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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{
Luc Ferronaf883622018-06-08 15:57:31 -04001377 // TODO(jmadill): Cube map render targets. http://anglebug.com/2470
1378 ANGLE_SKIP_TEST_IF(IsVulkan());
1379
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001380 GLuint fbo;
1381 glGenFramebuffers(1, &fbo);
1382 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1383
1384 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001385 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1386 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001387
Corentin Wallez322653b2015-06-17 18:33:56 +02001388 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001389
1390 glDeleteFramebuffers(1, &fbo);
1391
1392 EXPECT_GL_NO_ERROR();
1393}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001394
Jamie Madill50cf2be2018-06-15 09:46:57 -04001395// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1396// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001397TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001398{
Luc Ferron7348fc52018-05-09 07:17:16 -04001399 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001400
Jamie Madill50cf2be2018-06-15 09:46:57 -04001401 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001402 int height = getWindowHeight();
1403
1404 GLuint tex2D;
1405 glGenTextures(1, &tex2D);
1406 glActiveTexture(GL_TEXTURE0);
1407 glBindTexture(GL_TEXTURE_2D, tex2D);
1408
1409 // Fill with red
1410 std::vector<GLubyte> pixels(3 * 16 * 16);
1411 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1412 {
1413 pixels[pixelId * 3 + 0] = 255;
1414 pixels[pixelId * 3 + 1] = 0;
1415 pixels[pixelId * 3 + 2] = 0;
1416 }
1417
1418 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001419 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1420 // 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 -04001421 if (getClientMajorVersion() >= 3)
1422 {
1423 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1424 }
1425 else
1426 {
1427 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1428 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001429
1430 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1431 // glTexSubImage2D should take into account that the image is dirty.
1432 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1433 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1434 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1435
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001436 setUpProgram();
1437
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001438 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001439 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001440 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001441 glDeleteTextures(1, &tex2D);
1442 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001443 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001444
1445 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001446 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1447 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001448}
1449
Jamie Madill50cf2be2018-06-15 09:46:57 -04001450// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1451// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001452TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001453{
1454 if (extensionEnabled("NV_pixel_buffer_object"))
1455 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001456 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001457 int height = getWindowHeight();
1458
1459 GLuint tex2D;
1460 glGenTextures(1, &tex2D);
1461 glActiveTexture(GL_TEXTURE0);
1462 glBindTexture(GL_TEXTURE_2D, tex2D);
1463
1464 // Fill with red
1465 std::vector<GLubyte> pixels(3 * 16 * 16);
1466 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1467 {
1468 pixels[pixelId * 3 + 0] = 255;
1469 pixels[pixelId * 3 + 1] = 0;
1470 pixels[pixelId * 3 + 2] = 0;
1471 }
1472
1473 // Read 16x16 region from red backbuffer to PBO
1474 GLuint pbo;
1475 glGenBuffers(1, &pbo);
1476 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1477 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1478
1479 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001480 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1481 // 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 +00001482 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1483
1484 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1485 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001486 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 +00001487 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1488 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1489
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001490 setUpProgram();
1491
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001492 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001493 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001494 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001495 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001496 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001497 EXPECT_GL_NO_ERROR();
1498 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1499 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1500 }
1501}
Jamie Madillbc393df2015-01-29 13:46:07 -05001502
1503// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001504TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001505{
1506 testFloatCopySubImage(1, 1);
1507}
1508
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001509TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001510{
1511 testFloatCopySubImage(2, 1);
1512}
1513
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001514TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001515{
1516 testFloatCopySubImage(2, 2);
1517}
1518
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001519TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001520{
1521 testFloatCopySubImage(3, 1);
1522}
1523
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001524TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001525{
1526 testFloatCopySubImage(3, 2);
1527}
1528
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001529TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001530{
Yunchao He9550c602018-02-13 14:47:05 +08001531 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1532 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001533
Yunchao He9550c602018-02-13 14:47:05 +08001534 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1535 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001536
Jamie Madillbc393df2015-01-29 13:46:07 -05001537 testFloatCopySubImage(3, 3);
1538}
1539
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001540TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001541{
1542 testFloatCopySubImage(4, 1);
1543}
1544
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001545TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001546{
1547 testFloatCopySubImage(4, 2);
1548}
1549
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001550TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001551{
Yunchao He9550c602018-02-13 14:47:05 +08001552 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1553 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001554
Jamie Madillbc393df2015-01-29 13:46:07 -05001555 testFloatCopySubImage(4, 3);
1556}
1557
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001558TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001559{
Luc Ferronfa7503c2018-05-08 11:25:06 -04001560 // TODO(lucferron): copySubImage isn't implemented yet.
1561 // http://anglebug.com/2501
1562 ANGLE_SKIP_TEST_IF(IsVulkan());
1563
Yunchao He9550c602018-02-13 14:47:05 +08001564 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1565 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001566
Jamie Madillbc393df2015-01-29 13:46:07 -05001567 testFloatCopySubImage(4, 4);
1568}
Austin Kinross07285142015-03-26 11:36:16 -07001569
Jamie Madill50cf2be2018-06-15 09:46:57 -04001570// Port of
1571// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1572// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1573// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001574TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001575{
Luc Ferron5164b792018-03-06 09:10:12 -05001576 // TODO(lucferron): DIRTY_BIT_UNPACK_STATE isn't implemented on Vulkan yet.
1577 ANGLE_SKIP_TEST_IF(IsVulkan());
1578
Austin Kinross07285142015-03-26 11:36:16 -07001579 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001580 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001581 GLuint tex2D;
1582
1583 if (extensionEnabled("GL_OES_texture_npot"))
1584 {
1585 // This test isn't applicable if texture_npot is enabled
1586 return;
1587 }
1588
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001589 setUpProgram();
1590
Austin Kinross07285142015-03-26 11:36:16 -07001591 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1592
Austin Kinross5faa15b2016-01-11 13:32:48 -08001593 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1594 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1595
Austin Kinross07285142015-03-26 11:36:16 -07001596 glActiveTexture(GL_TEXTURE0);
1597 glGenTextures(1, &tex2D);
1598 glBindTexture(GL_TEXTURE_2D, tex2D);
1599
1600 std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize);
1601 for (size_t pixelId = 0; pixelId < npotTexSize * npotTexSize; ++pixelId)
1602 {
1603 pixels[pixelId] = 64;
1604 }
1605
1606 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1607 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1608
1609 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001610 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1611 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001612 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1613
1614 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001615 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1616 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001617 EXPECT_GL_NO_ERROR();
1618
1619 // Check that generateMipmap fails on NPOT
1620 glGenerateMipmap(GL_TEXTURE_2D);
1621 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1622
1623 // Check that nothing is drawn if filtering is not correct for NPOT
1624 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1625 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1626 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1627 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1628 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001629 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001630 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1631
1632 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1633 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1634 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1635 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1636 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001637 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001638 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1639
1640 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1641 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1642 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001643 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001644 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1645
1646 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001647 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1648 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001649 EXPECT_GL_NO_ERROR();
1650
1651 // Check that generateMipmap for an POT texture succeeds
1652 glGenerateMipmap(GL_TEXTURE_2D);
1653 EXPECT_GL_NO_ERROR();
1654
1655 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1656 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1657 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1660 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001661 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001662 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1663 EXPECT_GL_NO_ERROR();
1664}
Jamie Madillfa05f602015-05-07 13:47:11 -04001665
Austin Kinross08528e12015-10-07 16:24:40 -07001666// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1667// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001668TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001669{
Luc Ferron5164b792018-03-06 09:10:12 -05001670 // TODO(lucferron): Generate mipmap on vulkan isn't implemented yet. Re-enable this when it
1671 // is.
1672 ANGLE_SKIP_TEST_IF(IsVulkan());
1673
Austin Kinross08528e12015-10-07 16:24:40 -07001674 glActiveTexture(GL_TEXTURE0);
1675 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1676
1677 // Create an 8x8 (i.e. power-of-two) texture.
1678 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1681 glGenerateMipmap(GL_TEXTURE_2D);
1682
1683 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1684 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001685 std::array<GLColor, 3 * 3> data;
1686 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001687
1688 EXPECT_GL_NO_ERROR();
1689}
1690
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001691// Test to check that texture completeness is determined correctly when the texture base level is
1692// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1693TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1694{
1695 glActiveTexture(GL_TEXTURE0);
1696 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001697
1698 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1699 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1700 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1701 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1702 texDataGreen.data());
1703 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1704 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001705 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1706 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1707 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1708
1709 EXPECT_GL_NO_ERROR();
1710
1711 drawQuad(mProgram, "position", 0.5f);
1712
Olli Etuahoa314b612016-03-10 16:43:00 +02001713 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1714}
1715
1716// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1717// have images defined.
1718TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1719{
Yunchao He9550c602018-02-13 14:47:05 +08001720 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1721 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1722
Olli Etuahoa314b612016-03-10 16:43:00 +02001723 glActiveTexture(GL_TEXTURE0);
1724 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1725 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1726 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1727 texDataGreen.data());
1728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1730 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1731 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1732
1733 EXPECT_GL_NO_ERROR();
1734
1735 drawQuad(mProgram, "position", 0.5f);
1736
1737 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1738}
1739
Olli Etuahoe8528d82016-05-16 17:50:52 +03001740// Test that drawing works correctly when level 0 is undefined and base level is 1.
1741TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1742{
Yunchao He9550c602018-02-13 14:47:05 +08001743 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1744 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1745
Olli Etuahoe8528d82016-05-16 17:50:52 +03001746 glActiveTexture(GL_TEXTURE0);
1747 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1748 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1749 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1750 texDataGreen.data());
1751 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1752 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1753 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1754 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1755
1756 EXPECT_GL_NO_ERROR();
1757
1758 // Texture is incomplete.
1759 drawQuad(mProgram, "position", 0.5f);
1760 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1761
1762 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1763 texDataGreen.data());
1764
1765 // Texture is now complete.
1766 drawQuad(mProgram, "position", 0.5f);
1767 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1768}
1769
Olli Etuahoa314b612016-03-10 16:43:00 +02001770// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1771// dimensions that don't fit the images inside the range.
1772// GLES 3.0.4 section 3.8.13 Texture completeness
1773TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1774{
Olli Etuahoa314b612016-03-10 16:43:00 +02001775 glActiveTexture(GL_TEXTURE0);
1776 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1777 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1778 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1779 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1780
1781 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1782 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1783
1784 // Two levels that are initially unused.
1785 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1786 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1787 texDataCyan.data());
1788
1789 // One level that is used - only this level should affect completeness.
1790 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1791 texDataGreen.data());
1792
1793 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1794 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1795
1796 EXPECT_GL_NO_ERROR();
1797
1798 drawQuad(mProgram, "position", 0.5f);
1799
1800 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1801
Yunchao He2f23f352018-02-11 22:11:37 +08001802 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001803
1804 // Switch the level that is being used to the cyan level 2.
1805 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1806 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1807
1808 EXPECT_GL_NO_ERROR();
1809
1810 drawQuad(mProgram, "position", 0.5f);
1811
1812 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1813}
1814
1815// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1816// have images defined.
1817TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1818{
Olli Etuahoa314b612016-03-10 16:43:00 +02001819 glActiveTexture(GL_TEXTURE0);
1820 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1821 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1822 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1823 texDataGreen.data());
1824 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1825 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1826 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1827 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1828
1829 EXPECT_GL_NO_ERROR();
1830
1831 drawQuad(mProgram, "position", 0.5f);
1832
1833 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1834}
1835
1836// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1837// dimensions that don't fit the images inside the range.
1838// GLES 3.0.4 section 3.8.13 Texture completeness
1839TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1840{
Olli Etuahoa314b612016-03-10 16:43:00 +02001841 glActiveTexture(GL_TEXTURE0);
1842 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1843 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1844 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1845 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1846
1847 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1848 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1849
1850 // Two levels that are initially unused.
1851 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1852 texDataRed.data());
1853 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1854 texDataCyan.data());
1855
1856 // One level that is used - only this level should affect completeness.
1857 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1858 texDataGreen.data());
1859
1860 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1861 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1862
1863 EXPECT_GL_NO_ERROR();
1864
1865 drawQuad(mProgram, "position", 0.5f);
1866
1867 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1868
Yunchao He2f23f352018-02-11 22:11:37 +08001869 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001870
1871 // Switch the level that is being used to the cyan level 2.
1872 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1873 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1874
1875 EXPECT_GL_NO_ERROR();
1876
1877 drawQuad(mProgram, "position", 0.5f);
1878
1879 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1880}
1881
1882// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1883// have images defined.
1884TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1885{
Olli Etuahoa314b612016-03-10 16:43:00 +02001886 glActiveTexture(GL_TEXTURE0);
1887 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1888 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1889 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1890 texDataGreen.data());
1891 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1892 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1893 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1894 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1895
1896 EXPECT_GL_NO_ERROR();
1897
1898 drawQuad(mProgram, "position", 0.5f);
1899
1900 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1901}
1902
1903// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1904// dimensions that don't fit the images inside the range.
1905// GLES 3.0.4 section 3.8.13 Texture completeness
1906TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1907{
Olli Etuahoa314b612016-03-10 16:43:00 +02001908 glActiveTexture(GL_TEXTURE0);
1909 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1910 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1911 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1912 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1913
1914 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1915 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1916
1917 // Two levels that are initially unused.
1918 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1919 texDataRed.data());
1920 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1921 texDataCyan.data());
1922
1923 // One level that is used - only this level should affect completeness.
1924 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1925 texDataGreen.data());
1926
1927 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1928 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1929
1930 EXPECT_GL_NO_ERROR();
1931
1932 drawQuad(mProgram, "position", 0.5f);
1933
1934 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1935
Yunchao He2f23f352018-02-11 22:11:37 +08001936 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1937
Yunchao He9550c602018-02-13 14:47:05 +08001938 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1939 // level was changed.
1940 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001941
1942 // Switch the level that is being used to the cyan level 2.
1943 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1944 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1945
1946 EXPECT_GL_NO_ERROR();
1947
1948 drawQuad(mProgram, "position", 0.5f);
1949
1950 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1951}
1952
1953// Test that texture completeness is updated if texture max level changes.
1954// GLES 3.0.4 section 3.8.13 Texture completeness
1955TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
1956{
Olli Etuahoa314b612016-03-10 16:43:00 +02001957 glActiveTexture(GL_TEXTURE0);
1958 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1959 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
1960
1961 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1962 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1963
1964 // A level that is initially unused.
1965 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1966 texDataGreen.data());
1967
1968 // One level that is initially used - only this level should affect completeness.
1969 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1970 texDataGreen.data());
1971
1972 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
1973 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
1974
1975 EXPECT_GL_NO_ERROR();
1976
1977 drawQuad(mProgram, "position", 0.5f);
1978
1979 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1980
1981 // Switch the max level to level 1. The levels within the used range now have inconsistent
1982 // dimensions and the texture should be incomplete.
1983 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1984
1985 EXPECT_GL_NO_ERROR();
1986
1987 drawQuad(mProgram, "position", 0.5f);
1988
1989 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1990}
1991
1992// Test that 3D texture completeness is updated if texture max level changes.
1993// GLES 3.0.4 section 3.8.13 Texture completeness
1994TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
1995{
Olli Etuahoa314b612016-03-10 16:43:00 +02001996 glActiveTexture(GL_TEXTURE0);
1997 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1998 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1999
2000 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2001 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2002
2003 // A level that is initially unused.
2004 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2005 texDataGreen.data());
2006
2007 // One level that is initially used - only this level should affect completeness.
2008 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2009 texDataGreen.data());
2010
2011 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2012 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2013
2014 EXPECT_GL_NO_ERROR();
2015
2016 drawQuad(mProgram, "position", 0.5f);
2017
2018 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2019
2020 // Switch the max level to level 1. The levels within the used range now have inconsistent
2021 // dimensions and the texture should be incomplete.
2022 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2023
2024 EXPECT_GL_NO_ERROR();
2025
2026 drawQuad(mProgram, "position", 0.5f);
2027
2028 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2029}
2030
2031// Test that texture completeness is updated if texture base level changes.
2032// GLES 3.0.4 section 3.8.13 Texture completeness
2033TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2034{
Olli Etuahoa314b612016-03-10 16:43:00 +02002035 glActiveTexture(GL_TEXTURE0);
2036 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2037 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2038
2039 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2040 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2041
2042 // Two levels that are initially unused.
2043 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2044 texDataGreen.data());
2045 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2046 texDataGreen.data());
2047
2048 // One level that is initially used - only this level should affect completeness.
2049 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2050 texDataGreen.data());
2051
2052 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2053 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2054
2055 EXPECT_GL_NO_ERROR();
2056
2057 drawQuad(mProgram, "position", 0.5f);
2058
2059 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2060
2061 // Switch the base level to level 1. The levels within the used range now have inconsistent
2062 // dimensions and the texture should be incomplete.
2063 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2064
2065 EXPECT_GL_NO_ERROR();
2066
2067 drawQuad(mProgram, "position", 0.5f);
2068
2069 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2070}
2071
2072// Test that texture is not complete if base level is greater than max level.
2073// GLES 3.0.4 section 3.8.13 Texture completeness
2074TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2075{
Olli Etuahoa314b612016-03-10 16:43:00 +02002076 glActiveTexture(GL_TEXTURE0);
2077 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2078
2079 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2080 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2081
2082 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2083
2084 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2085 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2086
2087 EXPECT_GL_NO_ERROR();
2088
2089 drawQuad(mProgram, "position", 0.5f);
2090
2091 // Texture should be incomplete.
2092 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2093}
2094
2095// Test that immutable texture base level and max level are clamped.
2096// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2097TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2098{
Olli Etuahoa314b612016-03-10 16:43:00 +02002099 glActiveTexture(GL_TEXTURE0);
2100 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2101
2102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2104
2105 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2106
2107 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2108
2109 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2110 // should be clamped to [base_level, levels - 1].
2111 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2112 // In the case of this test, those rules make the effective base level and max level 0.
2113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2115
2116 EXPECT_GL_NO_ERROR();
2117
2118 drawQuad(mProgram, "position", 0.5f);
2119
2120 // Texture should be complete.
2121 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2122}
2123
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002124// Test that changing base level works when it affects the format of the texture.
2125TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2126{
Yunchao He9550c602018-02-13 14:47:05 +08002127 // Observed rendering corruption on NVIDIA OpenGL.
2128 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2129
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002130 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002131
2132 // Observed incorrect rendering on AMD OpenGL.
2133 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002134
2135 glActiveTexture(GL_TEXTURE0);
2136 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2137 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2138 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2139
2140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2142
2143 // RGBA8 level that's initially unused.
2144 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2145 texDataCyan.data());
2146
2147 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2148 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2149
2150 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2151 // format. It reads green channel data from the green and alpha channels of texDataGreen
2152 // (this is a bit hacky but works).
2153 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2154
2155 EXPECT_GL_NO_ERROR();
2156
2157 drawQuad(mProgram, "position", 0.5f);
2158
2159 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2160
2161 // Switch the texture to use the cyan level 0 with the RGBA format.
2162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2163 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2164
2165 EXPECT_GL_NO_ERROR();
2166
2167 drawQuad(mProgram, "position", 0.5f);
2168
2169 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2170}
2171
Olli Etuahoa314b612016-03-10 16:43:00 +02002172// Test that setting a texture image works when base level is out of range.
2173TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2174{
2175 glActiveTexture(GL_TEXTURE0);
2176 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2177
2178 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2179 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2180
2181 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2182 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2183
2184 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2185
2186 EXPECT_GL_NO_ERROR();
2187
2188 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2189
2190 drawQuad(mProgram, "position", 0.5f);
2191
2192 // Texture should be complete.
2193 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002194}
2195
Jamie Madill50cf2be2018-06-15 09:46:57 -04002196// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2197// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2198// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002199TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002200{
2201 std::vector<GLubyte> pixelData;
2202 for (size_t count = 0; count < 5000; count++)
2203 {
2204 pixelData.push_back(0u);
2205 pixelData.push_back(255u);
2206 pixelData.push_back(0u);
2207 }
2208
2209 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002210 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002211 glUniform1i(mTextureArrayLocation, 0);
2212
2213 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002214 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2215 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002216
2217 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2218 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2219 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2220 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002221 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002222 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002223
2224 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002225 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2226 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002227 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002228 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002229
2230 ASSERT_GL_NO_ERROR();
2231}
2232
Olli Etuaho1a679902016-01-14 12:21:47 +02002233// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2234// This test is needed especially to confirm that sampler registers get assigned correctly on
2235// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2236TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2237{
2238 glActiveTexture(GL_TEXTURE0);
2239 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2240 GLubyte texData[4];
2241 texData[0] = 0;
2242 texData[1] = 60;
2243 texData[2] = 0;
2244 texData[3] = 255;
2245 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2246
2247 glActiveTexture(GL_TEXTURE1);
2248 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2249 GLfloat depthTexData[1];
2250 depthTexData[0] = 0.5f;
2251 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2252 depthTexData);
2253
2254 glUseProgram(mProgram);
2255 glUniform1f(mDepthRefUniformLocation, 0.3f);
2256 glUniform1i(mTexture3DUniformLocation, 0);
2257 glUniform1i(mTextureShadowUniformLocation, 1);
2258
2259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2260 drawQuad(mProgram, "position", 0.5f);
2261 EXPECT_GL_NO_ERROR();
2262 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2263 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2264
2265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2266 drawQuad(mProgram, "position", 0.5f);
2267 EXPECT_GL_NO_ERROR();
2268 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2269 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2270}
2271
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002272// Test multiple different sampler types in the same shader.
2273// This test makes sure that even if sampler / texture registers get grouped together based on type
2274// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2275// still has the right register index information for each ESSL sampler.
2276// The tested ESSL samplers have the following types in D3D11 HLSL:
2277// sampler2D: Texture2D + SamplerState
2278// samplerCube: TextureCube + SamplerState
2279// sampler2DShadow: Texture2D + SamplerComparisonState
2280// samplerCubeShadow: TextureCube + SamplerComparisonState
2281TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2282{
2283 glActiveTexture(GL_TEXTURE0);
2284 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2285 GLubyte texData[4];
2286 texData[0] = 0;
2287 texData[1] = 0;
2288 texData[2] = 120;
2289 texData[3] = 255;
2290 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2291
2292 glActiveTexture(GL_TEXTURE1);
2293 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2294 texData[0] = 0;
2295 texData[1] = 90;
2296 texData[2] = 0;
2297 texData[3] = 255;
2298 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2299 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2300 texData);
2301
2302 glActiveTexture(GL_TEXTURE2);
2303 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2305 GLfloat depthTexData[1];
2306 depthTexData[0] = 0.5f;
2307 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2308 depthTexData);
2309
2310 glActiveTexture(GL_TEXTURE3);
2311 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2312 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2313 depthTexData[0] = 0.2f;
2314 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2315 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2316 depthTexData);
2317
2318 EXPECT_GL_NO_ERROR();
2319
2320 glUseProgram(mProgram);
2321 glUniform1f(mDepthRefUniformLocation, 0.3f);
2322 glUniform1i(mTexture2DUniformLocation, 0);
2323 glUniform1i(mTextureCubeUniformLocation, 1);
2324 glUniform1i(mTexture2DShadowUniformLocation, 2);
2325 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2326
2327 drawQuad(mProgram, "position", 0.5f);
2328 EXPECT_GL_NO_ERROR();
2329 // The shader writes:
2330 // <texture 2d color> +
2331 // <cube map color> +
2332 // 0.25 * <comparison result (1.0)> +
2333 // 0.125 * <comparison result (0.0)>
2334 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2335}
2336
Olli Etuahobce743a2016-01-15 17:18:28 +02002337// Test different base levels on textures accessed through the same sampler array.
2338// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2339TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2340{
Yunchao He9550c602018-02-13 14:47:05 +08002341 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2342
Olli Etuahobce743a2016-01-15 17:18:28 +02002343 glActiveTexture(GL_TEXTURE0);
2344 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2345 GLsizei size = 64;
2346 for (GLint level = 0; level < 7; ++level)
2347 {
2348 ASSERT_LT(0, size);
2349 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2350 nullptr);
2351 size = size / 2;
2352 }
2353 ASSERT_EQ(0, size);
2354 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2355
2356 glActiveTexture(GL_TEXTURE1);
2357 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2358 size = 128;
2359 for (GLint level = 0; level < 8; ++level)
2360 {
2361 ASSERT_LT(0, size);
2362 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2363 nullptr);
2364 size = size / 2;
2365 }
2366 ASSERT_EQ(0, size);
2367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2368 EXPECT_GL_NO_ERROR();
2369
2370 glUseProgram(mProgram);
2371 glUniform1i(mTexture0Location, 0);
2372 glUniform1i(mTexture1Location, 1);
2373
Olli Etuaho5804dc82018-04-13 14:11:46 +03002374 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002375 EXPECT_GL_NO_ERROR();
2376 // Red channel: width of level 1 of texture A: 32.
2377 // Green channel: width of level 3 of texture B: 16.
2378 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2379}
2380
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002381// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2382// ES 3.0.4 table 3.24
2383TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2384{
2385 glActiveTexture(GL_TEXTURE0);
2386 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2387 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2388 EXPECT_GL_NO_ERROR();
2389
2390 drawQuad(mProgram, "position", 0.5f);
2391
2392 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2393}
2394
2395// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2396// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002397TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002398{
Luc Ferron5164b792018-03-06 09:10:12 -05002399 setUpProgram();
2400
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002401 glActiveTexture(GL_TEXTURE0);
2402 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2403 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2404 EXPECT_GL_NO_ERROR();
2405
2406 drawQuad(mProgram, "position", 0.5f);
2407
2408 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2409}
2410
Luc Ferron5164b792018-03-06 09:10:12 -05002411// Validate that every component of the pixel will be equal to the luminance value we've set
2412// and that the alpha channel will be 1 (or 255 to be exact).
2413TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2414{
2415 setUpProgram();
2416
2417 glActiveTexture(GL_TEXTURE0);
2418 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2419 uint8_t pixel = 50;
2420 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2421 EXPECT_GL_NO_ERROR();
2422
2423 drawQuad(mProgram, "position", 0.5f);
2424
2425 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2426}
2427
2428// Validate that every component of the pixel will be equal to the luminance value we've set
2429// and that the alpha channel will be the second component.
2430TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2431{
2432 setUpProgram();
2433
2434 glActiveTexture(GL_TEXTURE0);
2435 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2436 uint8_t pixel[] = {50, 25};
2437 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2438 GL_UNSIGNED_BYTE, pixel);
2439 EXPECT_GL_NO_ERROR();
2440
2441 drawQuad(mProgram, "position", 0.5f);
2442
2443 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2444}
2445
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002446// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2447// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002448TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002449{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002450 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2451 ANGLE_SKIP_TEST_IF(IsD3D9());
2452 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002453
2454 setUpProgram();
2455
Luc Ferrond8c632c2018-04-10 12:31:44 -04002456 glActiveTexture(GL_TEXTURE0);
2457 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2458 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2459 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002460
Luc Ferrond8c632c2018-04-10 12:31:44 -04002461 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002462
Luc Ferrond8c632c2018-04-10 12:31:44 -04002463 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002464}
2465
2466// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2467// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002468TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002469{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002470 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2471 ANGLE_SKIP_TEST_IF(IsD3D9());
2472 ANGLE_SKIP_TEST_IF(IsVulkan());
2473 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2474 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2475 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002476
Luc Ferrond8c632c2018-04-10 12:31:44 -04002477 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002478
Luc Ferrond8c632c2018-04-10 12:31:44 -04002479 glActiveTexture(GL_TEXTURE0);
2480 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2481 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2482 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002483
Luc Ferrond8c632c2018-04-10 12:31:44 -04002484 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002485
Luc Ferrond8c632c2018-04-10 12:31:44 -04002486 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002487}
2488
2489// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2490// ES 3.0.4 table 3.24
2491TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
2492{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002493 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2494
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002495 glActiveTexture(GL_TEXTURE0);
2496 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2497 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2498 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2499 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2500 EXPECT_GL_NO_ERROR();
2501
2502 drawQuad(mProgram, "position", 0.5f);
2503
2504 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2505}
2506
2507// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2508// ES 3.0.4 table 3.24
2509TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2510{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002511 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2512
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002513 glActiveTexture(GL_TEXTURE0);
2514 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2515
2516 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
2517 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2518 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2519 EXPECT_GL_NO_ERROR();
2520
2521 drawQuad(mProgram, "position", 0.5f);
2522
2523 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2524}
2525
2526// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2527// ES 3.0.4 table 3.24
2528TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
2529{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002530 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2531
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002532 glActiveTexture(GL_TEXTURE0);
2533 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2534 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
2535 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2536 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2537 EXPECT_GL_NO_ERROR();
2538
2539 drawQuad(mProgram, "position", 0.5f);
2540
2541 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2542}
2543
2544// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2545// ES 3.0.4 table 3.24
2546TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
2547{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002548 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2549
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002550 glActiveTexture(GL_TEXTURE0);
2551 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2552 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
2553 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2554 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2555 EXPECT_GL_NO_ERROR();
2556
2557 drawQuad(mProgram, "position", 0.5f);
2558
2559 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2560}
2561
2562// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2563// ES 3.0.4 table 3.24
2564TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
2565{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002566 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2567
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002568 glActiveTexture(GL_TEXTURE0);
2569 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2570 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
2571 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2573 EXPECT_GL_NO_ERROR();
2574
2575 drawQuad(mProgram, "position", 0.5f);
2576
2577 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2578}
2579
2580// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2581// ES 3.0.4 table 3.24
2582TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2583{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002584 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2585
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002586 glActiveTexture(GL_TEXTURE0);
2587 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2588 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2589 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2591 EXPECT_GL_NO_ERROR();
2592
2593 drawQuad(mProgram, "position", 0.5f);
2594
2595 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2596}
2597
2598// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2599// ES 3.0.4 table 3.24
2600TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2601{
2602 glActiveTexture(GL_TEXTURE0);
2603 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2604 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2605 EXPECT_GL_NO_ERROR();
2606
2607 drawQuad(mProgram, "position", 0.5f);
2608
2609 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2610}
2611
2612// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2613// ES 3.0.4 table 3.24
2614TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2615{
2616 glActiveTexture(GL_TEXTURE0);
2617 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2618 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2619 nullptr);
2620 EXPECT_GL_NO_ERROR();
2621
2622 drawQuad(mProgram, "position", 0.5f);
2623
2624 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2625}
2626
2627// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2628// ES 3.0.4 table 3.24
2629TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2630{
Yunchao He9550c602018-02-13 14:47:05 +08002631 // Seems to fail on OSX 10.12 Intel.
2632 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002633
Yuly Novikov49886892018-01-23 21:18:27 -05002634 // http://anglebug.com/2190
2635 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2636
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002637 glActiveTexture(GL_TEXTURE0);
2638 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2639 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
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, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2650{
Yunchao He9550c602018-02-13 14:47:05 +08002651 // Seems to fail on OSX 10.12 Intel.
2652 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002653
Yuly Novikov49886892018-01-23 21:18:27 -05002654 // http://anglebug.com/2190
2655 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2656
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002657 glActiveTexture(GL_TEXTURE0);
2658 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2659 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2660 EXPECT_GL_NO_ERROR();
2661
2662 drawQuad(mProgram, "position", 0.5f);
2663
2664 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2665}
2666
Olli Etuaho96963162016-03-21 11:54:33 +02002667// Use a sampler in a uniform struct.
2668TEST_P(SamplerInStructTest, SamplerInStruct)
2669{
2670 runSamplerInStructTest();
2671}
2672
2673// Use a sampler in a uniform struct that's passed as a function parameter.
2674TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2675{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002676 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002677 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002678
Olli Etuaho96963162016-03-21 11:54:33 +02002679 runSamplerInStructTest();
2680}
2681
2682// Use a sampler in a uniform struct array with a struct from the array passed as a function
2683// parameter.
2684TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2685{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002686 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002687 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2688
Olli Etuaho96963162016-03-21 11:54:33 +02002689 runSamplerInStructTest();
2690}
2691
2692// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2693// parameter.
2694TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2695{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002696 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002697 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2698
Olli Etuaho96963162016-03-21 11:54:33 +02002699 runSamplerInStructTest();
2700}
2701
2702// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2703// similarly named uniform.
2704TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2705{
2706 runSamplerInStructTest();
2707}
2708
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002709class TextureLimitsTest : public ANGLETest
2710{
2711 protected:
2712 struct RGBA8
2713 {
2714 uint8_t R, G, B, A;
2715 };
2716
2717 TextureLimitsTest()
2718 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
2719 {
2720 setWindowWidth(128);
2721 setWindowHeight(128);
2722 setConfigRedBits(8);
2723 setConfigGreenBits(8);
2724 setConfigBlueBits(8);
2725 setConfigAlphaBits(8);
2726 }
2727
2728 ~TextureLimitsTest()
2729 {
2730 if (mProgram != 0)
2731 {
2732 glDeleteProgram(mProgram);
2733 mProgram = 0;
2734
2735 if (!mTextures.empty())
2736 {
2737 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
2738 }
2739 }
2740 }
2741
2742 void SetUp() override
2743 {
2744 ANGLETest::SetUp();
2745
2746 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
2747 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
2748 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
2749
2750 ASSERT_GL_NO_ERROR();
2751 }
2752
2753 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
2754 GLint vertexTextureCount,
2755 GLint vertexActiveTextureCount,
2756 const std::string &fragPrefix,
2757 GLint fragmentTextureCount,
2758 GLint fragmentActiveTextureCount)
2759 {
2760 std::stringstream vertexShaderStr;
2761 vertexShaderStr << "attribute vec2 position;\n"
2762 << "varying vec4 color;\n"
2763 << "varying vec2 texCoord;\n";
2764
2765 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
2766 {
2767 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
2768 }
2769
2770 vertexShaderStr << "void main() {\n"
2771 << " gl_Position = vec4(position, 0, 1);\n"
2772 << " texCoord = (position * 0.5) + 0.5;\n"
2773 << " color = vec4(0);\n";
2774
2775 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
2776 {
2777 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
2778 << ", texCoord);\n";
2779 }
2780
2781 vertexShaderStr << "}";
2782
2783 std::stringstream fragmentShaderStr;
2784 fragmentShaderStr << "varying mediump vec4 color;\n"
2785 << "varying mediump vec2 texCoord;\n";
2786
2787 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
2788 {
2789 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
2790 }
2791
2792 fragmentShaderStr << "void main() {\n"
2793 << " gl_FragColor = color;\n";
2794
2795 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
2796 {
2797 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
2798 << ", texCoord);\n";
2799 }
2800
2801 fragmentShaderStr << "}";
2802
2803 const std::string &vertexShaderSource = vertexShaderStr.str();
2804 const std::string &fragmentShaderSource = fragmentShaderStr.str();
2805
2806 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
2807 }
2808
2809 RGBA8 getPixel(GLint texIndex)
2810 {
2811 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
2812 0, 255u};
2813 return pixel;
2814 }
2815
2816 void initTextures(GLint tex2DCount, GLint texCubeCount)
2817 {
2818 GLint totalCount = tex2DCount + texCubeCount;
2819 mTextures.assign(totalCount, 0);
2820 glGenTextures(totalCount, &mTextures[0]);
2821 ASSERT_GL_NO_ERROR();
2822
2823 std::vector<RGBA8> texData(16 * 16);
2824
2825 GLint texIndex = 0;
2826 for (; texIndex < tex2DCount; ++texIndex)
2827 {
2828 texData.assign(texData.size(), getPixel(texIndex));
2829 glActiveTexture(GL_TEXTURE0 + texIndex);
2830 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
2831 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2832 &texData[0]);
2833 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2834 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2835 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2836 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2837 }
2838
2839 ASSERT_GL_NO_ERROR();
2840
2841 for (; texIndex < texCubeCount; ++texIndex)
2842 {
2843 texData.assign(texData.size(), getPixel(texIndex));
2844 glActiveTexture(GL_TEXTURE0 + texIndex);
2845 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
2846 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2847 GL_UNSIGNED_BYTE, &texData[0]);
2848 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2849 GL_UNSIGNED_BYTE, &texData[0]);
2850 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2851 GL_UNSIGNED_BYTE, &texData[0]);
2852 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2853 GL_UNSIGNED_BYTE, &texData[0]);
2854 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2855 GL_UNSIGNED_BYTE, &texData[0]);
2856 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
2857 GL_UNSIGNED_BYTE, &texData[0]);
2858 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2859 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2860 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2861 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2862 }
2863
2864 ASSERT_GL_NO_ERROR();
2865 }
2866
2867 void testWithTextures(GLint vertexTextureCount,
2868 const std::string &vertexTexturePrefix,
2869 GLint fragmentTextureCount,
2870 const std::string &fragmentTexturePrefix)
2871 {
2872 // Generate textures
2873 initTextures(vertexTextureCount + fragmentTextureCount, 0);
2874
2875 glUseProgram(mProgram);
2876 RGBA8 expectedSum = {0};
2877 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
2878 {
2879 std::stringstream uniformNameStr;
2880 uniformNameStr << vertexTexturePrefix << texIndex;
2881 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002882 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002883 ASSERT_NE(-1, location);
2884
2885 glUniform1i(location, texIndex);
2886 RGBA8 contribution = getPixel(texIndex);
2887 expectedSum.R += contribution.R;
2888 expectedSum.G += contribution.G;
2889 }
2890
2891 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
2892 {
2893 std::stringstream uniformNameStr;
2894 uniformNameStr << fragmentTexturePrefix << texIndex;
2895 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04002896 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002897 ASSERT_NE(-1, location);
2898
2899 glUniform1i(location, texIndex + vertexTextureCount);
2900 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
2901 expectedSum.R += contribution.R;
2902 expectedSum.G += contribution.G;
2903 }
2904
2905 ASSERT_GE(256u, expectedSum.G);
2906
2907 drawQuad(mProgram, "position", 0.5f);
2908 ASSERT_GL_NO_ERROR();
2909 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
2910 }
2911
2912 GLuint mProgram;
2913 std::vector<GLuint> mTextures;
2914 GLint mMaxVertexTextures;
2915 GLint mMaxFragmentTextures;
2916 GLint mMaxCombinedTextures;
2917};
2918
2919// Test rendering with the maximum vertex texture units.
2920TEST_P(TextureLimitsTest, MaxVertexTextures)
2921{
2922 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
2923 ASSERT_NE(0u, mProgram);
2924 ASSERT_GL_NO_ERROR();
2925
2926 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
2927}
2928
2929// Test rendering with the maximum fragment texture units.
2930TEST_P(TextureLimitsTest, MaxFragmentTextures)
2931{
2932 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
2933 ASSERT_NE(0u, mProgram);
2934 ASSERT_GL_NO_ERROR();
2935
2936 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
2937}
2938
2939// Test rendering with maximum combined texture units.
2940TEST_P(TextureLimitsTest, MaxCombinedTextures)
2941{
Luc Ferronaf883622018-06-08 15:57:31 -04002942 // TODO(lucferron): Diagnose and fix
2943 // http://anglebug.com/2654
2944 ANGLE_SKIP_TEST_IF(IsVulkan());
2945
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002946 GLint vertexTextures = mMaxVertexTextures;
2947
2948 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
2949 {
2950 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
2951 }
2952
2953 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
2954 mMaxFragmentTextures, mMaxFragmentTextures);
2955 ASSERT_NE(0u, mProgram);
2956 ASSERT_GL_NO_ERROR();
2957
2958 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
2959}
2960
2961// Negative test for exceeding the number of vertex textures
2962TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
2963{
2964 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
2965 0);
2966 ASSERT_EQ(0u, mProgram);
2967}
2968
2969// Negative test for exceeding the number of fragment textures
2970TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
2971{
2972 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
2973 mMaxFragmentTextures + 1);
2974 ASSERT_EQ(0u, mProgram);
2975}
2976
2977// Test active vertex textures under the limit, but excessive textures specified.
2978TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
2979{
Luc Ferronaf883622018-06-08 15:57:31 -04002980 // TODO(lucferron): Diagnose and fix
2981 // http://anglebug.com/2654
2982 ANGLE_SKIP_TEST_IF(IsVulkan());
2983
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002984 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
2985 ASSERT_NE(0u, mProgram);
2986 ASSERT_GL_NO_ERROR();
2987
2988 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
2989}
2990
2991// Test active fragment textures under the limit, but excessive textures specified.
2992TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
2993{
Luc Ferronaf883622018-06-08 15:57:31 -04002994 // TODO(lucferron): Diagnose and fix
2995 // http://anglebug.com/2654
2996 ANGLE_SKIP_TEST_IF(IsVulkan());
2997
Jamie Madill3d3d2f22015-09-23 16:47:51 -04002998 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
2999 mMaxFragmentTextures);
3000 ASSERT_NE(0u, mProgram);
3001 ASSERT_GL_NO_ERROR();
3002
3003 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
3004}
3005
3006// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003007// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003008TEST_P(TextureLimitsTest, TextureTypeConflict)
3009{
3010 const std::string &vertexShader =
3011 "attribute vec2 position;\n"
3012 "varying float color;\n"
3013 "uniform sampler2D tex2D;\n"
3014 "uniform samplerCube texCube;\n"
3015 "void main() {\n"
3016 " gl_Position = vec4(position, 0, 1);\n"
3017 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3018 " color = texture2D(tex2D, texCoord).x;\n"
3019 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3020 "}";
3021 const std::string &fragmentShader =
3022 "varying mediump float color;\n"
3023 "void main() {\n"
3024 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3025 "}";
3026
3027 mProgram = CompileProgram(vertexShader, fragmentShader);
3028 ASSERT_NE(0u, mProgram);
3029
3030 initTextures(1, 0);
3031
3032 glUseProgram(mProgram);
3033 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3034 ASSERT_NE(-1, tex2DLocation);
3035 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3036 ASSERT_NE(-1, texCubeLocation);
3037
3038 glUniform1i(tex2DLocation, 0);
3039 glUniform1i(texCubeLocation, 0);
3040 ASSERT_GL_NO_ERROR();
3041
3042 drawQuad(mProgram, "position", 0.5f);
3043 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3044}
3045
Vincent Lang25ab4512016-05-13 18:13:59 +02003046class Texture2DNorm16TestES3 : public Texture2DTestES3
3047{
3048 protected:
3049 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3050
3051 void SetUp() override
3052 {
3053 Texture2DTestES3::SetUp();
3054
3055 glActiveTexture(GL_TEXTURE0);
3056 glGenTextures(3, mTextures);
3057 glGenFramebuffers(1, &mFBO);
3058 glGenRenderbuffers(1, &mRenderbuffer);
3059
3060 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3061 {
3062 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3063 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3064 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3065 }
3066
3067 glBindTexture(GL_TEXTURE_2D, 0);
3068
3069 ASSERT_GL_NO_ERROR();
3070 }
3071
3072 void TearDown() override
3073 {
3074 glDeleteTextures(3, mTextures);
3075 glDeleteFramebuffers(1, &mFBO);
3076 glDeleteRenderbuffers(1, &mRenderbuffer);
3077
3078 Texture2DTestES3::TearDown();
3079 }
3080
3081 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3082 {
Geoff Langf607c602016-09-21 11:46:48 -04003083 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3084 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003085
3086 setUpProgram();
3087
3088 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3089 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3090 0);
3091
3092 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3093 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3094
3095 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003096 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003097
3098 EXPECT_GL_NO_ERROR();
3099
3100 drawQuad(mProgram, "position", 0.5f);
3101
Geoff Langf607c602016-09-21 11:46:48 -04003102 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003103
Jamie Madill50cf2be2018-06-15 09:46:57 -04003104 EXPECT_PIXEL_COLOR_EQ(0, 0,
3105 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3106 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003107
3108 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3109
3110 ASSERT_GL_NO_ERROR();
3111 }
3112
3113 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3114 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003115 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003116 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003117
3118 setUpProgram();
3119
3120 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3121 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3122
3123 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3124 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3125 0);
3126
3127 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003128 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003129
3130 EXPECT_GL_NO_ERROR();
3131
3132 drawQuad(mProgram, "position", 0.5f);
3133
Geoff Langf607c602016-09-21 11:46:48 -04003134 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003135 EXPECT_PIXEL_COLOR_EQ(0, 0,
3136 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3137 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003138
3139 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3140 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3141 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3142 mRenderbuffer);
3143 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3144 EXPECT_GL_NO_ERROR();
3145
3146 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3147 glClear(GL_COLOR_BUFFER_BIT);
3148
3149 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3150
Geoff Langf607c602016-09-21 11:46:48 -04003151 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003152
3153 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3154
3155 ASSERT_GL_NO_ERROR();
3156 }
3157
3158 GLuint mTextures[3];
3159 GLuint mFBO;
3160 GLuint mRenderbuffer;
3161};
3162
3163// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3164TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3165{
Yunchao He9550c602018-02-13 14:47:05 +08003166 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003167
3168 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3169 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3170 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3171 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3172 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3173 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3174 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3175 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3176
3177 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3178 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3179 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3180}
3181
Olli Etuaho95faa232016-06-07 14:01:53 -07003182// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3183// GLES 3.0.4 section 3.8.3.
3184TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3185{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08003186 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
3187
Yuly Novikov3c754192016-06-27 19:36:41 -04003188 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08003189 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003190
3191 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3194 ASSERT_GL_NO_ERROR();
3195
3196 // SKIP_IMAGES should not have an effect on uploading 2D textures
3197 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3198 ASSERT_GL_NO_ERROR();
3199
3200 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3201
3202 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3203 pixelsGreen.data());
3204 ASSERT_GL_NO_ERROR();
3205
3206 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3207 pixelsGreen.data());
3208 ASSERT_GL_NO_ERROR();
3209
3210 glUseProgram(mProgram);
3211 drawQuad(mProgram, "position", 0.5f);
3212 ASSERT_GL_NO_ERROR();
3213
3214 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3215}
3216
Olli Etuaho989cac32016-06-08 16:18:49 -07003217// Test that skip defined in unpack parameters is taken into account when determining whether
3218// unpacking source extends outside unpack buffer bounds.
3219TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3220{
3221 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3222 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3223 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3224 ASSERT_GL_NO_ERROR();
3225
3226 GLBuffer buf;
3227 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3228 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3229 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3230 GL_DYNAMIC_COPY);
3231 ASSERT_GL_NO_ERROR();
3232
3233 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3234 ASSERT_GL_NO_ERROR();
3235
3236 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3237 ASSERT_GL_NO_ERROR();
3238
3239 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3240 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3241
3242 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3243 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3244 ASSERT_GL_NO_ERROR();
3245
3246 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3247 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3248}
3249
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003250// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3251TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3252{
Yunchao He9550c602018-02-13 14:47:05 +08003253 ANGLE_SKIP_TEST_IF(IsD3D11());
3254
3255 // Incorrect rendering results seen on OSX AMD.
3256 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003257
3258 const GLuint width = 8u;
3259 const GLuint height = 8u;
3260 const GLuint unpackRowLength = 5u;
3261 const GLuint unpackSkipPixels = 1u;
3262
3263 setWindowWidth(width);
3264 setWindowHeight(height);
3265
3266 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3267 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3269 ASSERT_GL_NO_ERROR();
3270
3271 GLBuffer buf;
3272 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3273 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3274 GLColor::green);
3275
3276 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3277 {
3278 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3279 }
3280
3281 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3282 GL_DYNAMIC_COPY);
3283 ASSERT_GL_NO_ERROR();
3284
3285 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3286 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3287 ASSERT_GL_NO_ERROR();
3288
3289 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3290 ASSERT_GL_NO_ERROR();
3291
3292 glUseProgram(mProgram);
3293 drawQuad(mProgram, "position", 0.5f);
3294 ASSERT_GL_NO_ERROR();
3295
3296 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3297 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3298 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3299 actual.data());
3300 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3301 EXPECT_EQ(expected, actual);
3302}
3303
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003304template <typename T>
3305T UNorm(double value)
3306{
3307 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3308}
3309
3310// Test rendering a depth texture with mipmaps.
3311TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3312{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003313 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3314 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
3315 // http://anglebugs.com/1706
Yunchao He9550c602018-02-13 14:47:05 +08003316 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003317
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003318 const int size = getWindowWidth();
3319
3320 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003321 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003322
3323 glActiveTexture(GL_TEXTURE0);
3324 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3325 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3326 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3327 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3329 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3330 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3331 ASSERT_GL_NO_ERROR();
3332
3333 glUseProgram(mProgram);
3334 glUniform1i(mTexture2DUniformLocation, 0);
3335
3336 std::vector<unsigned char> expected;
3337
3338 for (int level = 0; level < levels; ++level)
3339 {
3340 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3341 expected.push_back(UNorm<unsigned char>(value));
3342
3343 int levelDim = dim(level);
3344
3345 ASSERT_GT(levelDim, 0);
3346
3347 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3348 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3349 GL_UNSIGNED_INT, initData.data());
3350 }
3351 ASSERT_GL_NO_ERROR();
3352
3353 for (int level = 0; level < levels; ++level)
3354 {
3355 glViewport(0, 0, dim(level), dim(level));
3356 drawQuad(mProgram, "position", 0.5f);
3357 GLColor actual = ReadColor(0, 0);
3358 EXPECT_NEAR(expected[level], actual.R, 10u);
3359 }
3360
3361 ASSERT_GL_NO_ERROR();
3362}
3363
Jamie Madill7ffdda92016-09-08 13:26:51 -04003364// Tests unpacking into the unsized GL_ALPHA format.
3365TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3366{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003367 // Initialize the texure.
3368 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3369 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3370 GL_UNSIGNED_BYTE, nullptr);
3371 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3373
3374 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3375
3376 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003377 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003378 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3379 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3380 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3381 GL_STATIC_DRAW);
3382
3383 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3384 GL_UNSIGNED_BYTE, nullptr);
3385
3386 // Clear to a weird color to make sure we're drawing something.
3387 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3388 glClear(GL_COLOR_BUFFER_BIT);
3389
3390 // Draw with the alpha texture and verify.
3391 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003392
3393 ASSERT_GL_NO_ERROR();
3394 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3395}
3396
Jamie Madill2e600342016-09-19 13:56:40 -04003397// Ensure stale unpack data doesn't propagate in D3D11.
3398TEST_P(Texture2DTestES3, StaleUnpackData)
3399{
3400 // Init unpack buffer.
3401 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3402 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3403
3404 GLBuffer unpackBuffer;
3405 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3406 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3407 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3408 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3409
3410 // Create from unpack buffer.
3411 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3412 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3413 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3415 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3416
3417 drawQuad(mProgram, "position", 0.5f);
3418
3419 ASSERT_GL_NO_ERROR();
3420 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3421
3422 // Fill unpack with green, recreating buffer.
3423 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3424 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3425 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3426
3427 // Reinit texture with green.
3428 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3429 GL_UNSIGNED_BYTE, nullptr);
3430
3431 drawQuad(mProgram, "position", 0.5f);
3432
3433 ASSERT_GL_NO_ERROR();
3434 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3435}
3436
Geoff Langfb7685f2017-11-13 11:44:11 -05003437// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3438// validating they are less than 0.
3439TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3440{
3441 GLTexture texture;
3442 glBindTexture(GL_TEXTURE_2D, texture);
3443
3444 // Use a negative number that will round to zero when converted to an integer
3445 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3446 // "Validation of values performed by state-setting commands is performed after conversion,
3447 // unless specified otherwise for a specific command."
3448 GLfloat param = -7.30157126e-07f;
3449 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3450 EXPECT_GL_NO_ERROR();
3451
3452 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3453 EXPECT_GL_NO_ERROR();
3454}
3455
Jamie Madillf097e232016-11-05 00:44:15 -04003456// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3457// being properly checked, and the texture storage of the previous texture format was persisting.
3458// This would result in an ASSERT in debug and incorrect rendering in release.
3459// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3460TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3461{
3462 GLTexture tex;
3463 glBindTexture(GL_TEXTURE_3D, tex.get());
3464 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3465
3466 GLFramebuffer framebuffer;
3467 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3468 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3469
3470 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3471
3472 std::vector<uint8_t> pixelData(100, 0);
3473
3474 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3475 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3476 pixelData.data());
3477
3478 ASSERT_GL_NO_ERROR();
3479}
3480
Corentin Wallezd2627992017-04-28 17:17:03 -04003481// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3482TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3483{
3484 // 2D tests
3485 {
3486 GLTexture tex;
3487 glBindTexture(GL_TEXTURE_2D, tex.get());
3488
3489 GLBuffer pbo;
3490 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3491
3492 // Test OOB
3493 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
3494 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3495 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3496
3497 // Test OOB
3498 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
3499 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3500 ASSERT_GL_NO_ERROR();
3501 }
3502
3503 // 3D tests
3504 {
3505 GLTexture tex;
3506 glBindTexture(GL_TEXTURE_3D, tex.get());
3507
3508 GLBuffer pbo;
3509 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3510
3511 // Test OOB
3512 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
3513 GL_STATIC_DRAW);
3514 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3515 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3516
3517 // Test OOB
3518 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
3519 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3520 ASSERT_GL_NO_ERROR();
3521 }
3522}
3523
Jamie Madill3ed60422017-09-07 11:32:52 -04003524// Tests behaviour with a single texture and multiple sampler objects.
3525TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
3526{
3527 GLint maxTextureUnits = 0;
3528 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
3529 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
3530
3531 constexpr int kSize = 16;
3532
3533 // Make a single-level texture, fill it with red.
3534 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
3535 GLTexture tex;
3536 glBindTexture(GL_TEXTURE_2D, tex);
3537 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3538 redColors.data());
3539 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3540 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3541
3542 // Simple sanity check.
3543 draw2DTexturedQuad(0.5f, 1.0f, true);
3544 ASSERT_GL_NO_ERROR();
3545 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3546
3547 // Bind texture to unit 1 with a sampler object making it incomplete.
3548 GLSampler sampler;
3549 glBindSampler(0, sampler);
3550 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3551 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3552
3553 // Make a mipmap texture, fill it with blue.
3554 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
3555 GLTexture mipmapTex;
3556 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3557 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3558 blueColors.data());
3559 glGenerateMipmap(GL_TEXTURE_2D);
3560
3561 // Draw with the sampler, expect blue.
3562 draw2DTexturedQuad(0.5f, 1.0f, true);
3563 ASSERT_GL_NO_ERROR();
3564 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
3565
3566 // Simple multitexturing program.
3567 const std::string vs =
3568 "#version 300 es\n"
3569 "in vec2 position;\n"
3570 "out vec2 texCoord;\n"
3571 "void main()\n"
3572 "{\n"
3573 " gl_Position = vec4(position, 0, 1);\n"
3574 " texCoord = position * 0.5 + vec2(0.5);\n"
3575 "}";
3576 const std::string fs =
3577 "#version 300 es\n"
3578 "precision mediump float;\n"
3579 "in vec2 texCoord;\n"
3580 "uniform sampler2D tex1;\n"
3581 "uniform sampler2D tex2;\n"
3582 "uniform sampler2D tex3;\n"
3583 "uniform sampler2D tex4;\n"
3584 "out vec4 color;\n"
3585 "void main()\n"
3586 "{\n"
3587 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
3588 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
3589 "}";
3590
3591 ANGLE_GL_PROGRAM(program, vs, fs);
3592
3593 std::array<GLint, 4> texLocations = {
3594 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
3595 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
3596 for (GLint location : texLocations)
3597 {
3598 ASSERT_NE(-1, location);
3599 }
3600
3601 // Init the uniform data.
3602 glUseProgram(program);
3603 for (GLint location = 0; location < 4; ++location)
3604 {
3605 glUniform1i(texLocations[location], location);
3606 }
3607
3608 // Initialize four samplers
3609 GLSampler samplers[4];
3610
3611 // 0: non-mipped.
3612 glBindSampler(0, samplers[0]);
3613 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3614 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3615
3616 // 1: mipped.
3617 glBindSampler(1, samplers[1]);
3618 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3619 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3620
3621 // 2: non-mipped.
3622 glBindSampler(2, samplers[2]);
3623 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3624 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3625
3626 // 3: mipped.
3627 glBindSampler(3, samplers[3]);
3628 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3629 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3630
3631 // Bind two blue mipped textures and two single layer textures, should all draw.
3632 glActiveTexture(GL_TEXTURE0);
3633 glBindTexture(GL_TEXTURE_2D, tex);
3634
3635 glActiveTexture(GL_TEXTURE1);
3636 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3637
3638 glActiveTexture(GL_TEXTURE2);
3639 glBindTexture(GL_TEXTURE_2D, tex);
3640
3641 glActiveTexture(GL_TEXTURE3);
3642 glBindTexture(GL_TEXTURE_2D, mipmapTex);
3643
3644 ASSERT_GL_NO_ERROR();
3645
3646 drawQuad(program, "position", 0.5f);
3647 ASSERT_GL_NO_ERROR();
3648 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
3649
3650 // Bind four single layer textures, two should be incomplete.
3651 glActiveTexture(GL_TEXTURE1);
3652 glBindTexture(GL_TEXTURE_2D, tex);
3653
3654 glActiveTexture(GL_TEXTURE3);
3655 glBindTexture(GL_TEXTURE_2D, tex);
3656
3657 drawQuad(program, "position", 0.5f);
3658 ASSERT_GL_NO_ERROR();
3659 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
3660}
3661
Martin Radev7e2c0d32017-09-15 14:25:42 +03003662// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
3663// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
3664// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
3665// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
3666// samples the cubemap using a direction vector (1,1,1).
3667TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
3668{
Yunchao He2f23f352018-02-11 22:11:37 +08003669 // Check http://anglebug.com/2155.
3670 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
3671
Martin Radev7e2c0d32017-09-15 14:25:42 +03003672 const std::string vs =
3673 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003674 precision mediump float;
3675 in vec3 pos;
3676 void main() {
3677 gl_Position = vec4(pos, 1.0);
3678 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003679
3680 const std::string fs =
3681 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03003682 precision mediump float;
3683 out vec4 color;
3684 uniform samplerCube uTex;
3685 void main(){
3686 color = texture(uTex, vec3(1.0));
3687 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03003688 ANGLE_GL_PROGRAM(program, vs, fs);
3689 glUseProgram(program);
3690
3691 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
3692 glActiveTexture(GL_TEXTURE0);
3693
3694 GLTexture cubeTex;
3695 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
3696
3697 const int kFaceWidth = 1;
3698 const int kFaceHeight = 1;
3699 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
3700 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3701 GL_UNSIGNED_BYTE, texData.data());
3702 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3703 GL_UNSIGNED_BYTE, texData.data());
3704 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3705 GL_UNSIGNED_BYTE, texData.data());
3706 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3707 GL_UNSIGNED_BYTE, texData.data());
3708 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3709 GL_UNSIGNED_BYTE, texData.data());
3710 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
3711 GL_UNSIGNED_BYTE, texData.data());
3712 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3713 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3714 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
3715 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
3716 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
3717 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
3718
3719 drawQuad(program, "pos", 0.5f, 1.0f, true);
3720 ASSERT_GL_NO_ERROR();
3721
3722 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3723}
3724
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08003725// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
3726TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
3727{
3728 GLuint texture = create2DTexture();
3729
3730 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
3731 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3732
3733 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
3734 EXPECT_GL_ERROR(GL_INVALID_VALUE);
3735
3736 glDeleteTextures(1, &texture);
3737 EXPECT_GL_NO_ERROR();
3738}
3739
Olli Etuaho023371b2018-04-24 17:43:32 +03003740// Test setting base level after calling generateMipmap on a LUMA texture.
3741// Covers http://anglebug.com/2498
3742TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
3743{
3744 glActiveTexture(GL_TEXTURE0);
3745 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3746
3747 constexpr const GLsizei kWidth = 8;
3748 constexpr const GLsizei kHeight = 8;
3749 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
3750 whiteData.fill(255u);
3751
3752 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
3753 GL_UNSIGNED_BYTE, whiteData.data());
3754 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
3755 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3756 glGenerateMipmap(GL_TEXTURE_2D);
3757 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
3758 EXPECT_GL_NO_ERROR();
3759
3760 drawQuad(mProgram, "position", 0.5f);
3761 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
3762}
3763
Jamie Madill50cf2be2018-06-15 09:46:57 -04003764// Use this to select which configurations (e.g. which renderer, which GLES major version) these
3765// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05003766ANGLE_INSTANTIATE_TEST(Texture2DTest,
3767 ES2_D3D9(),
3768 ES2_D3D11(),
3769 ES2_D3D11_FL9_3(),
3770 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05003771 ES2_OPENGLES(),
3772 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003773ANGLE_INSTANTIATE_TEST(TextureCubeTest,
3774 ES2_D3D9(),
3775 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04003776 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003777 ES2_D3D11_FL9_3(),
3778 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003779 ES2_OPENGLES(),
3780 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003781ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
3782 ES2_D3D9(),
3783 ES2_D3D11(),
3784 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003785 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04003786 ES2_OPENGLES(),
3787 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02003788ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
3789 ES2_D3D9(),
3790 ES2_D3D11(),
3791 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05003792 ES2_OPENGL(),
3793 ES2_OPENGLES());
3794ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
3795 ES2_D3D9(),
3796 ES2_D3D11(),
3797 ES2_D3D11_FL9_3(),
3798 ES2_OPENGL(),
3799 ES2_OPENGLES());
3800ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
3801 ES2_D3D9(),
3802 ES2_D3D11(),
3803 ES2_D3D11_FL9_3(),
3804 ES2_OPENGL(),
3805 ES2_OPENGLES());
3806ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02003807ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02003808ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3809ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
3810 ES3_D3D11(),
3811 ES3_OPENGL(),
3812 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05003813ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
3814 ES3_D3D11(),
3815 ES3_OPENGL(),
3816 ES3_OPENGLES());
3817ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
3818ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02003819ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02003820ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
3821 ES2_D3D11(),
3822 ES2_D3D11_FL9_3(),
3823 ES2_D3D9(),
3824 ES2_OPENGL(),
3825 ES2_OPENGLES());
3826ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
3827 ES2_D3D11(),
3828 ES2_D3D11_FL9_3(),
3829 ES2_D3D9(),
3830 ES2_OPENGL(),
3831 ES2_OPENGLES());
3832ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
3833 ES2_D3D11(),
3834 ES2_D3D11_FL9_3(),
3835 ES2_D3D9(),
3836 ES2_OPENGL(),
3837 ES2_OPENGLES());
3838ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
3839 ES2_D3D11(),
3840 ES2_D3D11_FL9_3(),
3841 ES2_D3D9(),
3842 ES2_OPENGL(),
3843 ES2_OPENGLES());
3844ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
3845 ES2_D3D11(),
3846 ES2_D3D11_FL9_3(),
3847 ES2_D3D9(),
3848 ES2_OPENGL(),
3849 ES2_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04003850ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02003851ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03003852ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04003853
Jamie Madill7ffdda92016-09-08 13:26:51 -04003854} // anonymous namespace