Austin Kinross | 215b37a | 2014-12-22 12:56:07 -0800 | [diff] [blame] | 1 | #include "ANGLETest.h" |
| 2 | |
| 3 | // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| 4 | ANGLE_TYPED_TEST_CASE(MipmapTest, ES2_D3D9, ES2_D3D11, ES2_D3D11_FL9_3); |
| 5 | ANGLE_TYPED_TEST_CASE(MipmapTestES3, ES3_D3D11); |
| 6 | |
| 7 | template<typename T> |
| 8 | class MipmapTest : public ANGLETest |
| 9 | { |
| 10 | protected: |
| 11 | MipmapTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform()) |
| 12 | { |
| 13 | setWindowWidth(128); |
| 14 | setWindowHeight(128); |
| 15 | setConfigRedBits(8); |
| 16 | setConfigGreenBits(8); |
| 17 | setConfigBlueBits(8); |
| 18 | setConfigAlphaBits(8); |
| 19 | } |
| 20 | |
| 21 | virtual void SetUp() |
| 22 | { |
| 23 | ANGLETest::SetUp(); |
| 24 | |
| 25 | // Vertex Shader source |
| 26 | const std::string vs = SHADER_SOURCE |
| 27 | ( |
| 28 | attribute vec4 aPosition; |
| 29 | attribute vec2 aTexCoord; |
| 30 | varying vec2 vTexCoord; |
| 31 | |
| 32 | void main() |
| 33 | { |
| 34 | gl_Position = aPosition; |
| 35 | vTexCoord = aTexCoord; |
| 36 | } |
| 37 | ); |
| 38 | |
| 39 | // Fragment Shader source |
| 40 | const std::string fs = SHADER_SOURCE |
| 41 | ( |
| 42 | precision mediump float; |
| 43 | |
| 44 | uniform sampler2D uTexture; |
| 45 | varying vec2 vTexCoord; |
| 46 | |
| 47 | void main() |
| 48 | { |
| 49 | gl_FragColor = texture2D(uTexture, vTexCoord); |
| 50 | } |
| 51 | ); |
| 52 | |
| 53 | mProgram = CompileProgram(vs, fs); |
| 54 | if (mProgram == 0) |
| 55 | { |
| 56 | FAIL() << "shader compilation failed."; |
| 57 | } |
| 58 | |
| 59 | mTextureUniformPosition = glGetUniformLocation(mProgram, "uTexture"); |
| 60 | mPositionAttributePosition = glGetAttribLocation(mProgram, "aPosition"); |
| 61 | mTexCoordAttributePosition = glGetAttribLocation(mProgram, "aTexCoord"); |
| 62 | |
| 63 | glGenFramebuffers(1, &mOffscreenFramebuffer); |
| 64 | glGenTextures(1, &mOffscreenTexture); |
| 65 | |
| 66 | // Initialize the texture to be empty, and don't use mips. |
| 67 | glBindTexture(GL_TEXTURE_2D, mOffscreenTexture); |
| 68 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); |
| 69 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 71 | |
| 72 | ASSERT_GL_NO_ERROR(); |
| 73 | |
| 74 | // Bind the texture to the offscreen framebuffer's color buffer. |
| 75 | glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer); |
| 76 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture, 0); |
| 77 | ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE); |
| 78 | |
| 79 | mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue |
| 80 | mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White |
| 81 | mLevelOneInitData = createRGBInitData((getWindowWidth() / 2), (getWindowHeight() / 2), 0, 255, 0); // Green |
| 82 | mLevelTwoInitData = createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0); // Red |
| 83 | } |
| 84 | |
| 85 | virtual void TearDown() |
| 86 | { |
| 87 | glDeleteProgram(mProgram); |
| 88 | glDeleteFramebuffers(1, &mOffscreenFramebuffer); |
| 89 | glDeleteFramebuffers(1, &mOffscreenTexture); |
| 90 | |
| 91 | delete mLevelZeroBlueInitData; |
| 92 | delete mLevelZeroWhiteInitData; |
| 93 | delete mLevelOneInitData; |
| 94 | delete mLevelTwoInitData; |
| 95 | |
| 96 | ANGLETest::TearDown(); |
| 97 | } |
| 98 | |
| 99 | GLubyte *createRGBInitData(GLint width, GLint height, GLint r, GLint g, GLint b) |
| 100 | { |
| 101 | GLubyte *data = new GLubyte[3 * width * height]; |
| 102 | |
| 103 | for (int i = 0; i < width * height; i+=1) |
| 104 | { |
| 105 | data[3 * i + 0] = r; |
| 106 | data[3 * i + 1] = g; |
| 107 | data[3 * i + 2] = b; |
| 108 | } |
| 109 | |
| 110 | return data; |
| 111 | } |
| 112 | |
| 113 | void ClearAndDrawTexturedQuad(GLuint texture, GLsizei viewportWidth, GLsizei viewportHeight) |
| 114 | { |
| 115 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 116 | glClear(GL_COLOR_BUFFER_BIT); |
| 117 | |
| 118 | glViewport(0, 0, viewportWidth, viewportHeight); |
| 119 | |
| 120 | ASSERT_GL_NO_ERROR(); |
| 121 | |
| 122 | GLfloat vertexLocations[] = |
| 123 | { |
| 124 | -1.0f, 1.0f, 0.0f, |
| 125 | -1.0f, -1.0f, 0.0f, |
| 126 | 1.0f, 1.0f, 0.0f, |
| 127 | 1.0f, -1.0f, 0.0f, |
| 128 | }; |
| 129 | |
| 130 | GLfloat vertexTexCoords[] = |
| 131 | { |
| 132 | 0.0f, 1.0f, |
| 133 | 0.0f, 0.0f, |
| 134 | 1.0f, 1.0f, |
| 135 | 1.0f, 0.0f, |
| 136 | }; |
| 137 | |
| 138 | glUseProgram(mProgram); |
| 139 | |
| 140 | glActiveTexture(GL_TEXTURE0); |
| 141 | glBindTexture(GL_TEXTURE_2D, texture); |
| 142 | glUniform1i(mTextureUniformPosition, 0); |
| 143 | |
| 144 | glVertexAttribPointer(mPositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations); |
| 145 | glEnableVertexAttribArray(mPositionAttributePosition); |
| 146 | |
| 147 | glVertexAttribPointer(mTexCoordAttributePosition, 2, GL_FLOAT, GL_FALSE, 0, vertexTexCoords); |
| 148 | glEnableVertexAttribArray(mTexCoordAttributePosition); |
| 149 | |
| 150 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| 151 | } |
| 152 | |
| 153 | GLuint mProgram; |
| 154 | GLuint mOffscreenFramebuffer; |
| 155 | GLuint mOffscreenTexture; |
| 156 | |
| 157 | GLint mTextureUniformPosition; |
| 158 | GLint mPositionAttributePosition; |
| 159 | GLint mTexCoordAttributePosition; |
| 160 | |
| 161 | GLubyte* mLevelZeroBlueInitData; |
| 162 | GLubyte* mLevelZeroWhiteInitData; |
| 163 | GLubyte* mLevelOneInitData; |
| 164 | GLubyte* mLevelTwoInitData; |
| 165 | }; |
| 166 | |
| 167 | template<typename T> |
| 168 | class MipmapTestES3 : public ANGLETest |
| 169 | { |
| 170 | protected: |
| 171 | MipmapTestES3() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform()) |
| 172 | { |
| 173 | setWindowWidth(128); |
| 174 | setWindowHeight(128); |
| 175 | setConfigRedBits(8); |
| 176 | setConfigGreenBits(8); |
| 177 | setConfigBlueBits(8); |
| 178 | setConfigAlphaBits(8); |
| 179 | } |
| 180 | |
| 181 | virtual void SetUp() |
| 182 | { |
| 183 | ANGLETest::SetUp(); |
| 184 | |
| 185 | glGenTextures(1, &mTextureArray); |
| 186 | EXPECT_GL_NO_ERROR(); |
| 187 | |
| 188 | ASSERT_GL_NO_ERROR(); |
| 189 | |
| 190 | const std::string vertexShaderSource = SHADER_SOURCE |
| 191 | ( |
| 192 | #version 300 es\n |
| 193 | precision highp float; |
| 194 | in vec4 position; |
| 195 | out vec2 texcoord; |
| 196 | |
| 197 | uniform vec2 textureScale; |
| 198 | |
| 199 | void main() |
| 200 | { |
| 201 | gl_Position = vec4(position.xy * textureScale, 0.0, 1.0); |
| 202 | texcoord = (position.xy * 0.5) + 0.5; |
| 203 | } |
| 204 | ); |
| 205 | |
| 206 | const std::string fragmentShaderSourceArray = SHADER_SOURCE |
| 207 | ( |
| 208 | #version 300 es\n |
| 209 | precision highp float; |
| 210 | uniform sampler2DArray tex; |
| 211 | uniform int slice; |
| 212 | in vec2 texcoord; |
| 213 | out vec4 out_FragColor; |
| 214 | |
| 215 | void main() |
| 216 | { |
| 217 | out_FragColor = texture(tex, vec3(texcoord, float(slice))); |
| 218 | } |
| 219 | ); |
| 220 | |
| 221 | mArrayProgram = CompileProgram(vertexShaderSource, fragmentShaderSourceArray); |
| 222 | if (mArrayProgram == 0) |
| 223 | { |
| 224 | FAIL() << "shader compilation failed."; |
| 225 | } |
| 226 | |
| 227 | mTextureArrayUniformLocation = glGetUniformLocation(mArrayProgram, "tex"); |
| 228 | ASSERT_NE(-1, mTextureArrayUniformLocation); |
| 229 | |
| 230 | mTextureArrayScaleUniformLocation = glGetUniformLocation(mArrayProgram, "textureScale"); |
| 231 | ASSERT_NE(-1, mTextureArrayScaleUniformLocation); |
| 232 | |
| 233 | mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice"); |
| 234 | ASSERT_NE(-1, mTextureArraySliceUniformLocation); |
| 235 | |
| 236 | glUseProgram(mArrayProgram); |
| 237 | glUniform2f(mTextureArrayScaleUniformLocation, 1.0f, 1.0f); |
| 238 | glUseProgram(0); |
| 239 | ASSERT_GL_NO_ERROR(); |
| 240 | } |
| 241 | |
| 242 | virtual void TearDown() |
| 243 | { |
| 244 | glDeleteTextures(1, &mTextureArray); |
| 245 | glDeleteProgram(mArrayProgram); |
| 246 | |
| 247 | ANGLETest::TearDown(); |
| 248 | } |
| 249 | |
| 250 | GLuint mTextureArray; |
| 251 | |
| 252 | GLuint mArrayProgram; |
| 253 | GLint mTextureArrayUniformLocation; |
| 254 | GLint mTextureArrayScaleUniformLocation; |
| 255 | GLint mTextureArraySliceUniformLocation; |
| 256 | }; |
| 257 | |
| 258 | // This test uses init data for the first three levels of the texture. It passes the level 0 data in, then renders, then level 1, then renders, etc. |
| 259 | // This ensures that renderers using the zero LOD workaround (e.g. D3D11 FL9_3) correctly pass init data to the mipmapped texture, |
| 260 | // even if the the zero-LOD texture is currently in use. |
Austin Kinross | 276171b | 2015-01-15 13:16:18 -0800 | [diff] [blame^] | 261 | TYPED_TEST(MipmapTest, DISABLED_ThreeLevelsInitData) |
Austin Kinross | 215b37a | 2014-12-22 12:56:07 -0800 | [diff] [blame] | 262 | { |
| 263 | // Pass in level zero init data. |
| 264 | glBindTexture(GL_TEXTURE_2D, mOffscreenTexture); |
| 265 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData); |
| 266 | ASSERT_GL_NO_ERROR(); |
| 267 | |
| 268 | // Disable mips. |
| 269 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 270 | |
| 271 | // Draw a full-sized quad, and check it's blue. |
| 272 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 273 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 274 | |
| 275 | // Draw a half-sized quad, and check it's blue. |
| 276 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 277 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 278 | |
| 279 | // Draw a quarter-sized quad, and check it's blue. |
| 280 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 281 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 282 | |
| 283 | // Complete the texture by initializing the remaining levels. |
| 284 | int n = 1; |
| 285 | while (getWindowWidth() / pow(2, n) >= 1) |
| 286 | { |
| 287 | glTexImage2D(GL_TEXTURE_2D, n, GL_RGB, getWindowWidth() / pow(2, n), getWindowWidth() / pow(2, n), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); |
| 288 | ASSERT_GL_NO_ERROR(); |
| 289 | n+=1; |
| 290 | } |
| 291 | |
| 292 | // Pass in level one init data. |
| 293 | glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelOneInitData); |
| 294 | ASSERT_GL_NO_ERROR(); |
| 295 | |
| 296 | // Draw a full-sized quad, and check it's blue. |
| 297 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 298 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 299 | |
| 300 | // Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used. |
| 301 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 302 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 303 | |
| 304 | // Enable mipmaps. |
| 305 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 306 | |
| 307 | // Draw a half-sized quad, and check it's green. |
| 308 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 309 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| 310 | |
| 311 | // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two. |
| 312 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 313 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 0, 255); |
| 314 | |
| 315 | // Pass in level two init data. |
| 316 | glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelTwoInitData); |
| 317 | ASSERT_GL_NO_ERROR(); |
| 318 | |
| 319 | // Draw a full-sized quad, and check it's blue. |
| 320 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 321 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 322 | |
| 323 | // Draw a half-sized quad, and check it's green. |
| 324 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 325 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| 326 | |
| 327 | // Draw a quarter-sized quad, and check it's red. |
| 328 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 329 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255); |
| 330 | |
| 331 | // Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue. |
| 332 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 333 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 334 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 335 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 336 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 337 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 338 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 339 | |
| 340 | // Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white. |
| 341 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData); |
| 342 | ASSERT_GL_NO_ERROR(); |
| 343 | |
| 344 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 345 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255); |
| 346 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 347 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255); |
| 348 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 349 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 255, 255, 255); |
| 350 | |
| 351 | // Then enable mipmaps again. The quads should be white, green, red respectively. |
| 352 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 353 | |
| 354 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 355 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255); |
| 356 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 357 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255); |
| 358 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 359 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255); |
| 360 | } |
| 361 | |
| 362 | // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a non-renderable TextureStorage for this. |
| 363 | // The test then disables mips, renders to level zero of the texture, and reenables mips before using the texture again. |
| 364 | // To do this, D3D11 has to convert the TextureStorage into a renderable one. |
| 365 | // This test ensures that the conversion works correctly. |
| 366 | // In particular, on D3D11 Feature Level 9_3 it ensures that both the zero LOD workaround texture AND the 'normal' texture are copied during conversion. |
| 367 | TYPED_TEST(MipmapTest, GenerateMipmapFromInitDataThenRender) |
| 368 | { |
| 369 | // Pass in initial data so the texture is blue. |
| 370 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData); |
| 371 | |
| 372 | // Then generate the mips. |
| 373 | glGenerateMipmap(GL_TEXTURE_2D); |
| 374 | ASSERT_GL_NO_ERROR(); |
| 375 | |
| 376 | // Enable mipmaps. |
| 377 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 378 | |
| 379 | // Now draw the texture to various different sized areas. |
| 380 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 381 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 382 | |
| 383 | // Use mip level 1 |
| 384 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 385 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 386 | |
| 387 | // Use mip level 2 |
| 388 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 389 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 390 | |
| 391 | ASSERT_GL_NO_ERROR(); |
| 392 | |
| 393 | // Disable mips. Render a quad using the texture and ensure it's blue. |
| 394 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 395 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 396 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 397 | |
| 398 | // Clear level 0 of the texture. |
| 399 | glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer); |
| 400 | glClearColor(1.0f, 0.0f, 0.0f, 1.0f); |
| 401 | glClear(GL_COLOR_BUFFER_BIT); |
| 402 | |
| 403 | // Reenable mips, and try rendering different-sized quads. |
| 404 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 405 | |
| 406 | // Level 0 is now red, so this should render red. |
| 407 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 408 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255); |
| 409 | |
| 410 | // Use mip level 1, blue. |
| 411 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 412 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 413 | |
| 414 | // Use mip level 2, blue. |
| 415 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 416 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 417 | } |
| 418 | |
| 419 | // This test ensures that mips are correctly generated from a rendered image. |
| 420 | // In particular, on D3D11 Feature Level 9_3, the clear call will be performed on the zero-level texture, rather than the mipped one. |
| 421 | // The test ensures that the zero-level texture is correctly copied into the mipped texture before the mipmaps are generated. |
| 422 | TYPED_TEST(MipmapTest, GenerateMipmapFromRenderedImage) |
| 423 | { |
| 424 | // Bind the offscreen framebuffer/texture. |
| 425 | glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer); |
| 426 | |
| 427 | // Clear the texture to blue. |
| 428 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| 429 | glClear(GL_COLOR_BUFFER_BIT); |
| 430 | |
| 431 | // Then generate the mips |
| 432 | glGenerateMipmap(GL_TEXTURE_2D); |
| 433 | ASSERT_GL_NO_ERROR(); |
| 434 | |
| 435 | // Enable mips. |
| 436 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 437 | |
| 438 | // Now draw the texture to various different sized areas. |
| 439 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 440 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 441 | |
| 442 | // Use mip level 1 |
| 443 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 2, getWindowHeight() / 2); |
| 444 | EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255); |
| 445 | |
| 446 | // Use mip level 2 |
| 447 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 448 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 449 | } |
| 450 | |
| 451 | // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are enabled or not. |
| 452 | // TODO: This test hits a texture rebind bug in the D3D11 renderer. Fix this. |
| 453 | TYPED_TEST(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap) |
| 454 | { |
| 455 | // Bind the offscreen texture/framebuffer. |
| 456 | glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer); |
| 457 | |
| 458 | // Clear the texture to blue. |
| 459 | glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| 460 | glClear(GL_COLOR_BUFFER_BIT); |
| 461 | |
| 462 | // From now on, default clear color is black. |
| 463 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| 464 | |
| 465 | // Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer. |
| 466 | // The quad should be blue. |
| 467 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 468 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 469 | |
| 470 | // Now go back to the texture, and generate mips on it. |
| 471 | glGenerateMipmap(GL_TEXTURE_2D); |
| 472 | ASSERT_GL_NO_ERROR(); |
| 473 | |
| 474 | // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips. |
| 475 | // The quad should be blue. |
| 476 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 477 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 478 | |
| 479 | // Now tell GL to use the generated mips. |
| 480 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 481 | EXPECT_EQ(glGetError(), GL_NONE); |
| 482 | |
| 483 | // Now render the textured quad again. It should be still be blue. |
| 484 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 485 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255); |
| 486 | |
| 487 | // Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue. |
| 488 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 489 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 490 | |
| 491 | // Now clear the texture to green. This just clears the top level. The lower mips should remain blue. |
| 492 | glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer); |
| 493 | glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| 494 | glClear(GL_COLOR_BUFFER_BIT); |
| 495 | |
| 496 | // From now on, default clear color is black. |
| 497 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| 498 | |
| 499 | // Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0. |
| 500 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 501 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255); |
| 502 | |
| 503 | // Render a small textured quad. This forces minification, so should render blue (the color of levels 1+). |
| 504 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 505 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255); |
| 506 | |
| 507 | // Disable mipmaps again |
| 508 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 509 | ASSERT_GL_NO_ERROR(); |
| 510 | |
| 511 | // Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture. |
| 512 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth(), getWindowHeight()); |
| 513 | EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255); |
| 514 | |
| 515 | // Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green. |
| 516 | ClearAndDrawTexturedQuad(mOffscreenTexture, getWindowWidth() / 4, getWindowHeight() / 4); |
| 517 | EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 255, 0, 255); |
| 518 | } |
| 519 | |
| 520 | // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap. |
| 521 | // Then tests if the mipmaps are rendered correctly for all three layers. |
| 522 | TYPED_TEST(MipmapTestES3, MipmapsForTextureArray) |
| 523 | { |
| 524 | int px = getWindowWidth() / 2; |
| 525 | int py = getWindowHeight() / 2; |
| 526 | |
| 527 | glActiveTexture(GL_TEXTURE0); |
| 528 | glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray); |
| 529 | |
| 530 | glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3); |
| 531 | |
| 532 | // Fill the first layer with red |
| 533 | std::vector<GLubyte> pixels(4 * 16 * 16); |
| 534 | for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| 535 | { |
| 536 | pixels[pixelId * 4 + 0] = 255; |
| 537 | pixels[pixelId * 4 + 1] = 0; |
| 538 | pixels[pixelId * 4 + 2] = 0; |
| 539 | pixels[pixelId * 4 + 3] = 255; |
| 540 | } |
| 541 | |
| 542 | glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| 543 | |
| 544 | // Fill the second layer with green |
| 545 | for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| 546 | { |
| 547 | pixels[pixelId * 4 + 0] = 0; |
| 548 | pixels[pixelId * 4 + 1] = 255; |
| 549 | pixels[pixelId * 4 + 2] = 0; |
| 550 | pixels[pixelId * 4 + 3] = 255; |
| 551 | } |
| 552 | |
| 553 | glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| 554 | |
| 555 | // Fill the third layer with blue |
| 556 | for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId) |
| 557 | { |
| 558 | pixels[pixelId * 4 + 0] = 0; |
| 559 | pixels[pixelId * 4 + 1] = 0; |
| 560 | pixels[pixelId * 4 + 2] = 255; |
| 561 | pixels[pixelId * 4 + 3] = 255; |
| 562 | } |
| 563 | |
| 564 | glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); |
| 565 | |
| 566 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
| 567 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 568 | |
| 569 | EXPECT_GL_NO_ERROR(); |
| 570 | |
| 571 | glGenerateMipmap(GL_TEXTURE_2D_ARRAY); |
| 572 | |
| 573 | EXPECT_GL_NO_ERROR(); |
| 574 | |
| 575 | glUseProgram(mArrayProgram); |
| 576 | glUniform1i(mTextureArrayUniformLocation, 0); |
| 577 | |
| 578 | EXPECT_GL_NO_ERROR(); |
| 579 | |
| 580 | // Draw the first slice |
| 581 | glUseProgram(mArrayProgram); |
| 582 | glUniform1i(mTextureArraySliceUniformLocation, 0); |
| 583 | drawQuad(mArrayProgram, "position", 0.5f); |
| 584 | EXPECT_GL_NO_ERROR(); |
| 585 | EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255); |
| 586 | |
| 587 | // Draw the second slice |
| 588 | glUseProgram(mArrayProgram); |
| 589 | glUniform1i(mTextureArraySliceUniformLocation, 1); |
| 590 | drawQuad(mArrayProgram, "position", 0.5f); |
| 591 | EXPECT_GL_NO_ERROR(); |
| 592 | EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255); |
| 593 | |
| 594 | // Draw the third slice |
| 595 | glUseProgram(mArrayProgram); |
| 596 | glUniform1i(mTextureArraySliceUniformLocation, 2); |
| 597 | drawQuad(mArrayProgram, "position", 0.5f); |
| 598 | EXPECT_GL_NO_ERROR(); |
| 599 | EXPECT_PIXEL_EQ(px, py, 0, 0, 255, 255); |
| 600 | } |