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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
Olli Etuaho4a8329f2016-01-11 17:12:57 +020050 virtual std::string getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040051 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +030052 return
53 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -040054 attribute vec4 position;
55 varying vec2 texcoord;
56
57 void main()
58 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020059 gl_Position = vec4(position.xy, 0.0, 1.0);
Geoff Langc41e42d2014-04-28 10:58:16 -040060 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +030061 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +020062 }
Geoff Langc41e42d2014-04-28 10:58:16 -040063
Olli Etuaho4a8329f2016-01-11 17:12:57 +020064 virtual std::string getFragmentShaderSource() = 0;
65
Olli Etuahoa1c917f2016-04-06 13:50:03 +030066 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +020067 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +020068 const std::string vertexShaderSource = getVertexShaderSource();
69 const std::string fragmentShaderSource = getFragmentShaderSource();
70
71 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
72 ASSERT_NE(0u, mProgram);
73 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +030074 }
75
76 void SetUp() override
77 {
78 ANGLETest::SetUp();
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020079
80 setUpFramebuffer();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020081 }
82
83 void TearDown() override
84 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020085 glBindFramebuffer(GL_FRAMEBUFFER, 0);
86 glDeleteFramebuffers(1, &mFramebuffer);
87 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +020088 glDeleteProgram(mProgram);
89 ANGLETest::TearDown();
90 }
91
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020092 void setUpFramebuffer()
93 {
94 // We use an FBO to work around an issue where the default framebuffer applies SRGB
95 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
96 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
97 // section 4.4 says that the format of the default framebuffer is entirely up to the window
98 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
99 // SRGB conversion like desktop GL does.
100 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
101 glGenFramebuffers(1, &mFramebuffer);
102 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
103
104 glGenTextures(1, &mFramebufferColorTexture);
105 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
106 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
107 GL_UNSIGNED_BYTE, nullptr);
108 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
109 mFramebufferColorTexture, 0);
110 ASSERT_GL_NO_ERROR();
111 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
112 glBindTexture(GL_TEXTURE_2D, 0);
113 }
114
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200115 // Returns the created texture ID.
116 GLuint create2DTexture()
117 {
118 GLuint texture2D;
119 glGenTextures(1, &texture2D);
120 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800121 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200122 EXPECT_GL_NO_ERROR();
123 return texture2D;
124 }
125
126 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200127 GLuint mFramebuffer;
128
129 private:
130 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200131};
132
133class Texture2DTest : public TexCoordDrawTest
134{
135 protected:
136 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
137
138 std::string getFragmentShaderSource() override
139 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300140 return
141 R"(precision highp float;
Geoff Langc41e42d2014-04-28 10:58:16 -0400142 uniform sampler2D tex;
143 varying vec2 texcoord;
144
145 void main()
146 {
147 gl_FragColor = texture2D(tex, texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300148 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200149 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400150
Olli Etuaho96963162016-03-21 11:54:33 +0200151 virtual const char *getTextureUniformName() { return "tex"; }
152
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300153 void setUpProgram() override
154 {
155 TexCoordDrawTest::setUpProgram();
156 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
157 ASSERT_NE(-1, mTexture2DUniformLocation);
158 }
159
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200160 void SetUp() override
161 {
162 TexCoordDrawTest::SetUp();
163 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400164
Jamie Madill9aca0592014-10-06 16:26:59 -0400165 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400166 }
167
Jamie Madillfa05f602015-05-07 13:47:11 -0400168 void TearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400169 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400170 glDeleteTextures(1, &mTexture2D);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200171 TexCoordDrawTest::TearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400172 }
173
Jamie Madillbc393df2015-01-29 13:46:07 -0500174 // Tests CopyTexSubImage with floating point textures of various formats.
175 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
176 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300177 setUpProgram();
178
Martin Radev1be913c2016-07-11 17:59:16 +0300179 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400180 {
Yunchao He9550c602018-02-13 14:47:05 +0800181 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
182 !extensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400183
Yunchao He9550c602018-02-13 14:47:05 +0800184 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
185 !extensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400186
Yunchao He9550c602018-02-13 14:47:05 +0800187 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
188 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400189
Yunchao He9550c602018-02-13 14:47:05 +0800190 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
191 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400192
Yunchao He9550c602018-02-13 14:47:05 +0800193 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400194 }
195 else
196 {
Yunchao He9550c602018-02-13 14:47:05 +0800197 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400198
Yunchao He9550c602018-02-13 14:47:05 +0800199 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
200 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400201 }
202
Jamie Madill50cf2be2018-06-15 09:46:57 -0400203 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500204 GLfloat sourceImageData[4][16] =
205 {
206 { // R
207 1.0f,
208 0.0f,
209 0.0f,
210 1.0f
211 },
212 { // RG
213 1.0f, 0.0f,
214 0.0f, 1.0f,
215 0.0f, 0.0f,
216 1.0f, 1.0f
217 },
218 { // RGB
219 1.0f, 0.0f, 0.0f,
220 0.0f, 1.0f, 0.0f,
221 0.0f, 0.0f, 1.0f,
222 1.0f, 1.0f, 0.0f
223 },
224 { // RGBA
225 1.0f, 0.0f, 0.0f, 1.0f,
226 0.0f, 1.0f, 0.0f, 1.0f,
227 0.0f, 0.0f, 1.0f, 1.0f,
228 1.0f, 1.0f, 0.0f, 1.0f
229 },
230 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400231 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500232
Jamie Madill50cf2be2018-06-15 09:46:57 -0400233 GLenum imageFormats[] = {
234 GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500235 };
236
Jamie Madill50cf2be2018-06-15 09:46:57 -0400237 GLenum sourceUnsizedFormats[] = {
238 GL_RED, GL_RG, GL_RGB, GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500239 };
240
241 GLuint textures[2];
242
243 glGenTextures(2, textures);
244
Jamie Madill50cf2be2018-06-15 09:46:57 -0400245 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
246 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500247 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400248 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500249
250 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400251 if (getClientMajorVersion() >= 3)
252 {
253 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
254 }
255 else
256 {
257 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
258 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
261 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
262
hendrikwb27f79a2015-03-04 11:26:46 -0800263 if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500264 {
265 // This is not supported
266 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
267 }
268 else
269 {
270 ASSERT_GL_NO_ERROR();
271 }
272
273 GLuint fbo;
274 glGenFramebuffers(1, &fbo);
275 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
276 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
277
278 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400279 if (getClientMajorVersion() >= 3)
280 {
281 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
282 }
283 else
284 {
285 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
286 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
288 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
289
290 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
291 ASSERT_GL_NO_ERROR();
292
293 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200294 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500295
296 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
297
Olli Etuahoa314b612016-03-10 16:43:00 +0200298 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500299 if (testImageChannels > 1)
300 {
301 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
302 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
303 if (testImageChannels > 2)
304 {
305 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
306 }
307 }
308
309 glDeleteFramebuffers(1, &fbo);
310 glDeleteTextures(2, textures);
311
312 ASSERT_GL_NO_ERROR();
313 }
314
Jamie Madilld4cfa572014-07-08 10:00:32 -0400315 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400316 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400317};
318
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200319class Texture2DTestES3 : public Texture2DTest
320{
321 protected:
322 Texture2DTestES3() : Texture2DTest() {}
323
324 std::string getVertexShaderSource() override
325 {
326 return std::string(
327 "#version 300 es\n"
328 "out vec2 texcoord;\n"
329 "in vec4 position;\n"
330 "void main()\n"
331 "{\n"
332 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
333 " texcoord = (position.xy * 0.5) + 0.5;\n"
334 "}\n");
335 }
336
337 std::string getFragmentShaderSource() override
338 {
339 return std::string(
340 "#version 300 es\n"
341 "precision highp float;\n"
342 "uniform highp sampler2D tex;\n"
343 "in vec2 texcoord;\n"
344 "out vec4 fragColor;\n"
345 "void main()\n"
346 "{\n"
347 " fragColor = texture(tex, texcoord);\n"
348 "}\n");
349 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300350
351 void SetUp() override
352 {
353 Texture2DTest::SetUp();
354 setUpProgram();
355 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200356};
357
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200358class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
359{
360 protected:
361 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
362
363 std::string getVertexShaderSource() override
364 {
365 return std::string(
366 "#version 300 es\n"
367 "out vec2 texcoord;\n"
368 "in vec4 position;\n"
369 "void main()\n"
370 "{\n"
371 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
372 " texcoord = (position.xy * 0.5) + 0.5;\n"
373 "}\n");
374 }
375
376 std::string getFragmentShaderSource() override
377 {
378 return std::string(
379 "#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");
390 }
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
404 std::string getVertexShaderSource() override
405 {
406 return std::string(
407 "#version 300 es\n"
408 "out vec2 texcoord;\n"
409 "in vec4 position;\n"
410 "void main()\n"
411 "{\n"
412 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
413 " texcoord = (position.xy * 0.5) + 0.5;\n"
414 "}\n");
415 }
416
417 std::string getFragmentShaderSource() override
418 {
419 return std::string(
420 "#version 300 es\n"
421 "precision highp float;\n"
422 "uniform highp usampler2D tex;\n"
423 "in vec2 texcoord;\n"
424 "out vec4 fragColor;\n"
425 "void main()\n"
426 "{\n"
427 " vec4 green = vec4(0, 1, 0, 1);\n"
428 " vec4 black = vec4(0, 0, 0, 0);\n"
429 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
430 "}\n");
431 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300432
433 void SetUp() override
434 {
435 Texture2DTest::SetUp();
436 setUpProgram();
437 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200438};
439
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200440class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400441{
442 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200443 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
444
445 std::string getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400446 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300447 return
448 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200449 attribute vec4 position;
450 varying vec2 texcoord;
451
452 uniform vec2 drawScale;
453
454 void main()
455 {
456 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
457 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300458 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400459 }
460
461 void SetUp() override
462 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200463 Texture2DTest::SetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300464
465 setUpProgram();
466
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200467 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
468 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400469
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200470 glUseProgram(mProgram);
471 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
472 glUseProgram(0);
473 ASSERT_GL_NO_ERROR();
474 }
475
476 GLint mDrawScaleUniformLocation;
477};
478
Olli Etuaho4644a202016-01-12 15:12:53 +0200479class Sampler2DAsFunctionParameterTest : public Texture2DTest
480{
481 protected:
482 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
483
484 std::string getFragmentShaderSource() override
485 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300486 return
487 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200488 uniform sampler2D tex;
489 varying vec2 texcoord;
490
491 vec4 computeFragColor(sampler2D aTex)
492 {
493 return texture2D(aTex, texcoord);
494 }
495
496 void main()
497 {
498 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300499 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200500 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300501
502 void SetUp() override
503 {
504 Texture2DTest::SetUp();
505 setUpProgram();
506 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200507};
508
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200509class TextureCubeTest : public TexCoordDrawTest
510{
511 protected:
512 TextureCubeTest()
513 : TexCoordDrawTest(),
514 mTexture2D(0),
515 mTextureCube(0),
516 mTexture2DUniformLocation(-1),
517 mTextureCubeUniformLocation(-1)
518 {
519 }
520
521 std::string getFragmentShaderSource() override
522 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300523 return
524 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200525 uniform sampler2D tex2D;
526 uniform samplerCube texCube;
527 varying vec2 texcoord;
528
529 void main()
530 {
531 gl_FragColor = texture2D(tex2D, texcoord);
532 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300533 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200534 }
535
536 void SetUp() override
537 {
538 TexCoordDrawTest::SetUp();
539
540 glGenTextures(1, &mTextureCube);
541 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400542 for (GLenum face = 0; face < 6; face++)
543 {
544 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
545 GL_UNSIGNED_BYTE, nullptr);
546 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200547 EXPECT_GL_NO_ERROR();
548
549 mTexture2D = create2DTexture();
550
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300551 setUpProgram();
552
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200553 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
554 ASSERT_NE(-1, mTexture2DUniformLocation);
555 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
556 ASSERT_NE(-1, mTextureCubeUniformLocation);
557 }
558
559 void TearDown() override
560 {
561 glDeleteTextures(1, &mTextureCube);
562 TexCoordDrawTest::TearDown();
563 }
564
565 GLuint mTexture2D;
566 GLuint mTextureCube;
567 GLint mTexture2DUniformLocation;
568 GLint mTextureCubeUniformLocation;
569};
570
Martin Radev7e2c0d32017-09-15 14:25:42 +0300571class TextureCubeTestES3 : public ANGLETest
572{
573 protected:
574 TextureCubeTestES3() {}
575};
576
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200577class SamplerArrayTest : public TexCoordDrawTest
578{
579 protected:
580 SamplerArrayTest()
581 : TexCoordDrawTest(),
582 mTexture2DA(0),
583 mTexture2DB(0),
584 mTexture0UniformLocation(-1),
585 mTexture1UniformLocation(-1)
586 {
587 }
588
589 std::string getFragmentShaderSource() override
590 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300591 return
592 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200593 uniform highp sampler2D tex2DArray[2];
594 varying vec2 texcoord;
595 void main()
596 {
597 gl_FragColor = texture2D(tex2DArray[0], texcoord);
598 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300599 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200600 }
601
602 void SetUp() override
603 {
604 TexCoordDrawTest::SetUp();
605
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300606 setUpProgram();
607
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200608 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
609 ASSERT_NE(-1, mTexture0UniformLocation);
610 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
611 ASSERT_NE(-1, mTexture1UniformLocation);
612
613 mTexture2DA = create2DTexture();
614 mTexture2DB = create2DTexture();
615 ASSERT_GL_NO_ERROR();
616 }
617
618 void TearDown() override
619 {
620 glDeleteTextures(1, &mTexture2DA);
621 glDeleteTextures(1, &mTexture2DB);
622 TexCoordDrawTest::TearDown();
623 }
624
625 void testSamplerArrayDraw()
626 {
627 GLubyte texData[4];
628 texData[0] = 0;
629 texData[1] = 60;
630 texData[2] = 0;
631 texData[3] = 255;
632
633 glActiveTexture(GL_TEXTURE0);
634 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
635 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
636
637 texData[1] = 120;
638 glActiveTexture(GL_TEXTURE1);
639 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
640 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
641 EXPECT_GL_ERROR(GL_NO_ERROR);
642
643 glUseProgram(mProgram);
644 glUniform1i(mTexture0UniformLocation, 0);
645 glUniform1i(mTexture1UniformLocation, 1);
646 drawQuad(mProgram, "position", 0.5f);
647 EXPECT_GL_NO_ERROR();
648
649 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
650 }
651
652 GLuint mTexture2DA;
653 GLuint mTexture2DB;
654 GLint mTexture0UniformLocation;
655 GLint mTexture1UniformLocation;
656};
657
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200658class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
659{
660 protected:
661 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
662
663 std::string getFragmentShaderSource() override
664 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300665 return
666 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200667 uniform highp sampler2D tex2DArray[2];
668 varying vec2 texcoord;
669
670 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
671 {
672 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
673 }
674
675 void main()
676 {
677 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300678 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200679 }
680};
681
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200682class Texture2DArrayTestES3 : public TexCoordDrawTest
683{
684 protected:
685 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
686
687 std::string getVertexShaderSource() override
688 {
689 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400690 "#version 300 es\n"
691 "out vec2 texcoord;\n"
692 "in vec4 position;\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200693 "void main()\n"
694 "{\n"
695 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
696 " texcoord = (position.xy * 0.5) + 0.5;\n"
697 "}\n");
698 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400699
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200700 std::string getFragmentShaderSource() override
701 {
702 return std::string(
Jamie Madill2453dbc2015-07-14 11:35:42 -0400703 "#version 300 es\n"
704 "precision highp float;\n"
Olli Etuaho183d7e22015-11-20 15:59:09 +0200705 "uniform highp sampler2DArray tex2DArray;\n"
Jamie Madill2453dbc2015-07-14 11:35:42 -0400706 "in vec2 texcoord;\n"
707 "out vec4 fragColor;\n"
708 "void main()\n"
709 "{\n"
710 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200711 "}\n");
712 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400713
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200714 void SetUp() override
715 {
716 TexCoordDrawTest::SetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400717
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300718 setUpProgram();
719
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200720 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400721 ASSERT_NE(-1, mTextureArrayLocation);
722
723 glGenTextures(1, &m2DArrayTexture);
724 ASSERT_GL_NO_ERROR();
725 }
726
727 void TearDown() override
728 {
729 glDeleteTextures(1, &m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200730 TexCoordDrawTest::TearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400731 }
732
733 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400734 GLint mTextureArrayLocation;
735};
736
Olli Etuahobce743a2016-01-15 17:18:28 +0200737class TextureSizeTextureArrayTest : public TexCoordDrawTest
738{
739 protected:
740 TextureSizeTextureArrayTest()
741 : TexCoordDrawTest(),
742 mTexture2DA(0),
743 mTexture2DB(0),
744 mTexture0Location(-1),
745 mTexture1Location(-1)
746 {
747 }
748
749 std::string getVertexShaderSource() override
750 {
Olli Etuaho5804dc82018-04-13 14:11:46 +0300751 return std::string(essl3_shaders::vs::Simple());
Olli Etuahobce743a2016-01-15 17:18:28 +0200752 }
753
754 std::string getFragmentShaderSource() override
755 {
756 return std::string(
757 "#version 300 es\n"
758 "precision highp float;\n"
759 "uniform highp sampler2D tex2DArray[2];\n"
760 "out vec4 fragColor;\n"
761 "void main()\n"
762 "{\n"
763 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
764 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
765 " fragColor = vec4(red, green, 0.0, 1.0);\n"
766 "}\n");
767 }
768
769 void SetUp() override
770 {
771 TexCoordDrawTest::SetUp();
772
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300773 setUpProgram();
774
Olli Etuahobce743a2016-01-15 17:18:28 +0200775 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
776 ASSERT_NE(-1, mTexture0Location);
777 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
778 ASSERT_NE(-1, mTexture1Location);
779
780 mTexture2DA = create2DTexture();
781 mTexture2DB = create2DTexture();
782 ASSERT_GL_NO_ERROR();
783 }
784
785 void TearDown() override
786 {
787 glDeleteTextures(1, &mTexture2DA);
788 glDeleteTextures(1, &mTexture2DB);
789 TexCoordDrawTest::TearDown();
790 }
791
792 GLuint mTexture2DA;
793 GLuint mTexture2DB;
794 GLint mTexture0Location;
795 GLint mTexture1Location;
796};
797
Olli Etuahoa314b612016-03-10 16:43:00 +0200798class Texture3DTestES3 : public TexCoordDrawTest
799{
800 protected:
801 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
802
803 std::string getVertexShaderSource() override
804 {
805 return std::string(
806 "#version 300 es\n"
807 "out vec2 texcoord;\n"
808 "in vec4 position;\n"
809 "void main()\n"
810 "{\n"
811 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
812 " texcoord = (position.xy * 0.5) + 0.5;\n"
813 "}\n");
814 }
815
816 std::string getFragmentShaderSource() override
817 {
818 return std::string(
819 "#version 300 es\n"
820 "precision highp float;\n"
821 "uniform highp sampler3D tex3D;\n"
822 "in vec2 texcoord;\n"
823 "out vec4 fragColor;\n"
824 "void main()\n"
825 "{\n"
826 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
827 "}\n");
828 }
829
830 void SetUp() override
831 {
832 TexCoordDrawTest::SetUp();
833
834 glGenTextures(1, &mTexture3D);
835
836 setUpProgram();
837
838 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
839 ASSERT_NE(-1, mTexture3DUniformLocation);
840 }
841
842 void TearDown() override
843 {
844 glDeleteTextures(1, &mTexture3D);
845 TexCoordDrawTest::TearDown();
846 }
847
848 GLuint mTexture3D;
849 GLint mTexture3DUniformLocation;
850};
851
Olli Etuaho1a679902016-01-14 12:21:47 +0200852class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
853{
854 protected:
855 ShadowSamplerPlusSampler3DTestES3()
856 : TexCoordDrawTest(),
857 mTextureShadow(0),
858 mTexture3D(0),
859 mTextureShadowUniformLocation(-1),
860 mTexture3DUniformLocation(-1),
861 mDepthRefUniformLocation(-1)
862 {
863 }
864
865 std::string getVertexShaderSource() override
866 {
867 return std::string(
868 "#version 300 es\n"
869 "out vec2 texcoord;\n"
870 "in vec4 position;\n"
871 "void main()\n"
872 "{\n"
873 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
874 " texcoord = (position.xy * 0.5) + 0.5;\n"
875 "}\n");
876 }
877
878 std::string getFragmentShaderSource() override
879 {
880 return std::string(
881 "#version 300 es\n"
882 "precision highp float;\n"
883 "uniform highp sampler2DShadow tex2DShadow;\n"
884 "uniform highp sampler3D tex3D;\n"
885 "in vec2 texcoord;\n"
886 "uniform float depthRef;\n"
887 "out vec4 fragColor;\n"
888 "void main()\n"
889 "{\n"
890 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
891 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
892 "}\n");
893 }
894
895 void SetUp() override
896 {
897 TexCoordDrawTest::SetUp();
898
899 glGenTextures(1, &mTexture3D);
900
901 glGenTextures(1, &mTextureShadow);
902 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
903 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
904
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300905 setUpProgram();
906
Olli Etuaho1a679902016-01-14 12:21:47 +0200907 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
908 ASSERT_NE(-1, mTextureShadowUniformLocation);
909 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
910 ASSERT_NE(-1, mTexture3DUniformLocation);
911 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
912 ASSERT_NE(-1, mDepthRefUniformLocation);
913 }
914
915 void TearDown() override
916 {
917 glDeleteTextures(1, &mTextureShadow);
918 glDeleteTextures(1, &mTexture3D);
919 TexCoordDrawTest::TearDown();
920 }
921
922 GLuint mTextureShadow;
923 GLuint mTexture3D;
924 GLint mTextureShadowUniformLocation;
925 GLint mTexture3DUniformLocation;
926 GLint mDepthRefUniformLocation;
927};
928
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200929class SamplerTypeMixTestES3 : public TexCoordDrawTest
930{
931 protected:
932 SamplerTypeMixTestES3()
933 : TexCoordDrawTest(),
934 mTexture2D(0),
935 mTextureCube(0),
936 mTexture2DShadow(0),
937 mTextureCubeShadow(0),
938 mTexture2DUniformLocation(-1),
939 mTextureCubeUniformLocation(-1),
940 mTexture2DShadowUniformLocation(-1),
941 mTextureCubeShadowUniformLocation(-1),
942 mDepthRefUniformLocation(-1)
943 {
944 }
945
946 std::string getVertexShaderSource() override
947 {
948 return std::string(
949 "#version 300 es\n"
950 "out vec2 texcoord;\n"
951 "in vec4 position;\n"
952 "void main()\n"
953 "{\n"
954 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
955 " texcoord = (position.xy * 0.5) + 0.5;\n"
956 "}\n");
957 }
958
959 std::string getFragmentShaderSource() override
960 {
961 return std::string(
962 "#version 300 es\n"
963 "precision highp float;\n"
964 "uniform highp sampler2D tex2D;\n"
965 "uniform highp samplerCube texCube;\n"
966 "uniform highp sampler2DShadow tex2DShadow;\n"
967 "uniform highp samplerCubeShadow texCubeShadow;\n"
968 "in vec2 texcoord;\n"
969 "uniform float depthRef;\n"
970 "out vec4 fragColor;\n"
971 "void main()\n"
972 "{\n"
973 " fragColor = texture(tex2D, texcoord);\n"
974 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
975 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
976 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
977 "0.125);\n"
978 "}\n");
979 }
980
981 void SetUp() override
982 {
983 TexCoordDrawTest::SetUp();
984
985 glGenTextures(1, &mTexture2D);
986 glGenTextures(1, &mTextureCube);
987
988 glGenTextures(1, &mTexture2DShadow);
989 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
990 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
991
992 glGenTextures(1, &mTextureCubeShadow);
993 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
994 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
995
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300996 setUpProgram();
997
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200998 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
999 ASSERT_NE(-1, mTexture2DUniformLocation);
1000 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
1001 ASSERT_NE(-1, mTextureCubeUniformLocation);
1002 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
1003 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
1004 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
1005 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
1006 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
1007 ASSERT_NE(-1, mDepthRefUniformLocation);
1008
1009 ASSERT_GL_NO_ERROR();
1010 }
1011
1012 void TearDown() override
1013 {
1014 glDeleteTextures(1, &mTexture2D);
1015 glDeleteTextures(1, &mTextureCube);
1016 glDeleteTextures(1, &mTexture2DShadow);
1017 glDeleteTextures(1, &mTextureCubeShadow);
1018 TexCoordDrawTest::TearDown();
1019 }
1020
1021 GLuint mTexture2D;
1022 GLuint mTextureCube;
1023 GLuint mTexture2DShadow;
1024 GLuint mTextureCubeShadow;
1025 GLint mTexture2DUniformLocation;
1026 GLint mTextureCubeUniformLocation;
1027 GLint mTexture2DShadowUniformLocation;
1028 GLint mTextureCubeShadowUniformLocation;
1029 GLint mDepthRefUniformLocation;
1030};
1031
Olli Etuaho96963162016-03-21 11:54:33 +02001032class SamplerInStructTest : public Texture2DTest
1033{
1034 protected:
1035 SamplerInStructTest() : Texture2DTest() {}
1036
1037 const char *getTextureUniformName() override { return "us.tex"; }
1038
1039 std::string getFragmentShaderSource() override
1040 {
1041 return std::string(
1042 "precision highp float;\n"
1043 "struct S\n"
1044 "{\n"
1045 " vec4 a;\n"
1046 " highp sampler2D tex;\n"
1047 "};\n"
1048 "uniform S us;\n"
1049 "varying vec2 texcoord;\n"
1050 "void main()\n"
1051 "{\n"
1052 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1053 "}\n");
1054 }
1055
1056 void runSamplerInStructTest()
1057 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001058 setUpProgram();
1059
Olli Etuaho96963162016-03-21 11:54:33 +02001060 glActiveTexture(GL_TEXTURE0);
1061 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001062 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1063 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001064 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001065 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001066 }
1067};
1068
1069class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1070{
1071 protected:
1072 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1073
1074 std::string getFragmentShaderSource() override
1075 {
1076 return std::string(
1077 "precision highp float;\n"
1078 "struct S\n"
1079 "{\n"
1080 " vec4 a;\n"
1081 " highp sampler2D tex;\n"
1082 "};\n"
1083 "uniform S us;\n"
1084 "varying vec2 texcoord;\n"
1085 "vec4 sampleFrom(S s) {\n"
1086 " return texture2D(s.tex, texcoord + s.a.x);\n"
1087 "}\n"
1088 "void main()\n"
1089 "{\n"
1090 " gl_FragColor = sampleFrom(us);\n"
1091 "}\n");
1092 }
1093};
1094
1095class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1096{
1097 protected:
1098 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1099
1100 const char *getTextureUniformName() override { return "us[0].tex"; }
1101
1102 std::string getFragmentShaderSource() override
1103 {
1104 return std::string(
1105 "precision highp float;\n"
1106 "struct S\n"
1107 "{\n"
1108 " vec4 a;\n"
1109 " highp sampler2D tex;\n"
1110 "};\n"
1111 "uniform S us[1];\n"
1112 "varying vec2 texcoord;\n"
1113 "vec4 sampleFrom(S s) {\n"
1114 " return texture2D(s.tex, texcoord + s.a.x);\n"
1115 "}\n"
1116 "void main()\n"
1117 "{\n"
1118 " gl_FragColor = sampleFrom(us[0]);\n"
1119 "}\n");
1120 }
1121};
1122
1123class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1124{
1125 protected:
1126 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1127
1128 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1129
1130 std::string getFragmentShaderSource() override
1131 {
1132 return std::string(
1133 "precision highp float;\n"
1134 "struct SUB\n"
1135 "{\n"
1136 " vec4 a;\n"
1137 " highp sampler2D tex;\n"
1138 "};\n"
1139 "struct S\n"
1140 "{\n"
1141 " SUB sub;\n"
1142 "};\n"
1143 "uniform S us[1];\n"
1144 "varying vec2 texcoord;\n"
1145 "vec4 sampleFrom(SUB s) {\n"
1146 " return texture2D(s.tex, texcoord + s.a.x);\n"
1147 "}\n"
1148 "void main()\n"
1149 "{\n"
1150 " gl_FragColor = sampleFrom(us[0].sub);\n"
1151 "}\n");
1152 }
1153};
1154
1155class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1156{
1157 protected:
1158 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1159
1160 std::string getFragmentShaderSource() override
1161 {
1162 return std::string(
1163 "precision highp float;\n"
1164 "struct S\n"
1165 "{\n"
1166 " vec4 a;\n"
1167 " highp sampler2D tex;\n"
1168 "};\n"
1169 "uniform S us;\n"
1170 "uniform float us_tex;\n"
1171 "varying vec2 texcoord;\n"
1172 "void main()\n"
1173 "{\n"
1174 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1175 "}\n");
1176 }
1177};
1178
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001179TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001180{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001181 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001182 EXPECT_GL_ERROR(GL_NO_ERROR);
1183
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001184 setUpProgram();
1185
Jamie Madill50cf2be2018-06-15 09:46:57 -04001186 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001187 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1188 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001189
1190 if (extensionEnabled("GL_EXT_texture_storage"))
1191 {
1192 // Create a 1-level immutable texture.
1193 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1194
1195 // Try calling sub image on the second level.
1196 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1197 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1198 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001199}
Geoff Langc41e42d2014-04-28 10:58:16 -04001200
John Bauman18319182016-09-28 14:22:27 -07001201// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1202TEST_P(Texture2DTest, QueryBinding)
1203{
1204 glBindTexture(GL_TEXTURE_2D, 0);
1205 EXPECT_GL_ERROR(GL_NO_ERROR);
1206
1207 GLint textureBinding;
1208 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1209 EXPECT_GL_NO_ERROR();
1210 EXPECT_EQ(0, textureBinding);
1211
1212 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
1213 if (extensionEnabled("GL_OES_EGL_image_external") ||
1214 extensionEnabled("GL_NV_EGL_stream_consumer_external"))
1215 {
1216 EXPECT_GL_NO_ERROR();
1217 EXPECT_EQ(0, textureBinding);
1218 }
1219 else
1220 {
1221 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1222 }
1223}
1224
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001225TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001226{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001227 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001228 EXPECT_GL_ERROR(GL_NO_ERROR);
1229
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001230 setUpProgram();
1231
Geoff Langc41e42d2014-04-28 10:58:16 -04001232 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001233 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001234 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001235 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001236
Jamie Madill50cf2be2018-06-15 09:46:57 -04001237 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001238
1239 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1240 EXPECT_GL_NO_ERROR();
1241
1242 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1243 EXPECT_GL_NO_ERROR();
1244
1245 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1246 EXPECT_GL_NO_ERROR();
1247}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001248
1249// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001250TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001251{
1252 glActiveTexture(GL_TEXTURE0);
1253 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1254 glActiveTexture(GL_TEXTURE1);
1255 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1256 EXPECT_GL_ERROR(GL_NO_ERROR);
1257
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001258 glUseProgram(mProgram);
1259 glUniform1i(mTexture2DUniformLocation, 0);
1260 glUniform1i(mTextureCubeUniformLocation, 1);
1261 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001262 EXPECT_GL_NO_ERROR();
1263}
Jamie Madill9aca0592014-10-06 16:26:59 -04001264
Olli Etuaho53a2da12016-01-11 15:43:32 +02001265// Test drawing with two texture types accessed from the same shader and check that the result of
1266// drawing is correct.
1267TEST_P(TextureCubeTest, CubeMapDraw)
1268{
1269 GLubyte texData[4];
1270 texData[0] = 0;
1271 texData[1] = 60;
1272 texData[2] = 0;
1273 texData[3] = 255;
1274
1275 glActiveTexture(GL_TEXTURE0);
1276 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1277 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1278
1279 glActiveTexture(GL_TEXTURE1);
1280 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1281 texData[1] = 120;
1282 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1283 texData);
1284 EXPECT_GL_ERROR(GL_NO_ERROR);
1285
1286 glUseProgram(mProgram);
1287 glUniform1i(mTexture2DUniformLocation, 0);
1288 glUniform1i(mTextureCubeUniformLocation, 1);
1289 drawQuad(mProgram, "position", 0.5f);
1290 EXPECT_GL_NO_ERROR();
1291
1292 int px = getWindowWidth() - 1;
1293 int py = 0;
1294 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1295}
1296
Olli Etuaho4644a202016-01-12 15:12:53 +02001297TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1298{
1299 glActiveTexture(GL_TEXTURE0);
1300 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1301 GLubyte texData[4];
1302 texData[0] = 0;
1303 texData[1] = 128;
1304 texData[2] = 0;
1305 texData[3] = 255;
1306 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1307 glUseProgram(mProgram);
1308 glUniform1i(mTexture2DUniformLocation, 0);
1309 drawQuad(mProgram, "position", 0.5f);
1310 EXPECT_GL_NO_ERROR();
1311
1312 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1313}
1314
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001315// Test drawing with two textures passed to the shader in a sampler array.
1316TEST_P(SamplerArrayTest, SamplerArrayDraw)
1317{
1318 testSamplerArrayDraw();
1319}
1320
1321// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1322// user-defined function in the shader.
1323TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1324{
1325 testSamplerArrayDraw();
1326}
1327
Jamie Madill9aca0592014-10-06 16:26:59 -04001328// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001329TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001330{
Luc Ferronaf883622018-06-08 15:57:31 -04001331 // TODO(lucferron): Diagnose and fix
1332 // http://anglebug.com/2653
1333 ANGLE_SKIP_TEST_IF(IsVulkan());
1334
Jamie Madill9aca0592014-10-06 16:26:59 -04001335 int px = getWindowWidth() / 2;
1336 int py = getWindowHeight() / 2;
1337
1338 glActiveTexture(GL_TEXTURE0);
1339 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1340
Olli Etuahoa314b612016-03-10 16:43:00 +02001341 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001342
Olli Etuahoa314b612016-03-10 16:43:00 +02001343 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001344 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1345 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1346 glGenerateMipmap(GL_TEXTURE_2D);
1347
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001348 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001349 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001350 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1351 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001352 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001353 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001354
Olli Etuahoa314b612016-03-10 16:43:00 +02001355 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001356
Olli Etuahoa314b612016-03-10 16:43:00 +02001357 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1358 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001359 glGenerateMipmap(GL_TEXTURE_2D);
1360
Olli Etuahoa314b612016-03-10 16:43:00 +02001361 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001362
Olli Etuahoa314b612016-03-10 16:43:00 +02001363 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1364 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001365 glGenerateMipmap(GL_TEXTURE_2D);
1366
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001367 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001368
1369 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001370 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001371}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001372
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001373// Test creating a FBO with a cube map render target, to test an ANGLE bug
1374// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001375TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001376{
Jamie Madill3f3b3582018-09-14 10:38:44 -04001377 GLFramebuffer fbo;
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001378 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1379
1380 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001381 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1382 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001383
Corentin Wallez322653b2015-06-17 18:33:56 +02001384 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001385 EXPECT_GL_NO_ERROR();
Jamie Madill3f3b3582018-09-14 10:38:44 -04001386
1387 // Test clearing the six mip faces individually.
1388 std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
1389 GLColor::yellow, GLColor::cyan, GLColor::magenta}};
1390
1391 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1392 {
1393 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1394 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1395
1396 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
1397 glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
1398 glClear(GL_COLOR_BUFFER_BIT);
1399
1400 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
1401 }
1402
1403 // Iterate the faces again to make sure the colors haven't changed.
1404 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1405 {
1406 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1407 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1408 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
1409 << "face color " << faceIndex << " shouldn't change";
1410 }
1411}
1412
1413// Tests clearing a cube map with a scissor enabled.
1414TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
1415{
1416 // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
1417 ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
1418
1419 constexpr size_t kSize = 16;
1420
1421 GLFramebuffer fbo;
1422 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1423 glViewport(0, 0, kSize, kSize);
1424
1425 GLTexture texcube;
1426 glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
1427 for (GLenum face = 0; face < 6; face++)
1428 {
1429 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1430 GL_UNSIGNED_BYTE, nullptr);
1431 }
1432 ASSERT_GL_NO_ERROR();
1433
1434 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1435 texcube, 0);
1436
1437 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1438 ASSERT_GL_NO_ERROR();
1439
1440 glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
1441 glClear(GL_COLOR_BUFFER_BIT);
1442 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1443
1444 glEnable(GL_SCISSOR_TEST);
1445 glScissor(kSize / 2, 0, kSize / 2, kSize);
1446 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1447 glClear(GL_COLOR_BUFFER_BIT);
1448
1449 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1450 EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
1451
1452 ASSERT_GL_NO_ERROR();
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001453}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001454
Jamie Madill50cf2be2018-06-15 09:46:57 -04001455// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1456// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001457TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001458{
Luc Ferron7348fc52018-05-09 07:17:16 -04001459 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001460
Jamie Madill50cf2be2018-06-15 09:46:57 -04001461 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001462 int height = getWindowHeight();
1463
1464 GLuint tex2D;
1465 glGenTextures(1, &tex2D);
1466 glActiveTexture(GL_TEXTURE0);
1467 glBindTexture(GL_TEXTURE_2D, tex2D);
1468
1469 // Fill with red
1470 std::vector<GLubyte> pixels(3 * 16 * 16);
1471 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1472 {
1473 pixels[pixelId * 3 + 0] = 255;
1474 pixels[pixelId * 3 + 1] = 0;
1475 pixels[pixelId * 3 + 2] = 0;
1476 }
1477
1478 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001479 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1480 // 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 -04001481 if (getClientMajorVersion() >= 3)
1482 {
1483 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1484 }
1485 else
1486 {
1487 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1488 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001489
1490 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1491 // glTexSubImage2D should take into account that the image is dirty.
1492 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1493 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1494 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1495
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001496 setUpProgram();
1497
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001498 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001499 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001500 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001501 glDeleteTextures(1, &tex2D);
1502 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001503 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001504
1505 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001506 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1507 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001508}
1509
Jamie Madill50cf2be2018-06-15 09:46:57 -04001510// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1511// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001512TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001513{
1514 if (extensionEnabled("NV_pixel_buffer_object"))
1515 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001516 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001517 int height = getWindowHeight();
1518
1519 GLuint tex2D;
1520 glGenTextures(1, &tex2D);
1521 glActiveTexture(GL_TEXTURE0);
1522 glBindTexture(GL_TEXTURE_2D, tex2D);
1523
1524 // Fill with red
1525 std::vector<GLubyte> pixels(3 * 16 * 16);
1526 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1527 {
1528 pixels[pixelId * 3 + 0] = 255;
1529 pixels[pixelId * 3 + 1] = 0;
1530 pixels[pixelId * 3 + 2] = 0;
1531 }
1532
1533 // Read 16x16 region from red backbuffer to PBO
1534 GLuint pbo;
1535 glGenBuffers(1, &pbo);
1536 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1537 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1538
1539 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001540 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1541 // 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 +00001542 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1543
1544 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1545 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001546 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 +00001547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1548 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1549
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001550 setUpProgram();
1551
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001552 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001553 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001554 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001555 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001556 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001557 EXPECT_GL_NO_ERROR();
1558 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1559 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1560 }
1561}
Jamie Madillbc393df2015-01-29 13:46:07 -05001562
1563// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001564TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001565{
1566 testFloatCopySubImage(1, 1);
1567}
1568
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001569TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001570{
1571 testFloatCopySubImage(2, 1);
1572}
1573
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001574TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001575{
1576 testFloatCopySubImage(2, 2);
1577}
1578
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001579TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001580{
1581 testFloatCopySubImage(3, 1);
1582}
1583
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001584TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001585{
1586 testFloatCopySubImage(3, 2);
1587}
1588
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001589TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001590{
Yunchao He9550c602018-02-13 14:47:05 +08001591 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1592 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001593
Yunchao He9550c602018-02-13 14:47:05 +08001594 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1595 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001596
Jamie Madillbc393df2015-01-29 13:46:07 -05001597 testFloatCopySubImage(3, 3);
1598}
1599
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001600TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001601{
1602 testFloatCopySubImage(4, 1);
1603}
1604
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001605TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001606{
1607 testFloatCopySubImage(4, 2);
1608}
1609
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001610TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001611{
Yunchao He9550c602018-02-13 14:47:05 +08001612 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1613 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001614
Jamie Madillbc393df2015-01-29 13:46:07 -05001615 testFloatCopySubImage(4, 3);
1616}
1617
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001618TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001619{
Luc Ferronf786b702018-07-10 11:01:43 -04001620 // TODO(lucferron): This test fails only on linux and intel.
1621 // http://anglebug.com/2726
1622 ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && IsIntel());
1623
Yunchao He9550c602018-02-13 14:47:05 +08001624 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1625 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001626
Jamie Madillbc393df2015-01-29 13:46:07 -05001627 testFloatCopySubImage(4, 4);
1628}
Austin Kinross07285142015-03-26 11:36:16 -07001629
Jamie Madill50cf2be2018-06-15 09:46:57 -04001630// Port of
1631// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1632// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1633// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001634TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001635{
1636 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001637 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001638 GLuint tex2D;
1639
1640 if (extensionEnabled("GL_OES_texture_npot"))
1641 {
1642 // This test isn't applicable if texture_npot is enabled
1643 return;
1644 }
1645
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001646 setUpProgram();
1647
Austin Kinross07285142015-03-26 11:36:16 -07001648 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1649
Austin Kinross5faa15b2016-01-11 13:32:48 -08001650 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1651 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1652
Austin Kinross07285142015-03-26 11:36:16 -07001653 glActiveTexture(GL_TEXTURE0);
1654 glGenTextures(1, &tex2D);
1655 glBindTexture(GL_TEXTURE_2D, tex2D);
1656
Till Rathmannc1551dc2018-08-15 17:04:49 +02001657 const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
Austin Kinross07285142015-03-26 11:36:16 -07001658
1659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1660 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1661
1662 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001663 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1664 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001665 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1666
1667 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001668 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1669 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001670 EXPECT_GL_NO_ERROR();
1671
1672 // Check that generateMipmap fails on NPOT
1673 glGenerateMipmap(GL_TEXTURE_2D);
1674 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1675
1676 // Check that nothing is drawn if filtering is not correct for NPOT
1677 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1678 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1681 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001682 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001683 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1684
1685 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1687 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1688 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1689 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001690 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001691 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1692
1693 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1695 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001696 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001697 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1698
1699 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001700 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1701 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001702 EXPECT_GL_NO_ERROR();
1703
1704 // Check that generateMipmap for an POT texture succeeds
1705 glGenerateMipmap(GL_TEXTURE_2D);
1706 EXPECT_GL_NO_ERROR();
1707
1708 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1709 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1710 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1711 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1712 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1713 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001714 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001715 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1716 EXPECT_GL_NO_ERROR();
1717}
Jamie Madillfa05f602015-05-07 13:47:11 -04001718
Austin Kinross08528e12015-10-07 16:24:40 -07001719// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1720// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001721TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001722{
1723 glActiveTexture(GL_TEXTURE0);
1724 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1725
1726 // Create an 8x8 (i.e. power-of-two) texture.
1727 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1730 glGenerateMipmap(GL_TEXTURE_2D);
1731
1732 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1733 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001734 std::array<GLColor, 3 * 3> data;
1735 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001736
1737 EXPECT_GL_NO_ERROR();
1738}
1739
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001740// Test to check that texture completeness is determined correctly when the texture base level is
1741// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1742TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1743{
1744 glActiveTexture(GL_TEXTURE0);
1745 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001746
1747 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1748 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1749 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1750 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1751 texDataGreen.data());
1752 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1753 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001754 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1755 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1756 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1757
1758 EXPECT_GL_NO_ERROR();
1759
1760 drawQuad(mProgram, "position", 0.5f);
1761
Olli Etuahoa314b612016-03-10 16:43:00 +02001762 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1763}
1764
1765// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1766// have images defined.
1767TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1768{
Yunchao He9550c602018-02-13 14:47:05 +08001769 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1770 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1771
Olli Etuahoa314b612016-03-10 16:43:00 +02001772 glActiveTexture(GL_TEXTURE0);
1773 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1774 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1775 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1776 texDataGreen.data());
1777 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1778 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1780 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1781
1782 EXPECT_GL_NO_ERROR();
1783
1784 drawQuad(mProgram, "position", 0.5f);
1785
1786 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1787}
1788
Olli Etuahoe8528d82016-05-16 17:50:52 +03001789// Test that drawing works correctly when level 0 is undefined and base level is 1.
1790TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1791{
Yunchao He9550c602018-02-13 14:47:05 +08001792 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1793 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1794
Olli Etuahoe8528d82016-05-16 17:50:52 +03001795 glActiveTexture(GL_TEXTURE0);
1796 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1797 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1798 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1799 texDataGreen.data());
1800 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1801 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1802 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1803 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1804
1805 EXPECT_GL_NO_ERROR();
1806
1807 // Texture is incomplete.
1808 drawQuad(mProgram, "position", 0.5f);
1809 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1810
1811 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1812 texDataGreen.data());
1813
1814 // Texture is now complete.
1815 drawQuad(mProgram, "position", 0.5f);
1816 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1817}
1818
Olli Etuahoa314b612016-03-10 16:43:00 +02001819// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1820// dimensions that don't fit the images inside the range.
1821// GLES 3.0.4 section 3.8.13 Texture completeness
1822TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1823{
Olli Etuahoa314b612016-03-10 16:43:00 +02001824 glActiveTexture(GL_TEXTURE0);
1825 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1826 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1827 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1828 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1829
1830 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1831 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1832
1833 // Two levels that are initially unused.
1834 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1835 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1836 texDataCyan.data());
1837
1838 // One level that is used - only this level should affect completeness.
1839 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1840 texDataGreen.data());
1841
1842 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1843 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1844
1845 EXPECT_GL_NO_ERROR();
1846
1847 drawQuad(mProgram, "position", 0.5f);
1848
1849 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1850
Yunchao He2f23f352018-02-11 22:11:37 +08001851 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001852
1853 // Switch the level that is being used to the cyan level 2.
1854 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1855 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1856
1857 EXPECT_GL_NO_ERROR();
1858
1859 drawQuad(mProgram, "position", 0.5f);
1860
1861 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1862}
1863
1864// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1865// have images defined.
1866TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1867{
Olli Etuahoa314b612016-03-10 16:43:00 +02001868 glActiveTexture(GL_TEXTURE0);
1869 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1870 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1871 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1872 texDataGreen.data());
1873 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1874 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1875 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1876 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1877
1878 EXPECT_GL_NO_ERROR();
1879
1880 drawQuad(mProgram, "position", 0.5f);
1881
1882 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1883}
1884
1885// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1886// dimensions that don't fit the images inside the range.
1887// GLES 3.0.4 section 3.8.13 Texture completeness
1888TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1889{
Olli Etuahoa314b612016-03-10 16:43:00 +02001890 glActiveTexture(GL_TEXTURE0);
1891 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1892 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1893 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1894 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1895
1896 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1897 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1898
1899 // Two levels that are initially unused.
1900 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1901 texDataRed.data());
1902 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1903 texDataCyan.data());
1904
1905 // One level that is used - only this level should affect completeness.
1906 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1907 texDataGreen.data());
1908
1909 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1910 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1911
1912 EXPECT_GL_NO_ERROR();
1913
1914 drawQuad(mProgram, "position", 0.5f);
1915
1916 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1917
Yunchao He2f23f352018-02-11 22:11:37 +08001918 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001919
1920 // Switch the level that is being used to the cyan level 2.
1921 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1922 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1923
1924 EXPECT_GL_NO_ERROR();
1925
1926 drawQuad(mProgram, "position", 0.5f);
1927
1928 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1929}
1930
1931// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1932// have images defined.
1933TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1934{
Olli Etuahoa314b612016-03-10 16:43:00 +02001935 glActiveTexture(GL_TEXTURE0);
1936 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1937 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1938 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1939 texDataGreen.data());
1940 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1941 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1942 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1943 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1944
1945 EXPECT_GL_NO_ERROR();
1946
1947 drawQuad(mProgram, "position", 0.5f);
1948
1949 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1950}
1951
1952// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1953// dimensions that don't fit the images inside the range.
1954// GLES 3.0.4 section 3.8.13 Texture completeness
1955TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1956{
Olli Etuahoa314b612016-03-10 16:43:00 +02001957 glActiveTexture(GL_TEXTURE0);
1958 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1959 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1960 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1961 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1962
1963 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1964 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1965
1966 // Two levels that are initially unused.
1967 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1968 texDataRed.data());
1969 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1970 texDataCyan.data());
1971
1972 // One level that is used - only this level should affect completeness.
1973 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1974 texDataGreen.data());
1975
1976 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1977 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1978
1979 EXPECT_GL_NO_ERROR();
1980
1981 drawQuad(mProgram, "position", 0.5f);
1982
1983 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1984
Yunchao He2f23f352018-02-11 22:11:37 +08001985 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1986
Yunchao He9550c602018-02-13 14:47:05 +08001987 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1988 // level was changed.
1989 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001990
1991 // Switch the level that is being used to the cyan level 2.
1992 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1993 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1994
1995 EXPECT_GL_NO_ERROR();
1996
1997 drawQuad(mProgram, "position", 0.5f);
1998
1999 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2000}
2001
2002// Test that texture completeness is updated if texture max level changes.
2003// GLES 3.0.4 section 3.8.13 Texture completeness
2004TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
2005{
Olli Etuahoa314b612016-03-10 16:43:00 +02002006 glActiveTexture(GL_TEXTURE0);
2007 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2008 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2009
2010 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2011 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2012
2013 // A level that is initially unused.
2014 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2015 texDataGreen.data());
2016
2017 // One level that is initially used - only this level should affect completeness.
2018 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2019 texDataGreen.data());
2020
2021 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2022 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2023
2024 EXPECT_GL_NO_ERROR();
2025
2026 drawQuad(mProgram, "position", 0.5f);
2027
2028 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2029
2030 // Switch the max level to level 1. The levels within the used range now have inconsistent
2031 // dimensions and the texture should be incomplete.
2032 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2033
2034 EXPECT_GL_NO_ERROR();
2035
2036 drawQuad(mProgram, "position", 0.5f);
2037
2038 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2039}
2040
2041// Test that 3D texture completeness is updated if texture max level changes.
2042// GLES 3.0.4 section 3.8.13 Texture completeness
2043TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
2044{
Olli Etuahoa314b612016-03-10 16:43:00 +02002045 glActiveTexture(GL_TEXTURE0);
2046 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2047 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2048
2049 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2050 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2051
2052 // A level that is initially unused.
2053 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2054 texDataGreen.data());
2055
2056 // One level that is initially used - only this level should affect completeness.
2057 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2058 texDataGreen.data());
2059
2060 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2061 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2062
2063 EXPECT_GL_NO_ERROR();
2064
2065 drawQuad(mProgram, "position", 0.5f);
2066
2067 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2068
2069 // Switch the max level to level 1. The levels within the used range now have inconsistent
2070 // dimensions and the texture should be incomplete.
2071 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2072
2073 EXPECT_GL_NO_ERROR();
2074
2075 drawQuad(mProgram, "position", 0.5f);
2076
2077 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2078}
2079
2080// Test that texture completeness is updated if texture base level changes.
2081// GLES 3.0.4 section 3.8.13 Texture completeness
2082TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2083{
Olli Etuahoa314b612016-03-10 16:43:00 +02002084 glActiveTexture(GL_TEXTURE0);
2085 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2086 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2087
2088 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2089 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2090
2091 // Two levels that are initially unused.
2092 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2093 texDataGreen.data());
2094 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2095 texDataGreen.data());
2096
2097 // One level that is initially used - only this level should affect completeness.
2098 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2099 texDataGreen.data());
2100
2101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2103
2104 EXPECT_GL_NO_ERROR();
2105
2106 drawQuad(mProgram, "position", 0.5f);
2107
2108 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2109
2110 // Switch the base level to level 1. The levels within the used range now have inconsistent
2111 // dimensions and the texture should be incomplete.
2112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2113
2114 EXPECT_GL_NO_ERROR();
2115
2116 drawQuad(mProgram, "position", 0.5f);
2117
2118 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2119}
2120
2121// Test that texture is not complete if base level is greater than max level.
2122// GLES 3.0.4 section 3.8.13 Texture completeness
2123TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2124{
Olli Etuahoa314b612016-03-10 16:43:00 +02002125 glActiveTexture(GL_TEXTURE0);
2126 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2127
2128 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2129 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2130
2131 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2132
2133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2135
2136 EXPECT_GL_NO_ERROR();
2137
2138 drawQuad(mProgram, "position", 0.5f);
2139
2140 // Texture should be incomplete.
2141 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2142}
2143
2144// Test that immutable texture base level and max level are clamped.
2145// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2146TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2147{
Olli Etuahoa314b612016-03-10 16:43:00 +02002148 glActiveTexture(GL_TEXTURE0);
2149 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2150
2151 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2152 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2153
2154 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2155
2156 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2157
2158 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2159 // should be clamped to [base_level, levels - 1].
2160 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2161 // In the case of this test, those rules make the effective base level and max level 0.
2162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2163 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2164
2165 EXPECT_GL_NO_ERROR();
2166
2167 drawQuad(mProgram, "position", 0.5f);
2168
2169 // Texture should be complete.
2170 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2171}
2172
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002173// Test that changing base level works when it affects the format of the texture.
2174TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2175{
Yunchao He9550c602018-02-13 14:47:05 +08002176 // Observed rendering corruption on NVIDIA OpenGL.
2177 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2178
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002179 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002180
2181 // Observed incorrect rendering on AMD OpenGL.
2182 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002183
2184 glActiveTexture(GL_TEXTURE0);
2185 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2186 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2187 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2188
2189 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2190 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2191
2192 // RGBA8 level that's initially unused.
2193 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2194 texDataCyan.data());
2195
2196 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2197 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2198
2199 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2200 // format. It reads green channel data from the green and alpha channels of texDataGreen
2201 // (this is a bit hacky but works).
2202 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2203
2204 EXPECT_GL_NO_ERROR();
2205
2206 drawQuad(mProgram, "position", 0.5f);
2207
2208 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2209
2210 // Switch the texture to use the cyan level 0 with the RGBA format.
2211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2213
2214 EXPECT_GL_NO_ERROR();
2215
2216 drawQuad(mProgram, "position", 0.5f);
2217
2218 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2219}
2220
Olli Etuahoa314b612016-03-10 16:43:00 +02002221// Test that setting a texture image works when base level is out of range.
2222TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2223{
2224 glActiveTexture(GL_TEXTURE0);
2225 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2226
2227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2228 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2229
2230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2232
2233 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2234
2235 EXPECT_GL_NO_ERROR();
2236
2237 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2238
2239 drawQuad(mProgram, "position", 0.5f);
2240
2241 // Texture should be complete.
2242 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002243}
2244
Jamie Madill50cf2be2018-06-15 09:46:57 -04002245// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2246// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2247// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002248TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002249{
2250 std::vector<GLubyte> pixelData;
2251 for (size_t count = 0; count < 5000; count++)
2252 {
2253 pixelData.push_back(0u);
2254 pixelData.push_back(255u);
2255 pixelData.push_back(0u);
2256 }
2257
2258 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002259 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002260 glUniform1i(mTextureArrayLocation, 0);
2261
2262 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002263 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2264 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002265
2266 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2267 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2268 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2269 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002270 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002271 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002272
2273 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002274 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2275 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002276 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002277 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002278
2279 ASSERT_GL_NO_ERROR();
2280}
2281
Olli Etuaho1a679902016-01-14 12:21:47 +02002282// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2283// This test is needed especially to confirm that sampler registers get assigned correctly on
2284// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2285TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2286{
2287 glActiveTexture(GL_TEXTURE0);
2288 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2289 GLubyte texData[4];
2290 texData[0] = 0;
2291 texData[1] = 60;
2292 texData[2] = 0;
2293 texData[3] = 255;
2294 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2295
2296 glActiveTexture(GL_TEXTURE1);
2297 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2298 GLfloat depthTexData[1];
2299 depthTexData[0] = 0.5f;
2300 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2301 depthTexData);
2302
2303 glUseProgram(mProgram);
2304 glUniform1f(mDepthRefUniformLocation, 0.3f);
2305 glUniform1i(mTexture3DUniformLocation, 0);
2306 glUniform1i(mTextureShadowUniformLocation, 1);
2307
2308 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2309 drawQuad(mProgram, "position", 0.5f);
2310 EXPECT_GL_NO_ERROR();
2311 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2312 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2313
2314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2315 drawQuad(mProgram, "position", 0.5f);
2316 EXPECT_GL_NO_ERROR();
2317 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2318 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2319}
2320
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002321// Test multiple different sampler types in the same shader.
2322// This test makes sure that even if sampler / texture registers get grouped together based on type
2323// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2324// still has the right register index information for each ESSL sampler.
2325// The tested ESSL samplers have the following types in D3D11 HLSL:
2326// sampler2D: Texture2D + SamplerState
2327// samplerCube: TextureCube + SamplerState
2328// sampler2DShadow: Texture2D + SamplerComparisonState
2329// samplerCubeShadow: TextureCube + SamplerComparisonState
2330TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2331{
2332 glActiveTexture(GL_TEXTURE0);
2333 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2334 GLubyte texData[4];
2335 texData[0] = 0;
2336 texData[1] = 0;
2337 texData[2] = 120;
2338 texData[3] = 255;
2339 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2340
2341 glActiveTexture(GL_TEXTURE1);
2342 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2343 texData[0] = 0;
2344 texData[1] = 90;
2345 texData[2] = 0;
2346 texData[3] = 255;
2347 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2348 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2349 texData);
2350
2351 glActiveTexture(GL_TEXTURE2);
2352 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2354 GLfloat depthTexData[1];
2355 depthTexData[0] = 0.5f;
2356 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2357 depthTexData);
2358
2359 glActiveTexture(GL_TEXTURE3);
2360 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2361 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2362 depthTexData[0] = 0.2f;
2363 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2364 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2365 depthTexData);
2366
2367 EXPECT_GL_NO_ERROR();
2368
2369 glUseProgram(mProgram);
2370 glUniform1f(mDepthRefUniformLocation, 0.3f);
2371 glUniform1i(mTexture2DUniformLocation, 0);
2372 glUniform1i(mTextureCubeUniformLocation, 1);
2373 glUniform1i(mTexture2DShadowUniformLocation, 2);
2374 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2375
2376 drawQuad(mProgram, "position", 0.5f);
2377 EXPECT_GL_NO_ERROR();
2378 // The shader writes:
2379 // <texture 2d color> +
2380 // <cube map color> +
2381 // 0.25 * <comparison result (1.0)> +
2382 // 0.125 * <comparison result (0.0)>
2383 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2384}
2385
Olli Etuahobce743a2016-01-15 17:18:28 +02002386// Test different base levels on textures accessed through the same sampler array.
2387// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2388TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2389{
Yunchao He9550c602018-02-13 14:47:05 +08002390 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2391
Olli Etuahobce743a2016-01-15 17:18:28 +02002392 glActiveTexture(GL_TEXTURE0);
2393 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2394 GLsizei size = 64;
2395 for (GLint level = 0; level < 7; ++level)
2396 {
2397 ASSERT_LT(0, size);
2398 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2399 nullptr);
2400 size = size / 2;
2401 }
2402 ASSERT_EQ(0, size);
2403 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2404
2405 glActiveTexture(GL_TEXTURE1);
2406 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2407 size = 128;
2408 for (GLint level = 0; level < 8; ++level)
2409 {
2410 ASSERT_LT(0, size);
2411 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2412 nullptr);
2413 size = size / 2;
2414 }
2415 ASSERT_EQ(0, size);
2416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2417 EXPECT_GL_NO_ERROR();
2418
2419 glUseProgram(mProgram);
2420 glUniform1i(mTexture0Location, 0);
2421 glUniform1i(mTexture1Location, 1);
2422
Olli Etuaho5804dc82018-04-13 14:11:46 +03002423 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002424 EXPECT_GL_NO_ERROR();
2425 // Red channel: width of level 1 of texture A: 32.
2426 // Green channel: width of level 3 of texture B: 16.
2427 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2428}
2429
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002430// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2431// ES 3.0.4 table 3.24
2432TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2433{
2434 glActiveTexture(GL_TEXTURE0);
2435 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2436 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, 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
2444// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2445// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002446TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002447{
Luc Ferron5164b792018-03-06 09:10:12 -05002448 setUpProgram();
2449
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002450 glActiveTexture(GL_TEXTURE0);
2451 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2452 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2453 EXPECT_GL_NO_ERROR();
2454
2455 drawQuad(mProgram, "position", 0.5f);
2456
2457 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2458}
2459
Luc Ferron5164b792018-03-06 09:10:12 -05002460// Validate that every component of the pixel will be equal to the luminance value we've set
2461// and that the alpha channel will be 1 (or 255 to be exact).
2462TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2463{
2464 setUpProgram();
2465
2466 glActiveTexture(GL_TEXTURE0);
2467 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2468 uint8_t pixel = 50;
2469 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2470 EXPECT_GL_NO_ERROR();
2471
2472 drawQuad(mProgram, "position", 0.5f);
2473
2474 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2475}
2476
2477// Validate that every component of the pixel will be equal to the luminance value we've set
2478// and that the alpha channel will be the second component.
2479TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2480{
2481 setUpProgram();
2482
2483 glActiveTexture(GL_TEXTURE0);
2484 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2485 uint8_t pixel[] = {50, 25};
2486 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2487 GL_UNSIGNED_BYTE, pixel);
2488 EXPECT_GL_NO_ERROR();
2489
2490 drawQuad(mProgram, "position", 0.5f);
2491
2492 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2493}
2494
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002495// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2496// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002497TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002498{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002499 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2500 ANGLE_SKIP_TEST_IF(IsD3D9());
2501 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002502
2503 setUpProgram();
2504
Luc Ferrond8c632c2018-04-10 12:31:44 -04002505 glActiveTexture(GL_TEXTURE0);
2506 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2507 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2508 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002509
Luc Ferrond8c632c2018-04-10 12:31:44 -04002510 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002511
Luc Ferrond8c632c2018-04-10 12:31:44 -04002512 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002513}
2514
2515// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2516// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002517TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002518{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002519 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2520 ANGLE_SKIP_TEST_IF(IsD3D9());
2521 ANGLE_SKIP_TEST_IF(IsVulkan());
2522 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2523 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2524 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002525
Luc Ferrond8c632c2018-04-10 12:31:44 -04002526 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002527
Luc Ferrond8c632c2018-04-10 12:31:44 -04002528 glActiveTexture(GL_TEXTURE0);
2529 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2530 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2531 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002532
Luc Ferrond8c632c2018-04-10 12:31:44 -04002533 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002534
Luc Ferrond8c632c2018-04-10 12:31:44 -04002535 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002536}
2537
2538// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2539// ES 3.0.4 table 3.24
2540TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
2541{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002542 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2543
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002544 glActiveTexture(GL_TEXTURE0);
2545 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2546 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2548 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2549 EXPECT_GL_NO_ERROR();
2550
2551 drawQuad(mProgram, "position", 0.5f);
2552
2553 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2554}
2555
2556// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2557// ES 3.0.4 table 3.24
2558TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2559{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002560 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2561
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002562 glActiveTexture(GL_TEXTURE0);
2563 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2564
2565 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
2566 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2567 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2568 EXPECT_GL_NO_ERROR();
2569
2570 drawQuad(mProgram, "position", 0.5f);
2571
2572 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2573}
2574
2575// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2576// ES 3.0.4 table 3.24
2577TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
2578{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002579 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2580
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002581 glActiveTexture(GL_TEXTURE0);
2582 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2583 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
2584 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2585 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2586 EXPECT_GL_NO_ERROR();
2587
2588 drawQuad(mProgram, "position", 0.5f);
2589
2590 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2591}
2592
2593// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2594// ES 3.0.4 table 3.24
2595TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
2596{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002597 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2598
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002599 glActiveTexture(GL_TEXTURE0);
2600 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2601 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
2602 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2603 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2604 EXPECT_GL_NO_ERROR();
2605
2606 drawQuad(mProgram, "position", 0.5f);
2607
2608 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2609}
2610
2611// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2612// ES 3.0.4 table 3.24
2613TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
2614{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002615 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2616
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002617 glActiveTexture(GL_TEXTURE0);
2618 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2619 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
2620 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2621 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2622 EXPECT_GL_NO_ERROR();
2623
2624 drawQuad(mProgram, "position", 0.5f);
2625
2626 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2627}
2628
2629// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2630// ES 3.0.4 table 3.24
2631TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2632{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002633 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2634
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002635 glActiveTexture(GL_TEXTURE0);
2636 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2637 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2639 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2640 EXPECT_GL_NO_ERROR();
2641
2642 drawQuad(mProgram, "position", 0.5f);
2643
2644 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2645}
2646
2647// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2648// ES 3.0.4 table 3.24
2649TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2650{
2651 glActiveTexture(GL_TEXTURE0);
2652 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2653 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2654 EXPECT_GL_NO_ERROR();
2655
2656 drawQuad(mProgram, "position", 0.5f);
2657
2658 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2659}
2660
2661// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2662// ES 3.0.4 table 3.24
2663TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2664{
2665 glActiveTexture(GL_TEXTURE0);
2666 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2667 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2668 nullptr);
2669 EXPECT_GL_NO_ERROR();
2670
2671 drawQuad(mProgram, "position", 0.5f);
2672
2673 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2674}
2675
2676// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2677// ES 3.0.4 table 3.24
2678TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2679{
Yunchao He9550c602018-02-13 14:47:05 +08002680 // Seems to fail on OSX 10.12 Intel.
2681 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002682
Yuly Novikov49886892018-01-23 21:18:27 -05002683 // http://anglebug.com/2190
2684 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2685
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002686 glActiveTexture(GL_TEXTURE0);
2687 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2688 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
2689 EXPECT_GL_NO_ERROR();
2690
2691 drawQuad(mProgram, "position", 0.5f);
2692
2693 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2694}
2695
2696// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2697// ES 3.0.4 table 3.24
2698TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2699{
Yunchao He9550c602018-02-13 14:47:05 +08002700 // Seems to fail on OSX 10.12 Intel.
2701 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002702
Yuly Novikov49886892018-01-23 21:18:27 -05002703 // http://anglebug.com/2190
2704 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2705
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002706 glActiveTexture(GL_TEXTURE0);
2707 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2708 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2709 EXPECT_GL_NO_ERROR();
2710
2711 drawQuad(mProgram, "position", 0.5f);
2712
2713 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2714}
2715
Olli Etuaho96963162016-03-21 11:54:33 +02002716// Use a sampler in a uniform struct.
2717TEST_P(SamplerInStructTest, SamplerInStruct)
2718{
2719 runSamplerInStructTest();
2720}
2721
2722// Use a sampler in a uniform struct that's passed as a function parameter.
2723TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2724{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002725 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002726 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002727
Olli Etuaho96963162016-03-21 11:54:33 +02002728 runSamplerInStructTest();
2729}
2730
2731// Use a sampler in a uniform struct array with a struct from the array passed as a function
2732// parameter.
2733TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2734{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002735 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002736 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2737
Olli Etuaho96963162016-03-21 11:54:33 +02002738 runSamplerInStructTest();
2739}
2740
2741// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2742// parameter.
2743TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2744{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002745 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002746 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2747
Olli Etuaho96963162016-03-21 11:54:33 +02002748 runSamplerInStructTest();
2749}
2750
2751// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2752// similarly named uniform.
2753TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2754{
2755 runSamplerInStructTest();
2756}
2757
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002758class TextureLimitsTest : public ANGLETest
2759{
2760 protected:
2761 struct RGBA8
2762 {
2763 uint8_t R, G, B, A;
2764 };
2765
2766 TextureLimitsTest()
2767 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
2768 {
2769 setWindowWidth(128);
2770 setWindowHeight(128);
2771 setConfigRedBits(8);
2772 setConfigGreenBits(8);
2773 setConfigBlueBits(8);
2774 setConfigAlphaBits(8);
2775 }
2776
2777 ~TextureLimitsTest()
2778 {
2779 if (mProgram != 0)
2780 {
2781 glDeleteProgram(mProgram);
2782 mProgram = 0;
2783
2784 if (!mTextures.empty())
2785 {
2786 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
2787 }
2788 }
2789 }
2790
2791 void SetUp() override
2792 {
2793 ANGLETest::SetUp();
2794
2795 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
2796 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
2797 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
2798
2799 ASSERT_GL_NO_ERROR();
2800 }
2801
2802 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
2803 GLint vertexTextureCount,
2804 GLint vertexActiveTextureCount,
2805 const std::string &fragPrefix,
2806 GLint fragmentTextureCount,
2807 GLint fragmentActiveTextureCount)
2808 {
2809 std::stringstream vertexShaderStr;
2810 vertexShaderStr << "attribute vec2 position;\n"
2811 << "varying vec4 color;\n"
2812 << "varying vec2 texCoord;\n";
2813
2814 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
2815 {
2816 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
2817 }
2818
2819 vertexShaderStr << "void main() {\n"
2820 << " gl_Position = vec4(position, 0, 1);\n"
2821 << " texCoord = (position * 0.5) + 0.5;\n"
2822 << " color = vec4(0);\n";
2823
2824 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
2825 {
2826 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
2827 << ", texCoord);\n";
2828 }
2829
2830 vertexShaderStr << "}";
2831
2832 std::stringstream fragmentShaderStr;
2833 fragmentShaderStr << "varying mediump vec4 color;\n"
2834 << "varying mediump vec2 texCoord;\n";
2835
2836 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
2837 {
2838 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
2839 }
2840
2841 fragmentShaderStr << "void main() {\n"
2842 << " gl_FragColor = color;\n";
2843
2844 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
2845 {
2846 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
2847 << ", texCoord);\n";
2848 }
2849
2850 fragmentShaderStr << "}";
2851
2852 const std::string &vertexShaderSource = vertexShaderStr.str();
2853 const std::string &fragmentShaderSource = fragmentShaderStr.str();
2854
2855 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
2856 }
2857
2858 RGBA8 getPixel(GLint texIndex)
2859 {
2860 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
2861 0, 255u};
2862 return pixel;
2863 }
2864
2865 void initTextures(GLint tex2DCount, GLint texCubeCount)
2866 {
2867 GLint totalCount = tex2DCount + texCubeCount;
2868 mTextures.assign(totalCount, 0);
2869 glGenTextures(totalCount, &mTextures[0]);
2870 ASSERT_GL_NO_ERROR();
2871
2872 std::vector<RGBA8> texData(16 * 16);
2873
2874 GLint texIndex = 0;
2875 for (; texIndex < tex2DCount; ++texIndex)
2876 {
2877 texData.assign(texData.size(), getPixel(texIndex));
2878 glActiveTexture(GL_TEXTURE0 + texIndex);
2879 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
2880 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2881 &texData[0]);
2882 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2883 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2884 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2885 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2886 }
2887
2888 ASSERT_GL_NO_ERROR();
2889
2890 for (; texIndex < texCubeCount; ++texIndex)
2891 {
2892 texData.assign(texData.size(), getPixel(texIndex));
2893 glActiveTexture(GL_TEXTURE0 + texIndex);
2894 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
2895 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2896 GL_UNSIGNED_BYTE, &texData[0]);
2897 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2898 GL_UNSIGNED_BYTE, &texData[0]);
2899 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2900 GL_UNSIGNED_BYTE, &texData[0]);
2901 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2902 GL_UNSIGNED_BYTE, &texData[0]);
2903 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2904 GL_UNSIGNED_BYTE, &texData[0]);
2905 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2906 GL_UNSIGNED_BYTE, &texData[0]);
2907 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2908 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2909 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2910 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2911 }
2912
2913 ASSERT_GL_NO_ERROR();
2914 }
2915
2916 void testWithTextures(GLint vertexTextureCount,
2917 const std::string &vertexTexturePrefix,
2918 GLint fragmentTextureCount,
2919 const std::string &fragmentTexturePrefix)
2920 {
2921 // Generate textures
2922 initTextures(vertexTextureCount + fragmentTextureCount, 0);
2923
2924 glUseProgram(mProgram);
2925 RGBA8 expectedSum = {0};
2926 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
2927 {
2928 std::stringstream uniformNameStr;
2929 uniformNameStr << vertexTexturePrefix << texIndex;
2930 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002931 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002932 ASSERT_NE(-1, location);
2933
2934 glUniform1i(location, texIndex);
2935 RGBA8 contribution = getPixel(texIndex);
2936 expectedSum.R += contribution.R;
2937 expectedSum.G += contribution.G;
2938 }
2939
2940 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
2941 {
2942 std::stringstream uniformNameStr;
2943 uniformNameStr << fragmentTexturePrefix << texIndex;
2944 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002945 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002946 ASSERT_NE(-1, location);
2947
2948 glUniform1i(location, texIndex + vertexTextureCount);
2949 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
2950 expectedSum.R += contribution.R;
2951 expectedSum.G += contribution.G;
2952 }
2953
2954 ASSERT_GE(256u, expectedSum.G);
2955
2956 drawQuad(mProgram, "position", 0.5f);
2957 ASSERT_GL_NO_ERROR();
2958 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
2959 }
2960
2961 GLuint mProgram;
2962 std::vector<GLuint> mTextures;
2963 GLint mMaxVertexTextures;
2964 GLint mMaxFragmentTextures;
2965 GLint mMaxCombinedTextures;
2966};
2967
2968// Test rendering with the maximum vertex texture units.
2969TEST_P(TextureLimitsTest, MaxVertexTextures)
2970{
2971 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
2972 ASSERT_NE(0u, mProgram);
2973 ASSERT_GL_NO_ERROR();
2974
2975 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
2976}
2977
2978// Test rendering with the maximum fragment texture units.
2979TEST_P(TextureLimitsTest, MaxFragmentTextures)
2980{
2981 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
2982 ASSERT_NE(0u, mProgram);
2983 ASSERT_GL_NO_ERROR();
2984
2985 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
2986}
2987
2988// Test rendering with maximum combined texture units.
2989TEST_P(TextureLimitsTest, MaxCombinedTextures)
2990{
2991 GLint vertexTextures = mMaxVertexTextures;
2992
2993 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
2994 {
2995 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
2996 }
2997
2998 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
2999 mMaxFragmentTextures, mMaxFragmentTextures);
3000 ASSERT_NE(0u, mProgram);
3001 ASSERT_GL_NO_ERROR();
3002
3003 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
3004}
3005
3006// Negative test for exceeding the number of vertex textures
3007TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
3008{
3009 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
3010 0);
3011 ASSERT_EQ(0u, mProgram);
3012}
3013
3014// Negative test for exceeding the number of fragment textures
3015TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
3016{
3017 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
3018 mMaxFragmentTextures + 1);
3019 ASSERT_EQ(0u, mProgram);
3020}
3021
3022// Test active vertex textures under the limit, but excessive textures specified.
3023TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
3024{
3025 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
3026 ASSERT_NE(0u, mProgram);
3027 ASSERT_GL_NO_ERROR();
3028
3029 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3030}
3031
3032// Test active fragment textures under the limit, but excessive textures specified.
3033TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
3034{
3035 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
3036 mMaxFragmentTextures);
3037 ASSERT_NE(0u, mProgram);
3038 ASSERT_GL_NO_ERROR();
3039
3040 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
3041}
3042
3043// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003044// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003045TEST_P(TextureLimitsTest, TextureTypeConflict)
3046{
3047 const std::string &vertexShader =
3048 "attribute vec2 position;\n"
3049 "varying float color;\n"
3050 "uniform sampler2D tex2D;\n"
3051 "uniform samplerCube texCube;\n"
3052 "void main() {\n"
3053 " gl_Position = vec4(position, 0, 1);\n"
3054 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3055 " color = texture2D(tex2D, texCoord).x;\n"
3056 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3057 "}";
3058 const std::string &fragmentShader =
3059 "varying mediump float color;\n"
3060 "void main() {\n"
3061 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3062 "}";
3063
3064 mProgram = CompileProgram(vertexShader, fragmentShader);
3065 ASSERT_NE(0u, mProgram);
3066
3067 initTextures(1, 0);
3068
3069 glUseProgram(mProgram);
3070 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3071 ASSERT_NE(-1, tex2DLocation);
3072 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3073 ASSERT_NE(-1, texCubeLocation);
3074
3075 glUniform1i(tex2DLocation, 0);
3076 glUniform1i(texCubeLocation, 0);
3077 ASSERT_GL_NO_ERROR();
3078
3079 drawQuad(mProgram, "position", 0.5f);
3080 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3081}
3082
Vincent Lang25ab4512016-05-13 18:13:59 +02003083class Texture2DNorm16TestES3 : public Texture2DTestES3
3084{
3085 protected:
3086 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3087
3088 void SetUp() override
3089 {
3090 Texture2DTestES3::SetUp();
3091
3092 glActiveTexture(GL_TEXTURE0);
3093 glGenTextures(3, mTextures);
3094 glGenFramebuffers(1, &mFBO);
3095 glGenRenderbuffers(1, &mRenderbuffer);
3096
3097 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3098 {
3099 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3100 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3102 }
3103
3104 glBindTexture(GL_TEXTURE_2D, 0);
3105
3106 ASSERT_GL_NO_ERROR();
3107 }
3108
3109 void TearDown() override
3110 {
3111 glDeleteTextures(3, mTextures);
3112 glDeleteFramebuffers(1, &mFBO);
3113 glDeleteRenderbuffers(1, &mRenderbuffer);
3114
3115 Texture2DTestES3::TearDown();
3116 }
3117
3118 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3119 {
Geoff Langf607c602016-09-21 11:46:48 -04003120 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3121 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003122
3123 setUpProgram();
3124
3125 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3126 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3127 0);
3128
3129 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3130 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3131
3132 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003133 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003134
3135 EXPECT_GL_NO_ERROR();
3136
3137 drawQuad(mProgram, "position", 0.5f);
3138
Geoff Langf607c602016-09-21 11:46:48 -04003139 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003140
Jamie Madill50cf2be2018-06-15 09:46:57 -04003141 EXPECT_PIXEL_COLOR_EQ(0, 0,
3142 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3143 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003144
3145 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3146
3147 ASSERT_GL_NO_ERROR();
3148 }
3149
3150 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3151 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003152 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003153 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003154
3155 setUpProgram();
3156
3157 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3158 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3159
3160 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3161 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3162 0);
3163
3164 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003165 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003166
3167 EXPECT_GL_NO_ERROR();
3168
3169 drawQuad(mProgram, "position", 0.5f);
3170
Geoff Langf607c602016-09-21 11:46:48 -04003171 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003172 EXPECT_PIXEL_COLOR_EQ(0, 0,
3173 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3174 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003175
3176 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3177 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3178 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3179 mRenderbuffer);
3180 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3181 EXPECT_GL_NO_ERROR();
3182
3183 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3184 glClear(GL_COLOR_BUFFER_BIT);
3185
3186 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3187
Geoff Langf607c602016-09-21 11:46:48 -04003188 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003189
3190 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3191
3192 ASSERT_GL_NO_ERROR();
3193 }
3194
3195 GLuint mTextures[3];
3196 GLuint mFBO;
3197 GLuint mRenderbuffer;
3198};
3199
3200// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3201TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3202{
Yunchao He9550c602018-02-13 14:47:05 +08003203 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003204
3205 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3206 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3207 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3208 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3209 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3210 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3211 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3212 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3213
3214 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3215 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3216 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3217}
3218
Olli Etuaho95faa232016-06-07 14:01:53 -07003219// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3220// GLES 3.0.4 section 3.8.3.
3221TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3222{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003223 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
3224
Yuly Novikov3c754192016-06-27 19:36:41 -04003225 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08003226 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003227
3228 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3231 ASSERT_GL_NO_ERROR();
3232
3233 // SKIP_IMAGES should not have an effect on uploading 2D textures
3234 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3235 ASSERT_GL_NO_ERROR();
3236
3237 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3238
3239 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3240 pixelsGreen.data());
3241 ASSERT_GL_NO_ERROR();
3242
3243 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3244 pixelsGreen.data());
3245 ASSERT_GL_NO_ERROR();
3246
3247 glUseProgram(mProgram);
3248 drawQuad(mProgram, "position", 0.5f);
3249 ASSERT_GL_NO_ERROR();
3250
3251 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3252}
3253
Olli Etuaho989cac32016-06-08 16:18:49 -07003254// Test that skip defined in unpack parameters is taken into account when determining whether
3255// unpacking source extends outside unpack buffer bounds.
3256TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3257{
3258 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3261 ASSERT_GL_NO_ERROR();
3262
3263 GLBuffer buf;
3264 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3265 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3266 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3267 GL_DYNAMIC_COPY);
3268 ASSERT_GL_NO_ERROR();
3269
3270 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3271 ASSERT_GL_NO_ERROR();
3272
3273 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3274 ASSERT_GL_NO_ERROR();
3275
3276 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3277 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3278
3279 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3280 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3281 ASSERT_GL_NO_ERROR();
3282
3283 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3284 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3285}
3286
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003287// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3288TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3289{
Yunchao He9550c602018-02-13 14:47:05 +08003290 ANGLE_SKIP_TEST_IF(IsD3D11());
3291
3292 // Incorrect rendering results seen on OSX AMD.
3293 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003294
3295 const GLuint width = 8u;
3296 const GLuint height = 8u;
3297 const GLuint unpackRowLength = 5u;
3298 const GLuint unpackSkipPixels = 1u;
3299
3300 setWindowWidth(width);
3301 setWindowHeight(height);
3302
3303 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3306 ASSERT_GL_NO_ERROR();
3307
3308 GLBuffer buf;
3309 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3310 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3311 GLColor::green);
3312
3313 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3314 {
3315 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3316 }
3317
3318 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3319 GL_DYNAMIC_COPY);
3320 ASSERT_GL_NO_ERROR();
3321
3322 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3323 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3324 ASSERT_GL_NO_ERROR();
3325
3326 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3327 ASSERT_GL_NO_ERROR();
3328
3329 glUseProgram(mProgram);
3330 drawQuad(mProgram, "position", 0.5f);
3331 ASSERT_GL_NO_ERROR();
3332
3333 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3334 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3335 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3336 actual.data());
3337 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3338 EXPECT_EQ(expected, actual);
3339}
3340
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003341template <typename T>
3342T UNorm(double value)
3343{
3344 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3345}
3346
3347// Test rendering a depth texture with mipmaps.
3348TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3349{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003350 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3351 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
3352 // http://anglebugs.com/1706
Yunchao He9550c602018-02-13 14:47:05 +08003353 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003354
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003355 const int size = getWindowWidth();
3356
3357 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003358 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003359
3360 glActiveTexture(GL_TEXTURE0);
3361 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3362 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3363 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3364 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3367 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3368 ASSERT_GL_NO_ERROR();
3369
3370 glUseProgram(mProgram);
3371 glUniform1i(mTexture2DUniformLocation, 0);
3372
3373 std::vector<unsigned char> expected;
3374
3375 for (int level = 0; level < levels; ++level)
3376 {
3377 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3378 expected.push_back(UNorm<unsigned char>(value));
3379
3380 int levelDim = dim(level);
3381
3382 ASSERT_GT(levelDim, 0);
3383
3384 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3385 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3386 GL_UNSIGNED_INT, initData.data());
3387 }
3388 ASSERT_GL_NO_ERROR();
3389
3390 for (int level = 0; level < levels; ++level)
3391 {
3392 glViewport(0, 0, dim(level), dim(level));
3393 drawQuad(mProgram, "position", 0.5f);
3394 GLColor actual = ReadColor(0, 0);
3395 EXPECT_NEAR(expected[level], actual.R, 10u);
3396 }
3397
3398 ASSERT_GL_NO_ERROR();
3399}
3400
Jamie Madill7ffdda92016-09-08 13:26:51 -04003401// Tests unpacking into the unsized GL_ALPHA format.
3402TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3403{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003404 // Initialize the texure.
3405 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3406 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3407 GL_UNSIGNED_BYTE, nullptr);
3408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3410
3411 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3412
3413 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003414 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003415 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3416 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3417 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3418 GL_STATIC_DRAW);
3419
3420 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3421 GL_UNSIGNED_BYTE, nullptr);
3422
3423 // Clear to a weird color to make sure we're drawing something.
3424 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3425 glClear(GL_COLOR_BUFFER_BIT);
3426
3427 // Draw with the alpha texture and verify.
3428 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003429
3430 ASSERT_GL_NO_ERROR();
3431 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3432}
3433
Jamie Madill2e600342016-09-19 13:56:40 -04003434// Ensure stale unpack data doesn't propagate in D3D11.
3435TEST_P(Texture2DTestES3, StaleUnpackData)
3436{
3437 // Init unpack buffer.
3438 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3439 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3440
3441 GLBuffer unpackBuffer;
3442 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3443 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3444 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3445 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3446
3447 // Create from unpack buffer.
3448 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3449 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3450 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3451 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3453
3454 drawQuad(mProgram, "position", 0.5f);
3455
3456 ASSERT_GL_NO_ERROR();
3457 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3458
3459 // Fill unpack with green, recreating buffer.
3460 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3461 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3462 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3463
3464 // Reinit texture with green.
3465 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3466 GL_UNSIGNED_BYTE, nullptr);
3467
3468 drawQuad(mProgram, "position", 0.5f);
3469
3470 ASSERT_GL_NO_ERROR();
3471 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3472}
3473
Geoff Langfb7685f2017-11-13 11:44:11 -05003474// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3475// validating they are less than 0.
3476TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3477{
3478 GLTexture texture;
3479 glBindTexture(GL_TEXTURE_2D, texture);
3480
3481 // Use a negative number that will round to zero when converted to an integer
3482 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3483 // "Validation of values performed by state-setting commands is performed after conversion,
3484 // unless specified otherwise for a specific command."
3485 GLfloat param = -7.30157126e-07f;
3486 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3487 EXPECT_GL_NO_ERROR();
3488
3489 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3490 EXPECT_GL_NO_ERROR();
3491}
3492
Jamie Madillf097e232016-11-05 00:44:15 -04003493// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3494// being properly checked, and the texture storage of the previous texture format was persisting.
3495// This would result in an ASSERT in debug and incorrect rendering in release.
3496// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3497TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3498{
3499 GLTexture tex;
3500 glBindTexture(GL_TEXTURE_3D, tex.get());
3501 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3502
3503 GLFramebuffer framebuffer;
3504 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3505 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3506
3507 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3508
3509 std::vector<uint8_t> pixelData(100, 0);
3510
3511 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3512 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3513 pixelData.data());
3514
3515 ASSERT_GL_NO_ERROR();
3516}
3517
Corentin Wallezd2627992017-04-28 17:17:03 -04003518// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3519TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3520{
3521 // 2D tests
3522 {
3523 GLTexture tex;
3524 glBindTexture(GL_TEXTURE_2D, tex.get());
3525
3526 GLBuffer pbo;
3527 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3528
3529 // Test OOB
3530 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
3531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3532 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3533
3534 // Test OOB
3535 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
3536 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3537 ASSERT_GL_NO_ERROR();
3538 }
3539
3540 // 3D tests
3541 {
3542 GLTexture tex;
3543 glBindTexture(GL_TEXTURE_3D, tex.get());
3544
3545 GLBuffer pbo;
3546 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3547
3548 // Test OOB
3549 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
3550 GL_STATIC_DRAW);
3551 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3552 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3553
3554 // Test OOB
3555 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
3556 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3557 ASSERT_GL_NO_ERROR();
3558 }
3559}
3560
Jamie Madill3ed60422017-09-07 11:32:52 -04003561// Tests behaviour with a single texture and multiple sampler objects.
3562TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
3563{
3564 GLint maxTextureUnits = 0;
3565 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
3566 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
3567
3568 constexpr int kSize = 16;
3569
3570 // Make a single-level texture, fill it with red.
3571 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
3572 GLTexture tex;
3573 glBindTexture(GL_TEXTURE_2D, tex);
3574 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3575 redColors.data());
3576 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3577 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3578
3579 // Simple sanity check.
3580 draw2DTexturedQuad(0.5f, 1.0f, true);
3581 ASSERT_GL_NO_ERROR();
3582 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3583
3584 // Bind texture to unit 1 with a sampler object making it incomplete.
3585 GLSampler sampler;
3586 glBindSampler(0, sampler);
3587 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3588 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3589
3590 // Make a mipmap texture, fill it with blue.
3591 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
3592 GLTexture mipmapTex;
3593 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3594 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3595 blueColors.data());
3596 glGenerateMipmap(GL_TEXTURE_2D);
3597
3598 // Draw with the sampler, expect blue.
3599 draw2DTexturedQuad(0.5f, 1.0f, true);
3600 ASSERT_GL_NO_ERROR();
3601 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
3602
3603 // Simple multitexturing program.
3604 const std::string vs =
3605 "#version 300 es\n"
3606 "in vec2 position;\n"
3607 "out vec2 texCoord;\n"
3608 "void main()\n"
3609 "{\n"
3610 " gl_Position = vec4(position, 0, 1);\n"
3611 " texCoord = position * 0.5 + vec2(0.5);\n"
3612 "}";
3613 const std::string fs =
3614 "#version 300 es\n"
3615 "precision mediump float;\n"
3616 "in vec2 texCoord;\n"
3617 "uniform sampler2D tex1;\n"
3618 "uniform sampler2D tex2;\n"
3619 "uniform sampler2D tex3;\n"
3620 "uniform sampler2D tex4;\n"
3621 "out vec4 color;\n"
3622 "void main()\n"
3623 "{\n"
3624 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
3625 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
3626 "}";
3627
3628 ANGLE_GL_PROGRAM(program, vs, fs);
3629
3630 std::array<GLint, 4> texLocations = {
3631 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
3632 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
3633 for (GLint location : texLocations)
3634 {
3635 ASSERT_NE(-1, location);
3636 }
3637
3638 // Init the uniform data.
3639 glUseProgram(program);
3640 for (GLint location = 0; location < 4; ++location)
3641 {
3642 glUniform1i(texLocations[location], location);
3643 }
3644
3645 // Initialize four samplers
3646 GLSampler samplers[4];
3647
3648 // 0: non-mipped.
3649 glBindSampler(0, samplers[0]);
3650 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3651 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3652
3653 // 1: mipped.
3654 glBindSampler(1, samplers[1]);
3655 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3656 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3657
3658 // 2: non-mipped.
3659 glBindSampler(2, samplers[2]);
3660 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3661 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3662
3663 // 3: mipped.
3664 glBindSampler(3, samplers[3]);
3665 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3666 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3667
3668 // Bind two blue mipped textures and two single layer textures, should all draw.
3669 glActiveTexture(GL_TEXTURE0);
3670 glBindTexture(GL_TEXTURE_2D, tex);
3671
3672 glActiveTexture(GL_TEXTURE1);
3673 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3674
3675 glActiveTexture(GL_TEXTURE2);
3676 glBindTexture(GL_TEXTURE_2D, tex);
3677
3678 glActiveTexture(GL_TEXTURE3);
3679 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3680
3681 ASSERT_GL_NO_ERROR();
3682
3683 drawQuad(program, "position", 0.5f);
3684 ASSERT_GL_NO_ERROR();
3685 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
3686
3687 // Bind four single layer textures, two should be incomplete.
3688 glActiveTexture(GL_TEXTURE1);
3689 glBindTexture(GL_TEXTURE_2D, tex);
3690
3691 glActiveTexture(GL_TEXTURE3);
3692 glBindTexture(GL_TEXTURE_2D, tex);
3693
3694 drawQuad(program, "position", 0.5f);
3695 ASSERT_GL_NO_ERROR();
3696 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
3697}
3698
Martin Radev7e2c0d32017-09-15 14:25:42 +03003699// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
3700// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
3701// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
3702// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
3703// samples the cubemap using a direction vector (1,1,1).
3704TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
3705{
Yunchao He2f23f352018-02-11 22:11:37 +08003706 // Check http://anglebug.com/2155.
3707 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
3708
Martin Radev7e2c0d32017-09-15 14:25:42 +03003709 const std::string vs =
3710 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003711 precision mediump float;
3712 in vec3 pos;
3713 void main() {
3714 gl_Position = vec4(pos, 1.0);
3715 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003716
3717 const std::string fs =
3718 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003719 precision mediump float;
3720 out vec4 color;
3721 uniform samplerCube uTex;
3722 void main(){
3723 color = texture(uTex, vec3(1.0));
3724 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003725 ANGLE_GL_PROGRAM(program, vs, fs);
3726 glUseProgram(program);
3727
3728 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
3729 glActiveTexture(GL_TEXTURE0);
3730
3731 GLTexture cubeTex;
3732 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
3733
3734 const int kFaceWidth = 1;
3735 const int kFaceHeight = 1;
3736 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
3737 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3738 GL_UNSIGNED_BYTE, texData.data());
3739 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3740 GL_UNSIGNED_BYTE, texData.data());
3741 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3742 GL_UNSIGNED_BYTE, texData.data());
3743 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3744 GL_UNSIGNED_BYTE, texData.data());
3745 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3746 GL_UNSIGNED_BYTE, texData.data());
3747 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3748 GL_UNSIGNED_BYTE, texData.data());
3749 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3750 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3751 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
3752 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
3753 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
3754 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
3755
3756 drawQuad(program, "pos", 0.5f, 1.0f, true);
3757 ASSERT_GL_NO_ERROR();
3758
3759 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3760}
3761
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08003762// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
3763TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
3764{
3765 GLuint texture = create2DTexture();
3766
3767 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
3768 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3769
3770 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
3771 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3772
3773 glDeleteTextures(1, &texture);
3774 EXPECT_GL_NO_ERROR();
3775}
3776
Olli Etuaho023371b2018-04-24 17:43:32 +03003777// Test setting base level after calling generateMipmap on a LUMA texture.
3778// Covers http://anglebug.com/2498
3779TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
3780{
3781 glActiveTexture(GL_TEXTURE0);
3782 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3783
3784 constexpr const GLsizei kWidth = 8;
3785 constexpr const GLsizei kHeight = 8;
3786 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
3787 whiteData.fill(255u);
3788
3789 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
3790 GL_UNSIGNED_BYTE, whiteData.data());
3791 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
3792 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3793 glGenerateMipmap(GL_TEXTURE_2D);
3794 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
3795 EXPECT_GL_NO_ERROR();
3796
3797 drawQuad(mProgram, "position", 0.5f);
3798 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3799}
3800
Till Rathmannc1551dc2018-08-15 17:04:49 +02003801// Covers a bug in the D3D11 backend: http://anglebug.com/2772
3802// When using a sampler the texture was created as if it has mipmaps,
3803// regardless what you specified in GL_TEXTURE_MIN_FILTER via
3804// glSamplerParameteri() -- mistakenly the default value
3805// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
3806// evaluated.
3807// If you didn't provide mipmaps and didn't let the driver generate them
3808// this led to not sampling your texture data when minification occurred.
3809TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
3810{
3811 const std::string vs =
3812 "#version 300 es\n"
3813 "out vec2 texcoord;\n"
3814 "in vec4 position;\n"
3815 "void main()\n"
3816 "{\n"
3817 " gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
3818 " texcoord = (position.xy * 0.5) + 0.5;\n"
3819 "}\n";
3820
3821 const std::string fs =
3822 "#version 300 es\n"
3823 "precision highp float;\n"
3824 "uniform highp sampler2D tex;\n"
3825 "in vec2 texcoord;\n"
3826 "out vec4 fragColor;\n"
3827 "void main()\n"
3828 "{\n"
3829 " fragColor = texture(tex, texcoord);\n"
3830 "}\n";
3831 ANGLE_GL_PROGRAM(program, vs, fs);
3832
3833 GLSampler sampler;
3834 glBindSampler(0, sampler);
3835 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3836 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3837
3838 glActiveTexture(GL_TEXTURE0);
3839 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3840
3841 const GLsizei texWidth = getWindowWidth();
3842 const GLsizei texHeight = getWindowHeight();
3843 const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
3844
3845 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3846 whiteData.data());
3847 EXPECT_GL_NO_ERROR();
3848
3849 drawQuad(program, "position", 0.5f);
3850 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
3851}
3852
Jamie Madill50cf2be2018-06-15 09:46:57 -04003853// Use this to select which configurations (e.g. which renderer, which GLES major version) these
3854// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05003855ANGLE_INSTANTIATE_TEST(Texture2DTest,
3856 ES2_D3D9(),
3857 ES2_D3D11(),
3858 ES2_D3D11_FL9_3(),
3859 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05003860 ES2_OPENGLES(),
3861 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003862ANGLE_INSTANTIATE_TEST(TextureCubeTest,
3863 ES2_D3D9(),
3864 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04003865 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003866 ES2_D3D11_FL9_3(),
3867 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003868 ES2_OPENGLES(),
3869 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003870ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
3871 ES2_D3D9(),
3872 ES2_D3D11(),
3873 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003874 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003875 ES2_OPENGLES(),
3876 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003877ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
3878 ES2_D3D9(),
3879 ES2_D3D11(),
3880 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003881 ES2_OPENGL(),
3882 ES2_OPENGLES());
3883ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
3884 ES2_D3D9(),
3885 ES2_D3D11(),
3886 ES2_D3D11_FL9_3(),
3887 ES2_OPENGL(),
3888 ES2_OPENGLES());
3889ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
3890 ES2_D3D9(),
3891 ES2_D3D11(),
3892 ES2_D3D11_FL9_3(),
3893 ES2_OPENGL(),
3894 ES2_OPENGLES());
3895ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02003896ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003897ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3898ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
3899 ES3_D3D11(),
3900 ES3_OPENGL(),
3901 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003902ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
3903 ES3_D3D11(),
3904 ES3_OPENGL(),
3905 ES3_OPENGLES());
3906ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3907ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02003908ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02003909ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
3910 ES2_D3D11(),
3911 ES2_D3D11_FL9_3(),
3912 ES2_D3D9(),
3913 ES2_OPENGL(),
3914 ES2_OPENGLES());
3915ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
3916 ES2_D3D11(),
3917 ES2_D3D11_FL9_3(),
3918 ES2_D3D9(),
3919 ES2_OPENGL(),
3920 ES2_OPENGLES());
3921ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
3922 ES2_D3D11(),
3923 ES2_D3D11_FL9_3(),
3924 ES2_D3D9(),
3925 ES2_OPENGL(),
3926 ES2_OPENGLES());
3927ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
3928 ES2_D3D11(),
3929 ES2_D3D11_FL9_3(),
3930 ES2_D3D9(),
3931 ES2_OPENGL(),
3932 ES2_OPENGLES());
3933ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
3934 ES2_D3D11(),
3935 ES2_D3D11_FL9_3(),
3936 ES2_D3D9(),
3937 ES2_OPENGL(),
3938 ES2_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04003939ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02003940ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03003941ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04003942
Jamie Madill7ffdda92016-09-08 13:26:51 -04003943} // anonymous namespace