\n"
4095 "{\n"
4096 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
4097 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
4098 "}";
4099
Jamie Madill35cd7332018-12-02 12:03:33 -05004100 ANGLE_GL_PROGRAM(program, kVS, kFS);
Jamie Madill3ed60422017-09-07 11:32:52 -04004101
4102 std::array<GLint, 4> texLocations = {
4103 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
4104 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
4105 for (GLint location : texLocations)
4106 {
4107 ASSERT_NE(-1, location);
4108 }
4109
4110 // Init the uniform data.
4111 glUseProgram(program);
4112 for (GLint location = 0; location < 4; ++location)
4113 {
4114 glUniform1i(texLocations[location], location);
4115 }
4116
4117 // Initialize four samplers
4118 GLSampler samplers[4];
4119
4120 // 0: non-mipped.
4121 glBindSampler(0, samplers[0]);
4122 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4123 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4124
4125 // 1: mipped.
4126 glBindSampler(1, samplers[1]);
4127 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4128 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4129
4130 // 2: non-mipped.
4131 glBindSampler(2, samplers[2]);
4132 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4133 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4134
4135 // 3: mipped.
4136 glBindSampler(3, samplers[3]);
4137 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4138 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4139
4140 // Bind two blue mipped textures and two single layer textures, should all draw.
4141 glActiveTexture(GL_TEXTURE0);
4142 glBindTexture(GL_TEXTURE_2D, tex);
4143
4144 glActiveTexture(GL_TEXTURE1);
4145 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4146
4147 glActiveTexture(GL_TEXTURE2);
4148 glBindTexture(GL_TEXTURE_2D, tex);
4149
4150 glActiveTexture(GL_TEXTURE3);
4151 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4152
4153 ASSERT_GL_NO_ERROR();
4154
4155 drawQuad(program, "position", 0.5f);
4156 ASSERT_GL_NO_ERROR();
4157 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
4158
4159 // Bind four single layer textures, two should be incomplete.
4160 glActiveTexture(GL_TEXTURE1);
4161 glBindTexture(GL_TEXTURE_2D, tex);
4162
4163 glActiveTexture(GL_TEXTURE3);
4164 glBindTexture(GL_TEXTURE_2D, tex);
4165
4166 drawQuad(program, "position", 0.5f);
4167 ASSERT_GL_NO_ERROR();
4168 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
4169}
4170
Martin Radev7e2c0d32017-09-15 14:25:42 +03004171// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
4172// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
4173// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
4174// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
4175// samples the cubemap using a direction vector (1,1,1).
4176TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
4177{
Yunchao He2f23f352018-02-11 22:11:37 +08004178 // Check http://anglebug.com/2155.
4179 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
4180
Jamie Madill35cd7332018-12-02 12:03:33 -05004181 constexpr char kVS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03004182 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004183 precision mediump float;
4184 in vec3 pos;
4185 void main() {
4186 gl_Position = vec4(pos, 1.0);
4187 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03004188
Jamie Madill35cd7332018-12-02 12:03:33 -05004189 constexpr char kFS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03004190 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004191 precision mediump float;
4192 out vec4 color;
4193 uniform samplerCube uTex;
4194 void main(){
4195 color = texture(uTex, vec3(1.0));
4196 })";
Jamie Madill35cd7332018-12-02 12:03:33 -05004197
4198 ANGLE_GL_PROGRAM(program, kVS, kFS);
Martin Radev7e2c0d32017-09-15 14:25:42 +03004199 glUseProgram(program);
4200
4201 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
4202 glActiveTexture(GL_TEXTURE0);
4203
4204 GLTexture cubeTex;
4205 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
4206
4207 const int kFaceWidth = 1;
4208 const int kFaceHeight = 1;
4209 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
4210 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4211 GL_UNSIGNED_BYTE, texData.data());
4212 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4213 GL_UNSIGNED_BYTE, texData.data());
4214 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4215 GL_UNSIGNED_BYTE, texData.data());
4216 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4217 GL_UNSIGNED_BYTE, texData.data());
4218 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4219 GL_UNSIGNED_BYTE, texData.data());
4220 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4221 GL_UNSIGNED_BYTE, texData.data());
4222 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4223 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4224 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
4225 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
4226 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
4227 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
4228
4229 drawQuad(program, "pos", 0.5f, 1.0f, true);
4230 ASSERT_GL_NO_ERROR();
4231
4232 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
4233}
4234
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08004235// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
4236TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
4237{
4238 GLuint texture = create2DTexture();
4239
4240 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
4241 EXPECT_GL_ERROR(GL_INVALID_VALUE);
4242
4243 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
4244 EXPECT_GL_ERROR(GL_INVALID_VALUE);
4245
4246 glDeleteTextures(1, &texture);
4247 EXPECT_GL_NO_ERROR();
4248}
4249
Olli Etuaho023371b2018-04-24 17:43:32 +03004250// Test setting base level after calling generateMipmap on a LUMA texture.
4251// Covers http://anglebug.com/2498
4252TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
4253{
4254 glActiveTexture(GL_TEXTURE0);
4255 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4256
4257 constexpr const GLsizei kWidth = 8;
4258 constexpr const GLsizei kHeight = 8;
4259 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
4260 whiteData.fill(255u);
4261
4262 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
4263 GL_UNSIGNED_BYTE, whiteData.data());
4264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
4265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4266 glGenerateMipmap(GL_TEXTURE_2D);
4267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
4268 EXPECT_GL_NO_ERROR();
4269
4270 drawQuad(mProgram, "position", 0.5f);
4271 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
4272}
4273
Till Rathmannc1551dc2018-08-15 17:04:49 +02004274// Covers a bug in the D3D11 backend: http://anglebug.com/2772
4275// When using a sampler the texture was created as if it has mipmaps,
4276// regardless what you specified in GL_TEXTURE_MIN_FILTER via
4277// glSamplerParameteri() -- mistakenly the default value
4278// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
4279// evaluated.
4280// If you didn't provide mipmaps and didn't let the driver generate them
4281// this led to not sampling your texture data when minification occurred.
4282TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
4283{
Jamie Madill35cd7332018-12-02 12:03:33 -05004284 constexpr char kVS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02004285 "#version 300 es\n"
4286 "out vec2 texcoord;\n"
4287 "in vec4 position;\n"
4288 "void main()\n"
4289 "{\n"
4290 " gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
4291 " texcoord = (position.xy * 0.5) + 0.5;\n"
4292 "}\n";
4293
Jamie Madill35cd7332018-12-02 12:03:33 -05004294 constexpr char kFS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02004295 "#version 300 es\n"
4296 "precision highp float;\n"
4297 "uniform highp sampler2D tex;\n"
4298 "in vec2 texcoord;\n"
4299 "out vec4 fragColor;\n"
4300 "void main()\n"
4301 "{\n"
4302 " fragColor = texture(tex, texcoord);\n"
4303 "}\n";
Jamie Madill35cd7332018-12-02 12:03:33 -05004304
4305 ANGLE_GL_PROGRAM(program, kVS, kFS);
Till Rathmannc1551dc2018-08-15 17:04:49 +02004306
4307 GLSampler sampler;
4308 glBindSampler(0, sampler);
4309 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4310 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4311
4312 glActiveTexture(GL_TEXTURE0);
4313 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4314
4315 const GLsizei texWidth = getWindowWidth();
4316 const GLsizei texHeight = getWindowHeight();
4317 const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
4318
4319 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4320 whiteData.data());
4321 EXPECT_GL_NO_ERROR();
4322
4323 drawQuad(program, "position", 0.5f);
4324 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
4325}
4326
Jamie Madill50cf2be2018-06-15 09:46:57 -04004327// Use this to select which configurations (e.g. which renderer, which GLES major version) these
4328// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05004329ANGLE_INSTANTIATE_TEST(Texture2DTest,
4330 ES2_D3D9(),
4331 ES2_D3D11(),
4332 ES2_D3D11_FL9_3(),
4333 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05004334 ES2_OPENGLES(),
4335 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004336ANGLE_INSTANTIATE_TEST(TextureCubeTest,
4337 ES2_D3D9(),
4338 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04004339 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004340 ES2_D3D11_FL9_3(),
4341 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004342 ES2_OPENGLES(),
4343 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004344ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
4345 ES2_D3D9(),
4346 ES2_D3D11(),
4347 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004348 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004349 ES2_OPENGLES(),
4350 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004351ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
4352 ES2_D3D9(),
4353 ES2_D3D11(),
4354 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004355 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004356 ES2_OPENGLES(),
4357 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004358ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
4359 ES2_D3D9(),
4360 ES2_D3D11(),
4361 ES2_D3D11_FL9_3(),
4362 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004363 ES2_OPENGLES(),
4364 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004365ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
4366 ES2_D3D9(),
4367 ES2_D3D11(),
4368 ES2_D3D11_FL9_3(),
4369 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004370 ES2_OPENGLES(),
4371 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004372ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02004373ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02004374ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4375ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
4376 ES3_D3D11(),
4377 ES3_OPENGL(),
4378 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004379ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
4380 ES3_D3D11(),
4381 ES3_OPENGL(),
4382 ES3_OPENGLES());
4383ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4384ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02004385ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02004386ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
4387 ES2_D3D11(),
4388 ES2_D3D11_FL9_3(),
4389 ES2_D3D9(),
4390 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004391 ES2_OPENGLES(),
4392 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004393ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
4394 ES2_D3D11(),
4395 ES2_D3D11_FL9_3(),
4396 ES2_D3D9(),
4397 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004398 ES2_OPENGLES(),
4399 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004400ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
4401 ES2_D3D11(),
4402 ES2_D3D11_FL9_3(),
4403 ES2_D3D9(),
4404 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004405 ES2_OPENGLES(),
4406 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004407ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
4408 ES2_D3D11(),
4409 ES2_D3D11_FL9_3(),
4410 ES2_D3D9(),
4411 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004412 ES2_OPENGLES(),
4413 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004414ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
4415 ES2_D3D11(),
4416 ES2_D3D11_FL9_3(),
4417 ES2_D3D9(),
4418 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004419 ES2_OPENGLES(),
4420 ES2_VULKAN());
Shahbaz Youssefi962c2222019-02-20 15:43:41 -05004421ANGLE_INSTANTIATE_TEST(TextureAnisotropyTest,
4422 ES2_D3D11(),
4423 ES2_D3D9(),
4424 ES2_OPENGL(),
4425 ES2_OPENGLES(),
4426 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004427ANGLE_INSTANTIATE_TEST(TextureBorderClampTest,
4428 ES2_D3D11(),
4429 ES2_D3D9(),
4430 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004431 ES2_OPENGLES(),
4432 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004433ANGLE_INSTANTIATE_TEST(TextureBorderClampTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4434ANGLE_INSTANTIATE_TEST(TextureBorderClampIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04004435ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02004436ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03004437ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04004438
Jamie Madill7ffdda92016-09-08 13:26:51 -04004439} // anonymous namespace