blob: 85485a506171f6c882d7023c5c39e885c14c2234 [file] [log] [blame]
Jamie Madillfa05f602015-05-07 13:47:11 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Jamie Madill14718762016-09-06 15:56:54 -04007#include "common/mathutil.h"
Corentin Wallezd3970de2015-05-14 11:07:48 -04008#include "test_utils/ANGLETest.h"
Olli Etuaho989cac32016-06-08 16:18:49 -07009#include "test_utils/gl_raii.h"
Jamie Madillf67115c2014-04-22 13:14:05 -040010
Jamie Madillfa05f602015-05-07 13:47:11 -040011using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070012
Jamie Madillfa05f602015-05-07 13:47:11 -040013namespace
14{
15
Vincent Lang25ab4512016-05-13 18:13:59 +020016// Take a pixel, and reset the components not covered by the format to default
Geoff Langf607c602016-09-21 11:46:48 -040017// values. In particular, the default value for the alpha component is 255
Vincent Lang25ab4512016-05-13 18:13:59 +020018// (1.0 as unsigned normalized fixed point value).
Geoff Langf607c602016-09-21 11:46:48 -040019GLColor SliceFormatColor(GLenum format, GLColor full)
Vincent Lang25ab4512016-05-13 18:13:59 +020020{
21 switch (format)
22 {
23 case GL_RED:
Geoff Langf607c602016-09-21 11:46:48 -040024 return GLColor(full.R, 0, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020025 case GL_RG:
Geoff Langf607c602016-09-21 11:46:48 -040026 return GLColor(full.R, full.G, 0, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020027 case GL_RGB:
Geoff Langf607c602016-09-21 11:46:48 -040028 return GLColor(full.R, full.G, full.B, 255u);
Vincent Lang25ab4512016-05-13 18:13:59 +020029 case GL_RGBA:
30 return full;
31 default:
Jamie Madille1faacb2016-12-13 12:42:14 -050032 EXPECT_TRUE(false);
Geoff Langf607c602016-09-21 11:46:48 -040033 return GLColor::white;
Vincent Lang25ab4512016-05-13 18:13:59 +020034 }
Vincent Lang25ab4512016-05-13 18:13:59 +020035}
36
Olli Etuaho4a8329f2016-01-11 17:12:57 +020037class TexCoordDrawTest : public ANGLETest
Jamie Madillf67115c2014-04-22 13:14:05 -040038{
Jamie Madillbc393df2015-01-29 13:46:07 -050039 protected:
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020040 TexCoordDrawTest() : ANGLETest(), mProgram(0), mFramebuffer(0), mFramebufferColorTexture(0)
Jamie Madillf67115c2014-04-22 13:14:05 -040041 {
42 setWindowWidth(128);
43 setWindowHeight(128);
44 setConfigRedBits(8);
45 setConfigGreenBits(8);
46 setConfigBlueBits(8);
47 setConfigAlphaBits(8);
48 }
49
Jamie Madill35cd7332018-12-02 12:03:33 -050050 virtual const char *getVertexShaderSource()
Jamie Madillf67115c2014-04-22 13:14:05 -040051 {
Jamie Madill35cd7332018-12-02 12:03:33 -050052 return R"(precision highp float;
53attribute vec4 position;
54varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -040055
Jamie Madill35cd7332018-12-02 12:03:33 -050056void main()
57{
58 gl_Position = vec4(position.xy, 0.0, 1.0);
59 texcoord = (position.xy * 0.5) + 0.5;
60})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +020061 }
Geoff Langc41e42d2014-04-28 10:58:16 -040062
Jamie Madill35cd7332018-12-02 12:03:33 -050063 virtual const char *getFragmentShaderSource() = 0;
Olli Etuaho4a8329f2016-01-11 17:12:57 +020064
Olli Etuahoa1c917f2016-04-06 13:50:03 +030065 virtual void setUpProgram()
Olli Etuaho4a8329f2016-01-11 17:12:57 +020066 {
Jamie Madill35cd7332018-12-02 12:03:33 -050067 const char *vertexShaderSource = getVertexShaderSource();
68 const char *fragmentShaderSource = getFragmentShaderSource();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020069
70 mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
71 ASSERT_NE(0u, mProgram);
72 ASSERT_GL_NO_ERROR();
Olli Etuahoa1c917f2016-04-06 13:50:03 +030073 }
74
75 void SetUp() override
76 {
77 ANGLETest::SetUp();
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020078
79 setUpFramebuffer();
Olli Etuaho4a8329f2016-01-11 17:12:57 +020080 }
81
82 void TearDown() override
83 {
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020084 glBindFramebuffer(GL_FRAMEBUFFER, 0);
85 glDeleteFramebuffers(1, &mFramebuffer);
86 glDeleteTextures(1, &mFramebufferColorTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +020087 glDeleteProgram(mProgram);
88 ANGLETest::TearDown();
89 }
90
Olli Etuaho51f1c0f2016-01-13 16:16:24 +020091 void setUpFramebuffer()
92 {
93 // We use an FBO to work around an issue where the default framebuffer applies SRGB
94 // conversion (particularly known to happen incorrectly on Intel GL drivers). It's not
95 // clear whether this issue can even be fixed on all backends. For example GLES 3.0.4 spec
96 // section 4.4 says that the format of the default framebuffer is entirely up to the window
97 // system, so it might be SRGB, and GLES 3.0 doesn't have a "FRAMEBUFFER_SRGB" to turn off
98 // SRGB conversion like desktop GL does.
99 // TODO(oetuaho): Get rid of this if the underlying issue is fixed.
100 glGenFramebuffers(1, &mFramebuffer);
101 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
102
103 glGenTextures(1, &mFramebufferColorTexture);
104 glBindTexture(GL_TEXTURE_2D, mFramebufferColorTexture);
105 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
106 GL_UNSIGNED_BYTE, nullptr);
107 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
108 mFramebufferColorTexture, 0);
109 ASSERT_GL_NO_ERROR();
110 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
111 glBindTexture(GL_TEXTURE_2D, 0);
112 }
113
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200114 // Returns the created texture ID.
115 GLuint create2DTexture()
116 {
117 GLuint texture2D;
118 glGenTextures(1, &texture2D);
119 glBindTexture(GL_TEXTURE_2D, texture2D);
Yunchao Hef81ce4a2017-04-24 10:49:17 +0800120 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200121 EXPECT_GL_NO_ERROR();
122 return texture2D;
123 }
124
125 GLuint mProgram;
Olli Etuaho51f1c0f2016-01-13 16:16:24 +0200126 GLuint mFramebuffer;
127
128 private:
129 GLuint mFramebufferColorTexture;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200130};
131
132class Texture2DTest : public TexCoordDrawTest
133{
134 protected:
135 Texture2DTest() : TexCoordDrawTest(), mTexture2D(0), mTexture2DUniformLocation(-1) {}
136
Jamie Madill35cd7332018-12-02 12:03:33 -0500137 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200138 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500139 return R"(precision highp float;
140uniform sampler2D tex;
141varying vec2 texcoord;
Geoff Langc41e42d2014-04-28 10:58:16 -0400142
Jamie Madill35cd7332018-12-02 12:03:33 -0500143void main()
144{
145 gl_FragColor = texture2D(tex, texcoord);
146})";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200147 }
Geoff Langc41e42d2014-04-28 10:58:16 -0400148
Olli Etuaho96963162016-03-21 11:54:33 +0200149 virtual const char *getTextureUniformName() { return "tex"; }
150
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300151 void setUpProgram() override
152 {
153 TexCoordDrawTest::setUpProgram();
154 mTexture2DUniformLocation = glGetUniformLocation(mProgram, getTextureUniformName());
155 ASSERT_NE(-1, mTexture2DUniformLocation);
156 }
157
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200158 void SetUp() override
159 {
160 TexCoordDrawTest::SetUp();
161 mTexture2D = create2DTexture();
Jamie Madilld4cfa572014-07-08 10:00:32 -0400162
Jamie Madill9aca0592014-10-06 16:26:59 -0400163 ASSERT_GL_NO_ERROR();
Jamie Madillf67115c2014-04-22 13:14:05 -0400164 }
165
Jamie Madillfa05f602015-05-07 13:47:11 -0400166 void TearDown() override
Jamie Madillf67115c2014-04-22 13:14:05 -0400167 {
Jamie Madilld4cfa572014-07-08 10:00:32 -0400168 glDeleteTextures(1, &mTexture2D);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200169 TexCoordDrawTest::TearDown();
Jamie Madillf67115c2014-04-22 13:14:05 -0400170 }
171
Jamie Madillbc393df2015-01-29 13:46:07 -0500172 // Tests CopyTexSubImage with floating point textures of various formats.
173 void testFloatCopySubImage(int sourceImageChannels, int destImageChannels)
174 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300175 setUpProgram();
176
Martin Radev1be913c2016-07-11 17:59:16 +0300177 if (getClientMajorVersion() < 3)
Geoff Langfbfa47c2015-03-31 11:26:00 -0400178 {
Yunchao He9550c602018-02-13 14:47:05 +0800179 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
180 !extensionEnabled("GL_OES_texture_float"));
Geoff Langc4e93662017-05-01 10:45:59 -0400181
Yunchao He9550c602018-02-13 14:47:05 +0800182 ANGLE_SKIP_TEST_IF((sourceImageChannels < 3 || destImageChannels < 3) &&
183 !extensionEnabled("GL_EXT_texture_rg"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400184
Yunchao He9550c602018-02-13 14:47:05 +0800185 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
186 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400187
Yunchao He9550c602018-02-13 14:47:05 +0800188 ANGLE_SKIP_TEST_IF(destImageChannels == 4 &&
189 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgba"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400190
Yunchao He9550c602018-02-13 14:47:05 +0800191 ANGLE_SKIP_TEST_IF(destImageChannels <= 2);
Geoff Lang677bb6f2017-04-05 12:40:40 -0400192 }
193 else
194 {
Yunchao He9550c602018-02-13 14:47:05 +0800195 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_color_buffer_float"));
Geoff Lang677bb6f2017-04-05 12:40:40 -0400196
Yunchao He9550c602018-02-13 14:47:05 +0800197 ANGLE_SKIP_TEST_IF(destImageChannels == 3 &&
198 !extensionEnabled("GL_CHROMIUM_color_buffer_float_rgb"));
Geoff Langfbfa47c2015-03-31 11:26:00 -0400199 }
200
Jamie Madill50cf2be2018-06-15 09:46:57 -0400201 // clang-format off
Jamie Madillbc393df2015-01-29 13:46:07 -0500202 GLfloat sourceImageData[4][16] =
203 {
204 { // R
205 1.0f,
206 0.0f,
207 0.0f,
208 1.0f
209 },
210 { // RG
211 1.0f, 0.0f,
212 0.0f, 1.0f,
213 0.0f, 0.0f,
214 1.0f, 1.0f
215 },
216 { // RGB
217 1.0f, 0.0f, 0.0f,
218 0.0f, 1.0f, 0.0f,
219 0.0f, 0.0f, 1.0f,
220 1.0f, 1.0f, 0.0f
221 },
222 { // RGBA
223 1.0f, 0.0f, 0.0f, 1.0f,
224 0.0f, 1.0f, 0.0f, 1.0f,
225 0.0f, 0.0f, 1.0f, 1.0f,
226 1.0f, 1.0f, 0.0f, 1.0f
227 },
228 };
Jamie Madill50cf2be2018-06-15 09:46:57 -0400229 // clang-format on
Jamie Madillbc393df2015-01-29 13:46:07 -0500230
Jamie Madill50cf2be2018-06-15 09:46:57 -0400231 GLenum imageFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500232 GL_R32F,
233 GL_RG32F,
234 GL_RGB32F,
235 GL_RGBA32F,
Jamie Madillbc393df2015-01-29 13:46:07 -0500236 };
237
Jamie Madill50cf2be2018-06-15 09:46:57 -0400238 GLenum sourceUnsizedFormats[] = {
Jamie Madillb980c562018-11-27 11:34:27 -0500239 GL_RED,
240 GL_RG,
241 GL_RGB,
242 GL_RGBA,
Jamie Madillbc393df2015-01-29 13:46:07 -0500243 };
244
245 GLuint textures[2];
246
247 glGenTextures(2, textures);
248
Jamie Madill50cf2be2018-06-15 09:46:57 -0400249 GLfloat *imageData = sourceImageData[sourceImageChannels - 1];
250 GLenum sourceImageFormat = imageFormats[sourceImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500251 GLenum sourceUnsizedFormat = sourceUnsizedFormats[sourceImageChannels - 1];
Jamie Madill50cf2be2018-06-15 09:46:57 -0400252 GLenum destImageFormat = imageFormats[destImageChannels - 1];
Jamie Madillbc393df2015-01-29 13:46:07 -0500253
254 glBindTexture(GL_TEXTURE_2D, textures[0]);
Geoff Langc4e93662017-05-01 10:45:59 -0400255 if (getClientMajorVersion() >= 3)
256 {
257 glTexStorage2D(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
258 }
259 else
260 {
261 glTexStorage2DEXT(GL_TEXTURE_2D, 1, sourceImageFormat, 2, 2);
262 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
265 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, sourceUnsizedFormat, GL_FLOAT, imageData);
266
hendrikwb27f79a2015-03-04 11:26:46 -0800267 if (sourceImageChannels < 3 && !extensionEnabled("GL_EXT_texture_rg"))
Jamie Madillbc393df2015-01-29 13:46:07 -0500268 {
269 // This is not supported
270 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
271 }
272 else
273 {
274 ASSERT_GL_NO_ERROR();
275 }
276
277 GLuint fbo;
278 glGenFramebuffers(1, &fbo);
279 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
280 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
281
282 glBindTexture(GL_TEXTURE_2D, textures[1]);
Geoff Langc4e93662017-05-01 10:45:59 -0400283 if (getClientMajorVersion() >= 3)
284 {
285 glTexStorage2D(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
286 }
287 else
288 {
289 glTexStorage2DEXT(GL_TEXTURE_2D, 1, destImageFormat, 2, 2);
290 }
Jamie Madillbc393df2015-01-29 13:46:07 -0500291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
292 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
293
294 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 2, 2);
295 ASSERT_GL_NO_ERROR();
296
297 glBindFramebuffer(GL_FRAMEBUFFER, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200298 drawQuad(mProgram, "position", 0.5f);
Jamie Madillbc393df2015-01-29 13:46:07 -0500299
300 int testImageChannels = std::min(sourceImageChannels, destImageChannels);
301
Olli Etuahoa314b612016-03-10 16:43:00 +0200302 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
Jamie Madillbc393df2015-01-29 13:46:07 -0500303 if (testImageChannels > 1)
304 {
305 EXPECT_PIXEL_EQ(getWindowHeight() - 1, 0, 0, 255, 0, 255);
306 EXPECT_PIXEL_EQ(getWindowHeight() - 1, getWindowWidth() - 1, 255, 255, 0, 255);
307 if (testImageChannels > 2)
308 {
309 EXPECT_PIXEL_EQ(0, getWindowWidth() - 1, 0, 0, 255, 255);
310 }
311 }
312
313 glDeleteFramebuffers(1, &fbo);
314 glDeleteTextures(2, textures);
315
316 ASSERT_GL_NO_ERROR();
317 }
318
Jamie Madilld4cfa572014-07-08 10:00:32 -0400319 GLuint mTexture2D;
Jamie Madilld4cfa572014-07-08 10:00:32 -0400320 GLint mTexture2DUniformLocation;
Jamie Madillf67115c2014-04-22 13:14:05 -0400321};
322
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200323class Texture2DTestES3 : public Texture2DTest
324{
325 protected:
326 Texture2DTestES3() : Texture2DTest() {}
327
Jamie Madill35cd7332018-12-02 12:03:33 -0500328 const char *getVertexShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200329 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500330 return "#version 300 es\n"
331 "out vec2 texcoord;\n"
332 "in vec4 position;\n"
333 "void main()\n"
334 "{\n"
335 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
336 " texcoord = (position.xy * 0.5) + 0.5;\n"
337 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200338 }
339
Jamie Madill35cd7332018-12-02 12:03:33 -0500340 const char *getFragmentShaderSource() override
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200341 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500342 return "#version 300 es\n"
343 "precision highp float;\n"
344 "uniform highp sampler2D tex;\n"
345 "in vec2 texcoord;\n"
346 "out vec4 fragColor;\n"
347 "void main()\n"
348 "{\n"
349 " fragColor = texture(tex, texcoord);\n"
350 "}\n";
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200351 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300352
353 void SetUp() override
354 {
355 Texture2DTest::SetUp();
356 setUpProgram();
357 }
Olli Etuahoa7416ff2016-01-18 12:22:55 +0200358};
359
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200360class Texture2DIntegerAlpha1TestES3 : public Texture2DTest
361{
362 protected:
363 Texture2DIntegerAlpha1TestES3() : Texture2DTest() {}
364
Jamie Madill35cd7332018-12-02 12:03:33 -0500365 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200366 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500367 return "#version 300 es\n"
368 "out vec2 texcoord;\n"
369 "in vec4 position;\n"
370 "void main()\n"
371 "{\n"
372 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
373 " texcoord = (position.xy * 0.5) + 0.5;\n"
374 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200375 }
376
Jamie Madill35cd7332018-12-02 12:03:33 -0500377 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200378 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500379 return "#version 300 es\n"
380 "precision highp float;\n"
381 "uniform highp isampler2D tex;\n"
382 "in vec2 texcoord;\n"
383 "out vec4 fragColor;\n"
384 "void main()\n"
385 "{\n"
386 " vec4 green = vec4(0, 1, 0, 1);\n"
387 " vec4 black = vec4(0, 0, 0, 0);\n"
388 " fragColor = (texture(tex, texcoord).a == 1) ? green : black;\n"
389 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200390 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300391
392 void SetUp() override
393 {
394 Texture2DTest::SetUp();
395 setUpProgram();
396 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200397};
398
399class Texture2DUnsignedIntegerAlpha1TestES3 : public Texture2DTest
400{
401 protected:
402 Texture2DUnsignedIntegerAlpha1TestES3() : Texture2DTest() {}
403
Jamie Madill35cd7332018-12-02 12:03:33 -0500404 const char *getVertexShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200405 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500406 return "#version 300 es\n"
407 "out vec2 texcoord;\n"
408 "in vec4 position;\n"
409 "void main()\n"
410 "{\n"
411 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
412 " texcoord = (position.xy * 0.5) + 0.5;\n"
413 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200414 }
415
Jamie Madill35cd7332018-12-02 12:03:33 -0500416 const char *getFragmentShaderSource() override
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200417 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500418 return "#version 300 es\n"
419 "precision highp float;\n"
420 "uniform highp usampler2D tex;\n"
421 "in vec2 texcoord;\n"
422 "out vec4 fragColor;\n"
423 "void main()\n"
424 "{\n"
425 " vec4 green = vec4(0, 1, 0, 1);\n"
426 " vec4 black = vec4(0, 0, 0, 0);\n"
427 " fragColor = (texture(tex, texcoord).a == 1u) ? green : black;\n"
428 "}\n";
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200429 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300430
431 void SetUp() override
432 {
433 Texture2DTest::SetUp();
434 setUpProgram();
435 }
Olli Etuaho6ee394a2016-02-18 13:30:09 +0200436};
437
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200438class Texture2DTestWithDrawScale : public Texture2DTest
Jamie Madill2453dbc2015-07-14 11:35:42 -0400439{
440 protected:
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200441 Texture2DTestWithDrawScale() : Texture2DTest(), mDrawScaleUniformLocation(-1) {}
442
Jamie Madill35cd7332018-12-02 12:03:33 -0500443 const char *getVertexShaderSource() override
Jamie Madill2453dbc2015-07-14 11:35:42 -0400444 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300445 return
446 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200447 attribute vec4 position;
448 varying vec2 texcoord;
449
450 uniform vec2 drawScale;
451
452 void main()
453 {
454 gl_Position = vec4(position.xy * drawScale, 0.0, 1.0);
455 texcoord = (position.xy * 0.5) + 0.5;
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300456 })";
Jamie Madill2453dbc2015-07-14 11:35:42 -0400457 }
458
459 void SetUp() override
460 {
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200461 Texture2DTest::SetUp();
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300462
463 setUpProgram();
464
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200465 mDrawScaleUniformLocation = glGetUniformLocation(mProgram, "drawScale");
466 ASSERT_NE(-1, mDrawScaleUniformLocation);
Jamie Madill2453dbc2015-07-14 11:35:42 -0400467
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200468 glUseProgram(mProgram);
469 glUniform2f(mDrawScaleUniformLocation, 1.0f, 1.0f);
470 glUseProgram(0);
471 ASSERT_GL_NO_ERROR();
472 }
473
474 GLint mDrawScaleUniformLocation;
475};
476
Olli Etuaho4644a202016-01-12 15:12:53 +0200477class Sampler2DAsFunctionParameterTest : public Texture2DTest
478{
479 protected:
480 Sampler2DAsFunctionParameterTest() : Texture2DTest() {}
481
Jamie Madill35cd7332018-12-02 12:03:33 -0500482 const char *getFragmentShaderSource() override
Olli Etuaho4644a202016-01-12 15:12:53 +0200483 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300484 return
485 R"(precision highp float;
Olli Etuaho4644a202016-01-12 15:12:53 +0200486 uniform sampler2D tex;
487 varying vec2 texcoord;
488
489 vec4 computeFragColor(sampler2D aTex)
490 {
491 return texture2D(aTex, texcoord);
492 }
493
494 void main()
495 {
496 gl_FragColor = computeFragColor(tex);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300497 })";
Olli Etuaho4644a202016-01-12 15:12:53 +0200498 }
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300499
500 void SetUp() override
501 {
502 Texture2DTest::SetUp();
503 setUpProgram();
504 }
Olli Etuaho4644a202016-01-12 15:12:53 +0200505};
506
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200507class TextureCubeTest : public TexCoordDrawTest
508{
509 protected:
510 TextureCubeTest()
511 : TexCoordDrawTest(),
512 mTexture2D(0),
513 mTextureCube(0),
514 mTexture2DUniformLocation(-1),
515 mTextureCubeUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500516 {}
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200517
Jamie Madill35cd7332018-12-02 12:03:33 -0500518 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200519 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300520 return
521 R"(precision highp float;
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200522 uniform sampler2D tex2D;
523 uniform samplerCube texCube;
524 varying vec2 texcoord;
525
526 void main()
527 {
528 gl_FragColor = texture2D(tex2D, texcoord);
529 gl_FragColor += textureCube(texCube, vec3(texcoord, 0));
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300530 })";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200531 }
532
533 void SetUp() override
534 {
535 TexCoordDrawTest::SetUp();
536
537 glGenTextures(1, &mTextureCube);
538 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Geoff Langc4e93662017-05-01 10:45:59 -0400539 for (GLenum face = 0; face < 6; face++)
540 {
541 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, 1, 1, 0, GL_RGBA,
542 GL_UNSIGNED_BYTE, nullptr);
543 }
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200544 EXPECT_GL_NO_ERROR();
545
546 mTexture2D = create2DTexture();
547
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300548 setUpProgram();
549
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200550 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
551 ASSERT_NE(-1, mTexture2DUniformLocation);
552 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
553 ASSERT_NE(-1, mTextureCubeUniformLocation);
554 }
555
556 void TearDown() override
557 {
558 glDeleteTextures(1, &mTextureCube);
559 TexCoordDrawTest::TearDown();
560 }
561
562 GLuint mTexture2D;
563 GLuint mTextureCube;
564 GLint mTexture2DUniformLocation;
565 GLint mTextureCubeUniformLocation;
566};
567
Martin Radev7e2c0d32017-09-15 14:25:42 +0300568class TextureCubeTestES3 : public ANGLETest
569{
570 protected:
571 TextureCubeTestES3() {}
572};
573
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200574class SamplerArrayTest : public TexCoordDrawTest
575{
576 protected:
577 SamplerArrayTest()
578 : TexCoordDrawTest(),
579 mTexture2DA(0),
580 mTexture2DB(0),
581 mTexture0UniformLocation(-1),
582 mTexture1UniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500583 {}
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200584
Jamie Madill35cd7332018-12-02 12:03:33 -0500585 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200586 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300587 return
588 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200589 uniform highp sampler2D tex2DArray[2];
590 varying vec2 texcoord;
591 void main()
592 {
593 gl_FragColor = texture2D(tex2DArray[0], texcoord);
594 gl_FragColor += texture2D(tex2DArray[1], texcoord);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300595 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200596 }
597
598 void SetUp() override
599 {
600 TexCoordDrawTest::SetUp();
601
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300602 setUpProgram();
603
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200604 mTexture0UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[0]");
605 ASSERT_NE(-1, mTexture0UniformLocation);
606 mTexture1UniformLocation = glGetUniformLocation(mProgram, "tex2DArray[1]");
607 ASSERT_NE(-1, mTexture1UniformLocation);
608
609 mTexture2DA = create2DTexture();
610 mTexture2DB = create2DTexture();
611 ASSERT_GL_NO_ERROR();
612 }
613
614 void TearDown() override
615 {
616 glDeleteTextures(1, &mTexture2DA);
617 glDeleteTextures(1, &mTexture2DB);
618 TexCoordDrawTest::TearDown();
619 }
620
621 void testSamplerArrayDraw()
622 {
623 GLubyte texData[4];
624 texData[0] = 0;
625 texData[1] = 60;
626 texData[2] = 0;
627 texData[3] = 255;
628
629 glActiveTexture(GL_TEXTURE0);
630 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
631 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
632
633 texData[1] = 120;
634 glActiveTexture(GL_TEXTURE1);
635 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
636 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
637 EXPECT_GL_ERROR(GL_NO_ERROR);
638
639 glUseProgram(mProgram);
640 glUniform1i(mTexture0UniformLocation, 0);
641 glUniform1i(mTexture1UniformLocation, 1);
642 drawQuad(mProgram, "position", 0.5f);
643 EXPECT_GL_NO_ERROR();
644
645 EXPECT_PIXEL_NEAR(0, 0, 0, 180, 0, 255, 2);
646 }
647
648 GLuint mTexture2DA;
649 GLuint mTexture2DB;
650 GLint mTexture0UniformLocation;
651 GLint mTexture1UniformLocation;
652};
653
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200654class SamplerArrayAsFunctionParameterTest : public SamplerArrayTest
655{
656 protected:
657 SamplerArrayAsFunctionParameterTest() : SamplerArrayTest() {}
658
Jamie Madill35cd7332018-12-02 12:03:33 -0500659 const char *getFragmentShaderSource() override
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200660 {
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300661 return
662 R"(precision mediump float;
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200663 uniform highp sampler2D tex2DArray[2];
664 varying vec2 texcoord;
665
666 vec4 computeFragColor(highp sampler2D aTex2DArray[2])
667 {
668 return texture2D(aTex2DArray[0], texcoord) + texture2D(aTex2DArray[1], texcoord);
669 }
670
671 void main()
672 {
673 gl_FragColor = computeFragColor(tex2DArray);
Olli Etuahoa20af6d2017-09-18 13:32:29 +0300674 })";
Olli Etuaho2173db3d2016-01-12 13:55:14 +0200675 }
676};
677
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200678class Texture2DArrayTestES3 : public TexCoordDrawTest
679{
680 protected:
681 Texture2DArrayTestES3() : TexCoordDrawTest(), m2DArrayTexture(0), mTextureArrayLocation(-1) {}
682
Jamie Madill35cd7332018-12-02 12:03:33 -0500683 const char *getVertexShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200684 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500685 return "#version 300 es\n"
686 "out vec2 texcoord;\n"
687 "in vec4 position;\n"
688 "void main()\n"
689 "{\n"
690 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
691 " texcoord = (position.xy * 0.5) + 0.5;\n"
692 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200693 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400694
Jamie Madill35cd7332018-12-02 12:03:33 -0500695 const char *getFragmentShaderSource() override
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200696 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500697 return "#version 300 es\n"
698 "precision highp float;\n"
699 "uniform highp sampler2DArray tex2DArray;\n"
700 "in vec2 texcoord;\n"
701 "out vec4 fragColor;\n"
702 "void main()\n"
703 "{\n"
704 " fragColor = texture(tex2DArray, vec3(texcoord.x, texcoord.y, 0.0));\n"
705 "}\n";
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200706 }
Jamie Madill2453dbc2015-07-14 11:35:42 -0400707
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200708 void SetUp() override
709 {
710 TexCoordDrawTest::SetUp();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400711
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300712 setUpProgram();
713
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200714 mTextureArrayLocation = glGetUniformLocation(mProgram, "tex2DArray");
Jamie Madill2453dbc2015-07-14 11:35:42 -0400715 ASSERT_NE(-1, mTextureArrayLocation);
716
717 glGenTextures(1, &m2DArrayTexture);
718 ASSERT_GL_NO_ERROR();
719 }
720
721 void TearDown() override
722 {
723 glDeleteTextures(1, &m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +0200724 TexCoordDrawTest::TearDown();
Jamie Madill2453dbc2015-07-14 11:35:42 -0400725 }
726
727 GLuint m2DArrayTexture;
Jamie Madill2453dbc2015-07-14 11:35:42 -0400728 GLint mTextureArrayLocation;
729};
730
Olli Etuahobce743a2016-01-15 17:18:28 +0200731class TextureSizeTextureArrayTest : public TexCoordDrawTest
732{
733 protected:
734 TextureSizeTextureArrayTest()
735 : TexCoordDrawTest(),
736 mTexture2DA(0),
737 mTexture2DB(0),
738 mTexture0Location(-1),
739 mTexture1Location(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500740 {}
Olli Etuahobce743a2016-01-15 17:18:28 +0200741
Jamie Madill35cd7332018-12-02 12:03:33 -0500742 const char *getVertexShaderSource() override { return essl3_shaders::vs::Simple(); }
Olli Etuahobce743a2016-01-15 17:18:28 +0200743
Jamie Madill35cd7332018-12-02 12:03:33 -0500744 const char *getFragmentShaderSource() override
Olli Etuahobce743a2016-01-15 17:18:28 +0200745 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500746 return "#version 300 es\n"
747 "precision highp float;\n"
748 "uniform highp sampler2D tex2DArray[2];\n"
749 "out vec4 fragColor;\n"
750 "void main()\n"
751 "{\n"
752 " float red = float(textureSize(tex2DArray[0], 0).x) / 255.0;\n"
753 " float green = float(textureSize(tex2DArray[1], 0).x) / 255.0;\n"
754 " fragColor = vec4(red, green, 0.0, 1.0);\n"
755 "}\n";
Olli Etuahobce743a2016-01-15 17:18:28 +0200756 }
757
758 void SetUp() override
759 {
760 TexCoordDrawTest::SetUp();
761
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300762 setUpProgram();
763
Olli Etuahobce743a2016-01-15 17:18:28 +0200764 mTexture0Location = glGetUniformLocation(mProgram, "tex2DArray[0]");
765 ASSERT_NE(-1, mTexture0Location);
766 mTexture1Location = glGetUniformLocation(mProgram, "tex2DArray[1]");
767 ASSERT_NE(-1, mTexture1Location);
768
769 mTexture2DA = create2DTexture();
770 mTexture2DB = create2DTexture();
771 ASSERT_GL_NO_ERROR();
772 }
773
774 void TearDown() override
775 {
776 glDeleteTextures(1, &mTexture2DA);
777 glDeleteTextures(1, &mTexture2DB);
778 TexCoordDrawTest::TearDown();
779 }
780
781 GLuint mTexture2DA;
782 GLuint mTexture2DB;
783 GLint mTexture0Location;
784 GLint mTexture1Location;
785};
786
Olli Etuahoa314b612016-03-10 16:43:00 +0200787class Texture3DTestES3 : public TexCoordDrawTest
788{
789 protected:
790 Texture3DTestES3() : TexCoordDrawTest(), mTexture3D(0), mTexture3DUniformLocation(-1) {}
791
Jamie Madill35cd7332018-12-02 12:03:33 -0500792 const char *getVertexShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200793 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500794 return "#version 300 es\n"
795 "out vec2 texcoord;\n"
796 "in vec4 position;\n"
797 "void main()\n"
798 "{\n"
799 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
800 " texcoord = (position.xy * 0.5) + 0.5;\n"
801 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200802 }
803
Jamie Madill35cd7332018-12-02 12:03:33 -0500804 const char *getFragmentShaderSource() override
Olli Etuahoa314b612016-03-10 16:43:00 +0200805 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500806 return "#version 300 es\n"
807 "precision highp float;\n"
808 "uniform highp sampler3D tex3D;\n"
809 "in vec2 texcoord;\n"
810 "out vec4 fragColor;\n"
811 "void main()\n"
812 "{\n"
813 " fragColor = texture(tex3D, vec3(texcoord, 0.0));\n"
814 "}\n";
Olli Etuahoa314b612016-03-10 16:43:00 +0200815 }
816
817 void SetUp() override
818 {
819 TexCoordDrawTest::SetUp();
820
821 glGenTextures(1, &mTexture3D);
822
823 setUpProgram();
824
825 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
826 ASSERT_NE(-1, mTexture3DUniformLocation);
827 }
828
829 void TearDown() override
830 {
831 glDeleteTextures(1, &mTexture3D);
832 TexCoordDrawTest::TearDown();
833 }
834
835 GLuint mTexture3D;
836 GLint mTexture3DUniformLocation;
837};
838
Olli Etuaho1a679902016-01-14 12:21:47 +0200839class ShadowSamplerPlusSampler3DTestES3 : public TexCoordDrawTest
840{
841 protected:
842 ShadowSamplerPlusSampler3DTestES3()
843 : TexCoordDrawTest(),
844 mTextureShadow(0),
845 mTexture3D(0),
846 mTextureShadowUniformLocation(-1),
847 mTexture3DUniformLocation(-1),
848 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500849 {}
Olli Etuaho1a679902016-01-14 12:21:47 +0200850
Jamie Madill35cd7332018-12-02 12:03:33 -0500851 const char *getVertexShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200852 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500853 return "#version 300 es\n"
854 "out vec2 texcoord;\n"
855 "in vec4 position;\n"
856 "void main()\n"
857 "{\n"
858 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
859 " texcoord = (position.xy * 0.5) + 0.5;\n"
860 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200861 }
862
Jamie Madill35cd7332018-12-02 12:03:33 -0500863 const char *getFragmentShaderSource() override
Olli Etuaho1a679902016-01-14 12:21:47 +0200864 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500865 return "#version 300 es\n"
866 "precision highp float;\n"
867 "uniform highp sampler2DShadow tex2DShadow;\n"
868 "uniform highp sampler3D tex3D;\n"
869 "in vec2 texcoord;\n"
870 "uniform float depthRef;\n"
871 "out vec4 fragColor;\n"
872 "void main()\n"
873 "{\n"
874 " fragColor = vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.5);\n"
875 " fragColor += texture(tex3D, vec3(texcoord, 0.0));\n"
876 "}\n";
Olli Etuaho1a679902016-01-14 12:21:47 +0200877 }
878
879 void SetUp() override
880 {
881 TexCoordDrawTest::SetUp();
882
883 glGenTextures(1, &mTexture3D);
884
885 glGenTextures(1, &mTextureShadow);
886 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
887 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
888
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300889 setUpProgram();
890
Olli Etuaho1a679902016-01-14 12:21:47 +0200891 mTextureShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
892 ASSERT_NE(-1, mTextureShadowUniformLocation);
893 mTexture3DUniformLocation = glGetUniformLocation(mProgram, "tex3D");
894 ASSERT_NE(-1, mTexture3DUniformLocation);
895 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
896 ASSERT_NE(-1, mDepthRefUniformLocation);
897 }
898
899 void TearDown() override
900 {
901 glDeleteTextures(1, &mTextureShadow);
902 glDeleteTextures(1, &mTexture3D);
903 TexCoordDrawTest::TearDown();
904 }
905
906 GLuint mTextureShadow;
907 GLuint mTexture3D;
908 GLint mTextureShadowUniformLocation;
909 GLint mTexture3DUniformLocation;
910 GLint mDepthRefUniformLocation;
911};
912
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200913class SamplerTypeMixTestES3 : public TexCoordDrawTest
914{
915 protected:
916 SamplerTypeMixTestES3()
917 : TexCoordDrawTest(),
918 mTexture2D(0),
919 mTextureCube(0),
920 mTexture2DShadow(0),
921 mTextureCubeShadow(0),
922 mTexture2DUniformLocation(-1),
923 mTextureCubeUniformLocation(-1),
924 mTexture2DShadowUniformLocation(-1),
925 mTextureCubeShadowUniformLocation(-1),
926 mDepthRefUniformLocation(-1)
Jamie Madillb980c562018-11-27 11:34:27 -0500927 {}
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200928
Jamie Madill35cd7332018-12-02 12:03:33 -0500929 const char *getVertexShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200930 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500931 return "#version 300 es\n"
932 "out vec2 texcoord;\n"
933 "in vec4 position;\n"
934 "void main()\n"
935 "{\n"
936 " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
937 " texcoord = (position.xy * 0.5) + 0.5;\n"
938 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200939 }
940
Jamie Madill35cd7332018-12-02 12:03:33 -0500941 const char *getFragmentShaderSource() override
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200942 {
Jamie Madill35cd7332018-12-02 12:03:33 -0500943 return "#version 300 es\n"
944 "precision highp float;\n"
945 "uniform highp sampler2D tex2D;\n"
946 "uniform highp samplerCube texCube;\n"
947 "uniform highp sampler2DShadow tex2DShadow;\n"
948 "uniform highp samplerCubeShadow texCubeShadow;\n"
949 "in vec2 texcoord;\n"
950 "uniform float depthRef;\n"
951 "out vec4 fragColor;\n"
952 "void main()\n"
953 "{\n"
954 " fragColor = texture(tex2D, texcoord);\n"
955 " fragColor += texture(texCube, vec3(1.0, 0.0, 0.0));\n"
956 " fragColor += vec4(texture(tex2DShadow, vec3(texcoord, depthRef)) * 0.25);\n"
957 " fragColor += vec4(texture(texCubeShadow, vec4(1.0, 0.0, 0.0, depthRef)) * "
958 "0.125);\n"
959 "}\n";
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200960 }
961
962 void SetUp() override
963 {
964 TexCoordDrawTest::SetUp();
965
966 glGenTextures(1, &mTexture2D);
967 glGenTextures(1, &mTextureCube);
968
969 glGenTextures(1, &mTexture2DShadow);
970 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
971 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
972
973 glGenTextures(1, &mTextureCubeShadow);
974 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
975 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
976
Olli Etuahoa1c917f2016-04-06 13:50:03 +0300977 setUpProgram();
978
Olli Etuahoc8c99a02016-01-14 16:47:22 +0200979 mTexture2DUniformLocation = glGetUniformLocation(mProgram, "tex2D");
980 ASSERT_NE(-1, mTexture2DUniformLocation);
981 mTextureCubeUniformLocation = glGetUniformLocation(mProgram, "texCube");
982 ASSERT_NE(-1, mTextureCubeUniformLocation);
983 mTexture2DShadowUniformLocation = glGetUniformLocation(mProgram, "tex2DShadow");
984 ASSERT_NE(-1, mTexture2DShadowUniformLocation);
985 mTextureCubeShadowUniformLocation = glGetUniformLocation(mProgram, "texCubeShadow");
986 ASSERT_NE(-1, mTextureCubeShadowUniformLocation);
987 mDepthRefUniformLocation = glGetUniformLocation(mProgram, "depthRef");
988 ASSERT_NE(-1, mDepthRefUniformLocation);
989
990 ASSERT_GL_NO_ERROR();
991 }
992
993 void TearDown() override
994 {
995 glDeleteTextures(1, &mTexture2D);
996 glDeleteTextures(1, &mTextureCube);
997 glDeleteTextures(1, &mTexture2DShadow);
998 glDeleteTextures(1, &mTextureCubeShadow);
999 TexCoordDrawTest::TearDown();
1000 }
1001
1002 GLuint mTexture2D;
1003 GLuint mTextureCube;
1004 GLuint mTexture2DShadow;
1005 GLuint mTextureCubeShadow;
1006 GLint mTexture2DUniformLocation;
1007 GLint mTextureCubeUniformLocation;
1008 GLint mTexture2DShadowUniformLocation;
1009 GLint mTextureCubeShadowUniformLocation;
1010 GLint mDepthRefUniformLocation;
1011};
1012
Olli Etuaho96963162016-03-21 11:54:33 +02001013class SamplerInStructTest : public Texture2DTest
1014{
1015 protected:
1016 SamplerInStructTest() : Texture2DTest() {}
1017
1018 const char *getTextureUniformName() override { return "us.tex"; }
1019
Jamie Madill35cd7332018-12-02 12:03:33 -05001020 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001021 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001022 return "precision highp float;\n"
1023 "struct S\n"
1024 "{\n"
1025 " vec4 a;\n"
1026 " highp sampler2D tex;\n"
1027 "};\n"
1028 "uniform S us;\n"
1029 "varying vec2 texcoord;\n"
1030 "void main()\n"
1031 "{\n"
1032 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x);\n"
1033 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001034 }
1035
1036 void runSamplerInStructTest()
1037 {
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001038 setUpProgram();
1039
Olli Etuaho96963162016-03-21 11:54:33 +02001040 glActiveTexture(GL_TEXTURE0);
1041 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001042 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1043 &GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001044 drawQuad(mProgram, "position", 0.5f);
Olli Etuahoa314b612016-03-10 16:43:00 +02001045 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuaho96963162016-03-21 11:54:33 +02001046 }
1047};
1048
1049class SamplerInStructAsFunctionParameterTest : public SamplerInStructTest
1050{
1051 protected:
1052 SamplerInStructAsFunctionParameterTest() : SamplerInStructTest() {}
1053
Jamie Madill35cd7332018-12-02 12:03:33 -05001054 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001055 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001056 return "precision highp float;\n"
1057 "struct S\n"
1058 "{\n"
1059 " vec4 a;\n"
1060 " highp sampler2D tex;\n"
1061 "};\n"
1062 "uniform S us;\n"
1063 "varying vec2 texcoord;\n"
1064 "vec4 sampleFrom(S s) {\n"
1065 " return texture2D(s.tex, texcoord + s.a.x);\n"
1066 "}\n"
1067 "void main()\n"
1068 "{\n"
1069 " gl_FragColor = sampleFrom(us);\n"
1070 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001071 }
1072};
1073
1074class SamplerInStructArrayAsFunctionParameterTest : public SamplerInStructTest
1075{
1076 protected:
1077 SamplerInStructArrayAsFunctionParameterTest() : SamplerInStructTest() {}
1078
1079 const char *getTextureUniformName() override { return "us[0].tex"; }
1080
Jamie Madill35cd7332018-12-02 12:03:33 -05001081 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001082 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001083 return "precision highp float;\n"
1084 "struct S\n"
1085 "{\n"
1086 " vec4 a;\n"
1087 " highp sampler2D tex;\n"
1088 "};\n"
1089 "uniform S us[1];\n"
1090 "varying vec2 texcoord;\n"
1091 "vec4 sampleFrom(S s) {\n"
1092 " return texture2D(s.tex, texcoord + s.a.x);\n"
1093 "}\n"
1094 "void main()\n"
1095 "{\n"
1096 " gl_FragColor = sampleFrom(us[0]);\n"
1097 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001098 }
1099};
1100
1101class SamplerInNestedStructAsFunctionParameterTest : public SamplerInStructTest
1102{
1103 protected:
1104 SamplerInNestedStructAsFunctionParameterTest() : SamplerInStructTest() {}
1105
1106 const char *getTextureUniformName() override { return "us[0].sub.tex"; }
1107
Jamie Madill35cd7332018-12-02 12:03:33 -05001108 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001109 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001110 return "precision highp float;\n"
1111 "struct SUB\n"
1112 "{\n"
1113 " vec4 a;\n"
1114 " highp sampler2D tex;\n"
1115 "};\n"
1116 "struct S\n"
1117 "{\n"
1118 " SUB sub;\n"
1119 "};\n"
1120 "uniform S us[1];\n"
1121 "varying vec2 texcoord;\n"
1122 "vec4 sampleFrom(SUB s) {\n"
1123 " return texture2D(s.tex, texcoord + s.a.x);\n"
1124 "}\n"
1125 "void main()\n"
1126 "{\n"
1127 " gl_FragColor = sampleFrom(us[0].sub);\n"
1128 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001129 }
1130};
1131
1132class SamplerInStructAndOtherVariableTest : public SamplerInStructTest
1133{
1134 protected:
1135 SamplerInStructAndOtherVariableTest() : SamplerInStructTest() {}
1136
Jamie Madill35cd7332018-12-02 12:03:33 -05001137 const char *getFragmentShaderSource() override
Olli Etuaho96963162016-03-21 11:54:33 +02001138 {
Jamie Madill35cd7332018-12-02 12:03:33 -05001139 return "precision highp float;\n"
1140 "struct S\n"
1141 "{\n"
1142 " vec4 a;\n"
1143 " highp sampler2D tex;\n"
1144 "};\n"
1145 "uniform S us;\n"
1146 "uniform float us_tex;\n"
1147 "varying vec2 texcoord;\n"
1148 "void main()\n"
1149 "{\n"
1150 " gl_FragColor = texture2D(us.tex, texcoord + us.a.x + us_tex);\n"
1151 "}\n";
Olli Etuaho96963162016-03-21 11:54:33 +02001152 }
1153};
1154
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001155TEST_P(Texture2DTest, NegativeAPISubImage)
Jamie Madillf67115c2014-04-22 13:14:05 -04001156{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001157 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Jamie Madillf67115c2014-04-22 13:14:05 -04001158 EXPECT_GL_ERROR(GL_NO_ERROR);
1159
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001160 setUpProgram();
1161
Jamie Madill50cf2be2018-06-15 09:46:57 -04001162 const GLubyte *pixels[20] = {0};
Jamie Madillf67115c2014-04-22 13:14:05 -04001163 glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1164 EXPECT_GL_ERROR(GL_INVALID_VALUE);
Geoff Langc51642b2016-11-14 16:18:26 -05001165
1166 if (extensionEnabled("GL_EXT_texture_storage"))
1167 {
1168 // Create a 1-level immutable texture.
1169 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
1170
1171 // Try calling sub image on the second level.
1172 glTexSubImage2D(GL_TEXTURE_2D, 1, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
1173 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1174 }
Jamie Madillf67115c2014-04-22 13:14:05 -04001175}
Geoff Langc41e42d2014-04-28 10:58:16 -04001176
John Bauman18319182016-09-28 14:22:27 -07001177// Test that querying GL_TEXTURE_BINDING* doesn't cause an unexpected error.
1178TEST_P(Texture2DTest, QueryBinding)
1179{
1180 glBindTexture(GL_TEXTURE_2D, 0);
1181 EXPECT_GL_ERROR(GL_NO_ERROR);
1182
1183 GLint textureBinding;
1184 glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
1185 EXPECT_GL_NO_ERROR();
1186 EXPECT_EQ(0, textureBinding);
1187
1188 glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &textureBinding);
1189 if (extensionEnabled("GL_OES_EGL_image_external") ||
1190 extensionEnabled("GL_NV_EGL_stream_consumer_external"))
1191 {
1192 EXPECT_GL_NO_ERROR();
1193 EXPECT_EQ(0, textureBinding);
1194 }
1195 else
1196 {
1197 EXPECT_GL_ERROR(GL_INVALID_ENUM);
1198 }
1199}
1200
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001201TEST_P(Texture2DTest, ZeroSizedUploads)
Geoff Langc41e42d2014-04-28 10:58:16 -04001202{
Jamie Madilld4cfa572014-07-08 10:00:32 -04001203 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Geoff Langc41e42d2014-04-28 10:58:16 -04001204 EXPECT_GL_ERROR(GL_NO_ERROR);
1205
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001206 setUpProgram();
1207
Geoff Langc41e42d2014-04-28 10:58:16 -04001208 // Use the texture first to make sure it's in video memory
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001209 glUseProgram(mProgram);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001210 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001211 drawQuad(mProgram, "position", 0.5f);
Geoff Langc41e42d2014-04-28 10:58:16 -04001212
Jamie Madill50cf2be2018-06-15 09:46:57 -04001213 const GLubyte *pixel[4] = {0};
Geoff Langc41e42d2014-04-28 10:58:16 -04001214
1215 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1216 EXPECT_GL_NO_ERROR();
1217
1218 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1219 EXPECT_GL_NO_ERROR();
1220
1221 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
1222 EXPECT_GL_NO_ERROR();
1223}
Jamie Madilld4cfa572014-07-08 10:00:32 -04001224
1225// Test drawing with two texture types, to trigger an ANGLE bug in validation
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001226TEST_P(TextureCubeTest, CubeMapBug)
Jamie Madilld4cfa572014-07-08 10:00:32 -04001227{
1228 glActiveTexture(GL_TEXTURE0);
1229 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1230 glActiveTexture(GL_TEXTURE1);
1231 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1232 EXPECT_GL_ERROR(GL_NO_ERROR);
1233
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001234 glUseProgram(mProgram);
1235 glUniform1i(mTexture2DUniformLocation, 0);
1236 glUniform1i(mTextureCubeUniformLocation, 1);
1237 drawQuad(mProgram, "position", 0.5f);
Jamie Madilld4cfa572014-07-08 10:00:32 -04001238 EXPECT_GL_NO_ERROR();
1239}
Jamie Madill9aca0592014-10-06 16:26:59 -04001240
Olli Etuaho53a2da12016-01-11 15:43:32 +02001241// Test drawing with two texture types accessed from the same shader and check that the result of
1242// drawing is correct.
1243TEST_P(TextureCubeTest, CubeMapDraw)
1244{
1245 GLubyte texData[4];
1246 texData[0] = 0;
1247 texData[1] = 60;
1248 texData[2] = 0;
1249 texData[3] = 255;
1250
1251 glActiveTexture(GL_TEXTURE0);
1252 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1253 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1254
1255 glActiveTexture(GL_TEXTURE1);
1256 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
1257 texData[1] = 120;
1258 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
1259 texData);
1260 EXPECT_GL_ERROR(GL_NO_ERROR);
1261
1262 glUseProgram(mProgram);
1263 glUniform1i(mTexture2DUniformLocation, 0);
1264 glUniform1i(mTextureCubeUniformLocation, 1);
1265 drawQuad(mProgram, "position", 0.5f);
1266 EXPECT_GL_NO_ERROR();
1267
1268 int px = getWindowWidth() - 1;
1269 int py = 0;
1270 EXPECT_PIXEL_NEAR(px, py, 0, 180, 0, 255, 2);
1271}
1272
Olli Etuaho4644a202016-01-12 15:12:53 +02001273TEST_P(Sampler2DAsFunctionParameterTest, Sampler2DAsFunctionParameter)
1274{
1275 glActiveTexture(GL_TEXTURE0);
1276 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1277 GLubyte texData[4];
1278 texData[0] = 0;
1279 texData[1] = 128;
1280 texData[2] = 0;
1281 texData[3] = 255;
1282 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texData);
1283 glUseProgram(mProgram);
1284 glUniform1i(mTexture2DUniformLocation, 0);
1285 drawQuad(mProgram, "position", 0.5f);
1286 EXPECT_GL_NO_ERROR();
1287
1288 EXPECT_PIXEL_NEAR(0, 0, 0, 128, 0, 255, 2);
1289}
1290
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001291// Test drawing with two textures passed to the shader in a sampler array.
1292TEST_P(SamplerArrayTest, SamplerArrayDraw)
1293{
1294 testSamplerArrayDraw();
1295}
1296
1297// Test drawing with two textures passed to the shader in a sampler array which is passed to a
1298// user-defined function in the shader.
1299TEST_P(SamplerArrayAsFunctionParameterTest, SamplerArrayAsFunctionParameter)
1300{
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05001301 // TODO: Diagnose and fix. http://anglebug.com/2955
1302 ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
1303
Olli Etuaho2173db3d2016-01-12 13:55:14 +02001304 testSamplerArrayDraw();
1305}
1306
Jamie Madill9aca0592014-10-06 16:26:59 -04001307// Copy of a test in conformance/textures/texture-mips, to test generate mipmaps
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001308TEST_P(Texture2DTestWithDrawScale, MipmapsTwice)
Jamie Madill9aca0592014-10-06 16:26:59 -04001309{
1310 int px = getWindowWidth() / 2;
1311 int py = getWindowHeight() / 2;
1312
1313 glActiveTexture(GL_TEXTURE0);
1314 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1315
Olli Etuahoa314b612016-03-10 16:43:00 +02001316 std::vector<GLColor> pixelsRed(16u * 16u, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001317
Olli Etuahoa314b612016-03-10 16:43:00 +02001318 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1321 glGenerateMipmap(GL_TEXTURE_2D);
1322
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001323 glUseProgram(mProgram);
Jamie Madill9aca0592014-10-06 16:26:59 -04001324 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001325 glUniform2f(mDrawScaleUniformLocation, 0.0625f, 0.0625f);
1326 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001327 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001328 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
Jamie Madill9aca0592014-10-06 16:26:59 -04001329
Olli Etuahoa314b612016-03-10 16:43:00 +02001330 std::vector<GLColor> pixelsBlue(16u * 16u, GLColor::blue);
Jamie Madill9aca0592014-10-06 16:26:59 -04001331
Olli Etuahoa314b612016-03-10 16:43:00 +02001332 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1333 pixelsBlue.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001334 glGenerateMipmap(GL_TEXTURE_2D);
1335
Olli Etuahoa314b612016-03-10 16:43:00 +02001336 std::vector<GLColor> pixelsGreen(16u * 16u, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001337
Olli Etuahoa314b612016-03-10 16:43:00 +02001338 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1339 pixelsGreen.data());
Jamie Madill9aca0592014-10-06 16:26:59 -04001340 glGenerateMipmap(GL_TEXTURE_2D);
1341
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001342 drawQuad(mProgram, "position", 0.5f);
Jamie Madill9aca0592014-10-06 16:26:59 -04001343
1344 EXPECT_GL_NO_ERROR();
Olli Etuahoa314b612016-03-10 16:43:00 +02001345 EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
Jamie Madill9aca0592014-10-06 16:26:59 -04001346}
Jamie Madillf8fccb32014-11-12 15:05:26 -05001347
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001348// Test creating a FBO with a cube map render target, to test an ANGLE bug
1349// https://code.google.com/p/angleproject/issues/detail?id=849
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001350TEST_P(TextureCubeTest, CubeMapFBO)
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001351{
Michael Spangd8506c72019-01-29 15:35:09 -05001352 // http://anglebug.com/3145
1353 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1354
Jamie Madill3f3b3582018-09-14 10:38:44 -04001355 GLFramebuffer fbo;
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001356 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1357
1358 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
Jamie Madill50cf2be2018-06-15 09:46:57 -04001359 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1360 mTextureCube, 0);
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001361
Corentin Wallez322653b2015-06-17 18:33:56 +02001362 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001363 EXPECT_GL_NO_ERROR();
Jamie Madill3f3b3582018-09-14 10:38:44 -04001364
1365 // Test clearing the six mip faces individually.
1366 std::array<GLColor, 6> faceColors = {{GLColor::red, GLColor::green, GLColor::blue,
1367 GLColor::yellow, GLColor::cyan, GLColor::magenta}};
1368
1369 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1370 {
1371 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1372 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1373
1374 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector();
1375 glClearColor(clearColorF.x(), clearColorF.y(), clearColorF.z(), clearColorF.w());
1376 glClear(GL_COLOR_BUFFER_BIT);
1377
1378 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex]);
1379 }
1380
1381 // Iterate the faces again to make sure the colors haven't changed.
1382 for (size_t faceIndex = 0; faceIndex < 6; ++faceIndex)
1383 {
1384 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
1385 GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, mTextureCube, 0);
1386 EXPECT_PIXEL_COLOR_EQ(0, 0, faceColors[faceIndex])
1387 << "face color " << faceIndex << " shouldn't change";
1388 }
1389}
1390
1391// Tests clearing a cube map with a scissor enabled.
1392TEST_P(TextureCubeTest, CubeMapFBOScissoredClear)
1393{
1394 // TODO(jie.a.chen): Diagnose and fix. http://anglebug.com/2822
1395 ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
1396
Michael Spangd8506c72019-01-29 15:35:09 -05001397 // http://anglebug.com/3145
1398 ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
1399
Jamie Madill3f3b3582018-09-14 10:38:44 -04001400 constexpr size_t kSize = 16;
1401
1402 GLFramebuffer fbo;
1403 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1404 glViewport(0, 0, kSize, kSize);
1405
1406 GLTexture texcube;
1407 glBindTexture(GL_TEXTURE_CUBE_MAP, texcube);
1408 for (GLenum face = 0; face < 6; face++)
1409 {
1410 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA,
1411 GL_UNSIGNED_BYTE, nullptr);
1412 }
1413 ASSERT_GL_NO_ERROR();
1414
1415 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
1416 texcube, 0);
1417
1418 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
1419 ASSERT_GL_NO_ERROR();
1420
1421 glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
1422 glClear(GL_COLOR_BUFFER_BIT);
1423 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1424
1425 glEnable(GL_SCISSOR_TEST);
1426 glScissor(kSize / 2, 0, kSize / 2, kSize);
1427 glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
1428 glClear(GL_COLOR_BUFFER_BIT);
1429
1430 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
1431 EXPECT_PIXEL_COLOR_EQ(kSize / 2 + 1, 0, GLColor::green);
1432
1433 ASSERT_GL_NO_ERROR();
Jamie Madilleb32a2e2014-12-10 14:27:53 -05001434}
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001435
Jamie Madill50cf2be2018-06-15 09:46:57 -04001436// Test that glTexSubImage2D works properly when glTexStorage2DEXT has initialized the image with a
1437// default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001438TEST_P(Texture2DTest, TexStorage)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001439{
Luc Ferron7348fc52018-05-09 07:17:16 -04001440 ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
Geoff Langc4e93662017-05-01 10:45:59 -04001441
Jamie Madill50cf2be2018-06-15 09:46:57 -04001442 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001443 int height = getWindowHeight();
1444
1445 GLuint tex2D;
1446 glGenTextures(1, &tex2D);
1447 glActiveTexture(GL_TEXTURE0);
1448 glBindTexture(GL_TEXTURE_2D, tex2D);
1449
1450 // Fill with red
1451 std::vector<GLubyte> pixels(3 * 16 * 16);
1452 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1453 {
1454 pixels[pixelId * 3 + 0] = 255;
1455 pixels[pixelId * 3 + 1] = 0;
1456 pixels[pixelId * 3 + 2] = 0;
1457 }
1458
1459 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001460 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1461 // 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 -04001462 if (getClientMajorVersion() >= 3)
1463 {
1464 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1465 }
1466 else
1467 {
1468 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1469 }
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001470
1471 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1472 // glTexSubImage2D should take into account that the image is dirty.
1473 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
1474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1475 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1476
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001477 setUpProgram();
1478
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001479 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001480 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001481 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001482 glDeleteTextures(1, &tex2D);
1483 EXPECT_GL_NO_ERROR();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001484 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
Geoff Langfbfa47c2015-03-31 11:26:00 -04001485
1486 // Validate that the region of the texture without data has an alpha of 1.0
Jamie Madill05b35b22017-10-03 09:01:44 -04001487 angle::GLColor pixel = ReadColor(3 * width / 4, 3 * height / 4);
1488 EXPECT_EQ(255, pixel.A);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001489}
1490
Jamie Madill50cf2be2018-06-15 09:46:57 -04001491// Test that glTexSubImage2D combined with a PBO works properly when glTexStorage2DEXT has
1492// initialized the image with a default color.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001493TEST_P(Texture2DTest, TexStorageWithPBO)
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001494{
1495 if (extensionEnabled("NV_pixel_buffer_object"))
1496 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04001497 int width = getWindowWidth();
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001498 int height = getWindowHeight();
1499
1500 GLuint tex2D;
1501 glGenTextures(1, &tex2D);
1502 glActiveTexture(GL_TEXTURE0);
1503 glBindTexture(GL_TEXTURE_2D, tex2D);
1504
1505 // Fill with red
1506 std::vector<GLubyte> pixels(3 * 16 * 16);
1507 for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
1508 {
1509 pixels[pixelId * 3 + 0] = 255;
1510 pixels[pixelId * 3 + 1] = 0;
1511 pixels[pixelId * 3 + 2] = 0;
1512 }
1513
1514 // Read 16x16 region from red backbuffer to PBO
1515 GLuint pbo;
1516 glGenBuffers(1, &pbo);
1517 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
1518 glBufferData(GL_PIXEL_UNPACK_BUFFER, 3 * 16 * 16, pixels.data(), GL_STATIC_DRAW);
1519
1520 // ANGLE internally uses RGBA as the DirectX format for RGB images
Jamie Madill50cf2be2018-06-15 09:46:57 -04001521 // therefore glTexStorage2DEXT initializes the image to a default color to get a consistent
1522 // 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 +00001523 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGB8, 16, 16);
1524
1525 // Initializes the color of the upper-left 8x8 pixels, leaves the other pixels untouched.
1526 // glTexSubImage2D should take into account that the image is dirty.
Yunchao Hef81ce4a2017-04-24 10:49:17 +08001527 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 +00001528 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1529 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1530
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001531 setUpProgram();
1532
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001533 glUseProgram(mProgram);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001534 glUniform1i(mTexture2DUniformLocation, 0);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001535 drawQuad(mProgram, "position", 0.5f);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001536 glDeleteTextures(1, &tex2D);
Olli Etuaho19d48db2016-01-13 14:43:21 +02001537 glDeleteBuffers(1, &pbo);
Gregoire Payen de La Garanderie88fe1ad2015-01-19 15:09:26 +00001538 EXPECT_GL_NO_ERROR();
1539 EXPECT_PIXEL_EQ(3 * width / 4, 3 * height / 4, 0, 0, 0, 255);
1540 EXPECT_PIXEL_EQ(width / 4, height / 4, 255, 0, 0, 255);
1541 }
1542}
Jamie Madillbc393df2015-01-29 13:46:07 -05001543
1544// See description on testFloatCopySubImage
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001545TEST_P(Texture2DTest, CopySubImageFloat_R_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001546{
1547 testFloatCopySubImage(1, 1);
1548}
1549
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001550TEST_P(Texture2DTest, CopySubImageFloat_RG_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001551{
1552 testFloatCopySubImage(2, 1);
1553}
1554
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001555TEST_P(Texture2DTest, CopySubImageFloat_RG_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001556{
1557 testFloatCopySubImage(2, 2);
1558}
1559
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001560TEST_P(Texture2DTest, CopySubImageFloat_RGB_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001561{
1562 testFloatCopySubImage(3, 1);
1563}
1564
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001565TEST_P(Texture2DTest, CopySubImageFloat_RGB_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001566{
1567 testFloatCopySubImage(3, 2);
1568}
1569
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001570TEST_P(Texture2DTest, CopySubImageFloat_RGB_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001571{
Yunchao He9550c602018-02-13 14:47:05 +08001572 // TODO(cwallez): Fix on Linux Intel drivers (http://anglebug.com/1346)
1573 ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04001574
Yunchao He9550c602018-02-13 14:47:05 +08001575 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1576 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001577
Jamie Madillbc393df2015-01-29 13:46:07 -05001578 testFloatCopySubImage(3, 3);
1579}
1580
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001581TEST_P(Texture2DTest, CopySubImageFloat_RGBA_R)
Jamie Madillbc393df2015-01-29 13:46:07 -05001582{
1583 testFloatCopySubImage(4, 1);
1584}
1585
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001586TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RG)
Jamie Madillbc393df2015-01-29 13:46:07 -05001587{
1588 testFloatCopySubImage(4, 2);
1589}
1590
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001591TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGB)
Jamie Madillbc393df2015-01-29 13:46:07 -05001592{
Yunchao He9550c602018-02-13 14:47:05 +08001593 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1594 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001595
Jamie Madillbc393df2015-01-29 13:46:07 -05001596 testFloatCopySubImage(4, 3);
1597}
1598
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001599TEST_P(Texture2DTest, CopySubImageFloat_RGBA_RGBA)
Jamie Madillbc393df2015-01-29 13:46:07 -05001600{
Luc Ferronf786b702018-07-10 11:01:43 -04001601 // TODO(lucferron): This test fails only on linux and intel.
1602 // http://anglebug.com/2726
1603 ANGLE_SKIP_TEST_IF(IsVulkan() && IsLinux() && IsIntel());
1604
Yunchao He9550c602018-02-13 14:47:05 +08001605 // Ignore SDK layers messages on D3D11 FL 9.3 (http://anglebug.com/1284)
1606 ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
Austin Kinrossd544cc92016-01-11 15:26:42 -08001607
Jamie Madillbc393df2015-01-29 13:46:07 -05001608 testFloatCopySubImage(4, 4);
1609}
Austin Kinross07285142015-03-26 11:36:16 -07001610
Jamie Madill50cf2be2018-06-15 09:46:57 -04001611// Port of
1612// https://www.khronos.org/registry/webgl/conformance-suites/1.0.3/conformance/textures/texture-npot.html
1613// Run against GL_ALPHA/UNSIGNED_BYTE format, to ensure that D3D11 Feature Level 9_3 correctly
1614// handles GL_ALPHA
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001615TEST_P(Texture2DTest, TextureNPOT_GL_ALPHA_UBYTE)
Austin Kinross07285142015-03-26 11:36:16 -07001616{
1617 const int npotTexSize = 5;
Jamie Madill50cf2be2018-06-15 09:46:57 -04001618 const int potTexSize = 4; // Should be less than npotTexSize
Austin Kinross07285142015-03-26 11:36:16 -07001619 GLuint tex2D;
1620
1621 if (extensionEnabled("GL_OES_texture_npot"))
1622 {
1623 // This test isn't applicable if texture_npot is enabled
1624 return;
1625 }
1626
Olli Etuahoa1c917f2016-04-06 13:50:03 +03001627 setUpProgram();
1628
Austin Kinross07285142015-03-26 11:36:16 -07001629 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
1630
Austin Kinross5faa15b2016-01-11 13:32:48 -08001631 // Default unpack alignment is 4. The values of 'pixels' below needs it to be 1.
1632 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1633
Austin Kinross07285142015-03-26 11:36:16 -07001634 glActiveTexture(GL_TEXTURE0);
1635 glGenTextures(1, &tex2D);
1636 glBindTexture(GL_TEXTURE_2D, tex2D);
1637
Till Rathmannc1551dc2018-08-15 17:04:49 +02001638 const std::vector<GLubyte> pixels(1 * npotTexSize * npotTexSize, 64);
Austin Kinross07285142015-03-26 11:36:16 -07001639
1640 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1641 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1642
1643 // Check that an NPOT texture not on level 0 generates INVALID_VALUE
Jamie Madill50cf2be2018-06-15 09:46:57 -04001644 glTexImage2D(GL_TEXTURE_2D, 1, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1645 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001646 EXPECT_GL_ERROR(GL_INVALID_VALUE);
1647
1648 // Check that an NPOT texture on level 0 succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001649 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, npotTexSize, npotTexSize, 0, GL_ALPHA,
1650 GL_UNSIGNED_BYTE, pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001651 EXPECT_GL_NO_ERROR();
1652
1653 // Check that generateMipmap fails on NPOT
1654 glGenerateMipmap(GL_TEXTURE_2D);
1655 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
1656
1657 // Check that nothing is drawn if filtering is not correct for NPOT
1658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1660 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1661 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1662 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001663 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001664 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1665
1666 // NPOT texture with TEXTURE_MIN_FILTER not NEAREST or LINEAR should draw with 0,0,0,255
1667 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1668 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1669 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
1670 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001671 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001672 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 255);
1673
1674 // NPOT texture with TEXTURE_MIN_FILTER set to LINEAR should draw
1675 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1676 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001677 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001678 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1679
1680 // Check that glTexImage2D for POT texture succeeds
Jamie Madill50cf2be2018-06-15 09:46:57 -04001681 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, potTexSize, potTexSize, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
1682 pixels.data());
Austin Kinross07285142015-03-26 11:36:16 -07001683 EXPECT_GL_NO_ERROR();
1684
1685 // Check that generateMipmap for an POT texture succeeds
1686 glGenerateMipmap(GL_TEXTURE_2D);
1687 EXPECT_GL_NO_ERROR();
1688
1689 // POT texture with TEXTURE_MIN_FILTER set to LINEAR_MIPMAP_LINEAR should draw
1690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1691 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1694 glClear(GL_COLOR_BUFFER_BIT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001695 drawQuad(mProgram, "position", 1.0f);
Austin Kinross07285142015-03-26 11:36:16 -07001696 EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 64);
1697 EXPECT_GL_NO_ERROR();
1698}
Jamie Madillfa05f602015-05-07 13:47:11 -04001699
Austin Kinross08528e12015-10-07 16:24:40 -07001700// Test to ensure that glTexSubImage2D always accepts data for non-power-of-two subregions.
1701// ANGLE previously rejected this if GL_OES_texture_npot wasn't active, which is incorrect.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02001702TEST_P(Texture2DTest, NPOTSubImageParameters)
Austin Kinross08528e12015-10-07 16:24:40 -07001703{
1704 glActiveTexture(GL_TEXTURE0);
1705 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1706
1707 // Create an 8x8 (i.e. power-of-two) texture.
1708 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
1709 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1710 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1711 glGenerateMipmap(GL_TEXTURE_2D);
1712
1713 // Supply a 3x3 (i.e. non-power-of-two) subimage to the texture.
1714 // This should always work, even if GL_OES_texture_npot isn't active.
Geoff Langfb052642017-10-24 13:42:09 -04001715 std::array<GLColor, 3 * 3> data;
1716 glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 3, 3, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
Austin Kinross08528e12015-10-07 16:24:40 -07001717
1718 EXPECT_GL_NO_ERROR();
1719}
1720
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001721// Test to check that texture completeness is determined correctly when the texture base level is
1722// greater than 0, and also that level 0 is not sampled when base level is greater than 0.
1723TEST_P(Texture2DTestES3, DrawWithBaseLevel1)
1724{
1725 glActiveTexture(GL_TEXTURE0);
1726 glBindTexture(GL_TEXTURE_2D, mTexture2D);
Olli Etuahoa314b612016-03-10 16:43:00 +02001727
1728 std::vector<GLColor> texDataRed(4u * 4u, GLColor::red);
1729 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1730 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1731 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1732 texDataGreen.data());
1733 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1734 texDataGreen.data());
Olli Etuahoa7416ff2016-01-18 12:22:55 +02001735 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1736 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1738
1739 EXPECT_GL_NO_ERROR();
1740
1741 drawQuad(mProgram, "position", 0.5f);
1742
Olli Etuahoa314b612016-03-10 16:43:00 +02001743 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1744}
1745
1746// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1747// have images defined.
1748TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeUndefined)
1749{
Yunchao He9550c602018-02-13 14:47:05 +08001750 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1751 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1752
Olli Etuahoa314b612016-03-10 16:43:00 +02001753 glActiveTexture(GL_TEXTURE0);
1754 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1755 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1756 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1757 texDataGreen.data());
1758 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1759 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1760 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1761 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1762
1763 EXPECT_GL_NO_ERROR();
1764
1765 drawQuad(mProgram, "position", 0.5f);
1766
1767 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1768}
1769
Olli Etuahoe8528d82016-05-16 17:50:52 +03001770// Test that drawing works correctly when level 0 is undefined and base level is 1.
1771TEST_P(Texture2DTestES3, DrawWithLevelZeroUndefined)
1772{
Yunchao He9550c602018-02-13 14:47:05 +08001773 // Observed crashing on AMD. Oddly the crash only happens with 2D textures, not 3D or array.
1774 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
1775
Olli Etuahoe8528d82016-05-16 17:50:52 +03001776 glActiveTexture(GL_TEXTURE0);
1777 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1778 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1779 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1780 texDataGreen.data());
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 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1784 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1785
1786 EXPECT_GL_NO_ERROR();
1787
1788 // Texture is incomplete.
1789 drawQuad(mProgram, "position", 0.5f);
1790 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
1791
1792 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1793 texDataGreen.data());
1794
1795 // Texture is now complete.
1796 drawQuad(mProgram, "position", 0.5f);
1797 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1798}
1799
Olli Etuahoa314b612016-03-10 16:43:00 +02001800// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1801// dimensions that don't fit the images inside the range.
1802// GLES 3.0.4 section 3.8.13 Texture completeness
1803TEST_P(Texture2DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1804{
Olli Etuahoa314b612016-03-10 16:43:00 +02001805 glActiveTexture(GL_TEXTURE0);
1806 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1807 std::vector<GLColor> texDataRed(8u * 8u, GLColor::red);
1808 std::vector<GLColor> texDataGreen(2u * 2u, GLColor::green);
1809 std::vector<GLColor> texDataCyan(2u * 2u, GLColor::cyan);
1810
1811 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1812 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1813
1814 // Two levels that are initially unused.
1815 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
1816 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1817 texDataCyan.data());
1818
1819 // One level that is used - only this level should affect completeness.
1820 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1821 texDataGreen.data());
1822
1823 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
1824 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
1825
1826 EXPECT_GL_NO_ERROR();
1827
1828 drawQuad(mProgram, "position", 0.5f);
1829
1830 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1831
Yunchao He2f23f352018-02-11 22:11:37 +08001832 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001833
1834 // Switch the level that is being used to the cyan level 2.
1835 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
1836 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
1837
1838 EXPECT_GL_NO_ERROR();
1839
1840 drawQuad(mProgram, "position", 0.5f);
1841
1842 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1843}
1844
1845// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1846// have images defined.
1847TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeUndefined)
1848{
Olli Etuahoa314b612016-03-10 16:43:00 +02001849 glActiveTexture(GL_TEXTURE0);
1850 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1851 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1852 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1853 texDataGreen.data());
1854 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1855 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1856 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1857 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1858
1859 EXPECT_GL_NO_ERROR();
1860
1861 drawQuad(mProgram, "position", 0.5f);
1862
1863 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1864}
1865
1866// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1867// dimensions that don't fit the images inside the range.
1868// GLES 3.0.4 section 3.8.13 Texture completeness
1869TEST_P(Texture3DTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1870{
Olli Etuahoa314b612016-03-10 16:43:00 +02001871 glActiveTexture(GL_TEXTURE0);
1872 glBindTexture(GL_TEXTURE_3D, mTexture3D);
1873 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1874 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1875 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1876
1877 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1878 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1879
1880 // Two levels that are initially unused.
1881 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1882 texDataRed.data());
1883 glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1884 texDataCyan.data());
1885
1886 // One level that is used - only this level should affect completeness.
1887 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1888 texDataGreen.data());
1889
1890 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 1);
1891 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
1892
1893 EXPECT_GL_NO_ERROR();
1894
1895 drawQuad(mProgram, "position", 0.5f);
1896
1897 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1898
Yunchao He2f23f352018-02-11 22:11:37 +08001899 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Olli Etuahoa314b612016-03-10 16:43:00 +02001900
1901 // Switch the level that is being used to the cyan level 2.
1902 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 2);
1903 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 2);
1904
1905 EXPECT_GL_NO_ERROR();
1906
1907 drawQuad(mProgram, "position", 0.5f);
1908
1909 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1910}
1911
1912// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range do not
1913// have images defined.
1914TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeUndefined)
1915{
Olli Etuahoa314b612016-03-10 16:43:00 +02001916 glActiveTexture(GL_TEXTURE0);
1917 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
1918 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1919 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1920 texDataGreen.data());
1921 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1922 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1923 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1924 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1925
1926 EXPECT_GL_NO_ERROR();
1927
1928 drawQuad(mProgram, "position", 0.5f);
1929
1930 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1931}
1932
1933// Test that drawing works correctly when levels outside the BASE_LEVEL/MAX_LEVEL range have
1934// dimensions that don't fit the images inside the range.
1935// GLES 3.0.4 section 3.8.13 Texture completeness
1936TEST_P(Texture2DArrayTestES3, DrawWithLevelsOutsideRangeWithInconsistentDimensions)
1937{
Olli Etuahoa314b612016-03-10 16:43:00 +02001938 glActiveTexture(GL_TEXTURE0);
1939 glBindTexture(GL_TEXTURE_3D, m2DArrayTexture);
1940 std::vector<GLColor> texDataRed(8u * 8u * 8u, GLColor::red);
1941 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
1942 std::vector<GLColor> texDataCyan(2u * 2u * 2u, GLColor::cyan);
1943
1944 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1945 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1946
1947 // Two levels that are initially unused.
1948 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1949 texDataRed.data());
1950 glTexImage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1951 texDataCyan.data());
1952
1953 // One level that is used - only this level should affect completeness.
1954 glTexImage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1955 texDataGreen.data());
1956
1957 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 1);
1958 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
1959
1960 EXPECT_GL_NO_ERROR();
1961
1962 drawQuad(mProgram, "position", 0.5f);
1963
1964 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1965
Yunchao He2f23f352018-02-11 22:11:37 +08001966 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
1967
Yunchao He9550c602018-02-13 14:47:05 +08001968 // NVIDIA was observed drawing color 0,0,0,0 instead of the texture color after the base
1969 // level was changed.
1970 ANGLE_SKIP_TEST_IF(IsNVIDIA() && (IsOpenGL() || IsOpenGLES()));
Olli Etuahoa314b612016-03-10 16:43:00 +02001971
1972 // Switch the level that is being used to the cyan level 2.
1973 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 2);
1974 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 2);
1975
1976 EXPECT_GL_NO_ERROR();
1977
1978 drawQuad(mProgram, "position", 0.5f);
1979
1980 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
1981}
1982
1983// Test that texture completeness is updated if texture max level changes.
1984// GLES 3.0.4 section 3.8.13 Texture completeness
1985TEST_P(Texture2DTestES3, TextureCompletenessChangesWithMaxLevel)
1986{
Olli Etuahoa314b612016-03-10 16:43:00 +02001987 glActiveTexture(GL_TEXTURE0);
1988 glBindTexture(GL_TEXTURE_2D, mTexture2D);
1989 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
1990
1991 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1992 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
1993
1994 // A level that is initially unused.
1995 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
1996 texDataGreen.data());
1997
1998 // One level that is initially used - only this level should affect completeness.
1999 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2000 texDataGreen.data());
2001
2002 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2003 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2004
2005 EXPECT_GL_NO_ERROR();
2006
2007 drawQuad(mProgram, "position", 0.5f);
2008
2009 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2010
2011 // Switch the max level to level 1. The levels within the used range now have inconsistent
2012 // dimensions and the texture should be incomplete.
2013 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2014
2015 EXPECT_GL_NO_ERROR();
2016
2017 drawQuad(mProgram, "position", 0.5f);
2018
2019 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2020}
2021
2022// Test that 3D texture completeness is updated if texture max level changes.
2023// GLES 3.0.4 section 3.8.13 Texture completeness
2024TEST_P(Texture3DTestES3, Texture3DCompletenessChangesWithMaxLevel)
2025{
Olli Etuahoa314b612016-03-10 16:43:00 +02002026 glActiveTexture(GL_TEXTURE0);
2027 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2028 std::vector<GLColor> texDataGreen(2u * 2u * 2u, GLColor::green);
2029
2030 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2031 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2032
2033 // A level that is initially unused.
2034 glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 1, 1, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2035 texDataGreen.data());
2036
2037 // One level that is initially used - only this level should affect completeness.
2038 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2039 texDataGreen.data());
2040
2041 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
2042 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
2043
2044 EXPECT_GL_NO_ERROR();
2045
2046 drawQuad(mProgram, "position", 0.5f);
2047
2048 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2049
2050 // Switch the max level to level 1. The levels within the used range now have inconsistent
2051 // dimensions and the texture should be incomplete.
2052 glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
2053
2054 EXPECT_GL_NO_ERROR();
2055
2056 drawQuad(mProgram, "position", 0.5f);
2057
2058 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2059}
2060
2061// Test that texture completeness is updated if texture base level changes.
2062// GLES 3.0.4 section 3.8.13 Texture completeness
2063TEST_P(Texture2DTestES3, TextureCompletenessChangesWithBaseLevel)
2064{
Olli Etuahoa314b612016-03-10 16:43:00 +02002065 glActiveTexture(GL_TEXTURE0);
2066 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2067 std::vector<GLColor> texDataGreen(8u * 8u, GLColor::green);
2068
2069 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2070 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2071
2072 // Two levels that are initially unused.
2073 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2074 texDataGreen.data());
2075 glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2076 texDataGreen.data());
2077
2078 // One level that is initially used - only this level should affect completeness.
2079 glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2080 texDataGreen.data());
2081
2082 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
2083 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
2084
2085 EXPECT_GL_NO_ERROR();
2086
2087 drawQuad(mProgram, "position", 0.5f);
2088
2089 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2090
2091 // Switch the base level to level 1. The levels within the used range now have inconsistent
2092 // dimensions and the texture should be incomplete.
2093 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2094
2095 EXPECT_GL_NO_ERROR();
2096
2097 drawQuad(mProgram, "position", 0.5f);
2098
2099 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2100}
2101
2102// Test that texture is not complete if base level is greater than max level.
2103// GLES 3.0.4 section 3.8.13 Texture completeness
2104TEST_P(Texture2DTestES3, TextureBaseLevelGreaterThanMaxLevel)
2105{
Olli Etuahoa314b612016-03-10 16:43:00 +02002106 glActiveTexture(GL_TEXTURE0);
2107 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2108
2109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2110 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2111
2112 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2113
2114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2115 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2116
2117 EXPECT_GL_NO_ERROR();
2118
2119 drawQuad(mProgram, "position", 0.5f);
2120
2121 // Texture should be incomplete.
2122 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
2123}
2124
2125// Test that immutable texture base level and max level are clamped.
2126// GLES 3.0.4 section 3.8.10 subsection Mipmapping
2127TEST_P(Texture2DTestES3, ImmutableTextureBaseLevelOutOfRange)
2128{
Olli Etuahoa314b612016-03-10 16:43:00 +02002129 glActiveTexture(GL_TEXTURE0);
2130 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2131
2132 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2134
2135 glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
2136
2137 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2138
2139 // For immutable-format textures, base level should be clamped to [0, levels - 1], and max level
2140 // should be clamped to [base_level, levels - 1].
2141 // GLES 3.0.4 section 3.8.10 subsection Mipmapping
2142 // In the case of this test, those rules make the effective base level and max level 0.
2143 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2144 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2145
2146 EXPECT_GL_NO_ERROR();
2147
2148 drawQuad(mProgram, "position", 0.5f);
2149
2150 // Texture should be complete.
2151 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2152}
2153
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002154// Test that changing base level works when it affects the format of the texture.
2155TEST_P(Texture2DTestES3, TextureFormatChangesWithBaseLevel)
2156{
Yunchao He9550c602018-02-13 14:47:05 +08002157 // Observed rendering corruption on NVIDIA OpenGL.
2158 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
2159
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002160 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsDesktopOpenGL());
Yunchao He9550c602018-02-13 14:47:05 +08002161
2162 // Observed incorrect rendering on AMD OpenGL.
2163 ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
Olli Etuaho87fc71c2016-05-11 14:25:21 +03002164
2165 glActiveTexture(GL_TEXTURE0);
2166 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2167 std::vector<GLColor> texDataCyan(4u * 4u, GLColor::cyan);
2168 std::vector<GLColor> texDataGreen(4u * 4u, GLColor::green);
2169
2170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2171 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2172
2173 // RGBA8 level that's initially unused.
2174 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2175 texDataCyan.data());
2176
2177 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2178 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
2179
2180 // RG8 level that's initially used, with consistent dimensions with level 0 but a different
2181 // format. It reads green channel data from the green and alpha channels of texDataGreen
2182 // (this is a bit hacky but works).
2183 glTexImage2D(GL_TEXTURE_2D, 1, GL_RG8, 2, 2, 0, GL_RG, GL_UNSIGNED_BYTE, texDataGreen.data());
2184
2185 EXPECT_GL_NO_ERROR();
2186
2187 drawQuad(mProgram, "position", 0.5f);
2188
2189 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2190
2191 // Switch the texture to use the cyan level 0 with the RGBA format.
2192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2194
2195 EXPECT_GL_NO_ERROR();
2196
2197 drawQuad(mProgram, "position", 0.5f);
2198
2199 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
2200}
2201
Olli Etuahoa314b612016-03-10 16:43:00 +02002202// Test that setting a texture image works when base level is out of range.
2203TEST_P(Texture2DTestES3, SetImageWhenBaseLevelOutOfRange)
2204{
2205 glActiveTexture(GL_TEXTURE0);
2206 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2207
2208 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2209 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2210
2211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 10000);
2212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10000);
2213
2214 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
2215
2216 EXPECT_GL_NO_ERROR();
2217
2218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2219
2220 drawQuad(mProgram, "position", 0.5f);
2221
2222 // Texture should be complete.
2223 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Olli Etuahoa7416ff2016-01-18 12:22:55 +02002224}
2225
Jamie Madill50cf2be2018-06-15 09:46:57 -04002226// In the D3D11 renderer, we need to initialize some texture formats, to fill empty channels. EG
2227// RBA->RGBA8, with 1.0 in the alpha channel. This test covers a bug where redefining array textures
2228// with these formats does not work as expected.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002229TEST_P(Texture2DArrayTestES3, RedefineInittableArray)
Jamie Madill2453dbc2015-07-14 11:35:42 -04002230{
2231 std::vector<GLubyte> pixelData;
2232 for (size_t count = 0; count < 5000; count++)
2233 {
2234 pixelData.push_back(0u);
2235 pixelData.push_back(255u);
2236 pixelData.push_back(0u);
2237 }
2238
2239 glBindTexture(GL_TEXTURE_2D_ARRAY, m2DArrayTexture);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002240 glUseProgram(mProgram);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002241 glUniform1i(mTextureArrayLocation, 0);
2242
2243 // The first draw worked correctly.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002244 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2245 &pixelData[0]);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002246
2247 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2248 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2249 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
2250 glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002251 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002252 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002253
2254 // The dimension of the respecification must match the original exactly to trigger the bug.
Jamie Madill50cf2be2018-06-15 09:46:57 -04002255 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 4, 4, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
2256 &pixelData[0]);
Olli Etuaho4a8329f2016-01-11 17:12:57 +02002257 drawQuad(mProgram, "position", 1.0f);
Olli Etuahoa314b612016-03-10 16:43:00 +02002258 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
Jamie Madill2453dbc2015-07-14 11:35:42 -04002259
2260 ASSERT_GL_NO_ERROR();
2261}
2262
Olli Etuaho1a679902016-01-14 12:21:47 +02002263// Test shadow sampler and regular non-shadow sampler coexisting in the same shader.
2264// This test is needed especially to confirm that sampler registers get assigned correctly on
2265// the HLSL backend even when there's a mix of different HLSL sampler and texture types.
2266TEST_P(ShadowSamplerPlusSampler3DTestES3, ShadowSamplerPlusSampler3DDraw)
2267{
2268 glActiveTexture(GL_TEXTURE0);
2269 glBindTexture(GL_TEXTURE_3D, mTexture3D);
2270 GLubyte texData[4];
2271 texData[0] = 0;
2272 texData[1] = 60;
2273 texData[2] = 0;
2274 texData[3] = 255;
2275 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2276
2277 glActiveTexture(GL_TEXTURE1);
2278 glBindTexture(GL_TEXTURE_2D, mTextureShadow);
2279 GLfloat depthTexData[1];
2280 depthTexData[0] = 0.5f;
2281 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2282 depthTexData);
2283
2284 glUseProgram(mProgram);
2285 glUniform1f(mDepthRefUniformLocation, 0.3f);
2286 glUniform1i(mTexture3DUniformLocation, 0);
2287 glUniform1i(mTextureShadowUniformLocation, 1);
2288
2289 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2290 drawQuad(mProgram, "position", 0.5f);
2291 EXPECT_GL_NO_ERROR();
2292 // The shader writes 0.5 * <comparison result (1.0)> + <texture color>
2293 EXPECT_PIXEL_NEAR(0, 0, 128, 188, 128, 255, 2);
2294
2295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
2296 drawQuad(mProgram, "position", 0.5f);
2297 EXPECT_GL_NO_ERROR();
2298 // The shader writes 0.5 * <comparison result (0.0)> + <texture color>
2299 EXPECT_PIXEL_NEAR(0, 0, 0, 60, 0, 255, 2);
2300}
2301
Olli Etuahoc8c99a02016-01-14 16:47:22 +02002302// Test multiple different sampler types in the same shader.
2303// This test makes sure that even if sampler / texture registers get grouped together based on type
2304// or otherwise get shuffled around in the HLSL backend of the shader translator, the D3D renderer
2305// still has the right register index information for each ESSL sampler.
2306// The tested ESSL samplers have the following types in D3D11 HLSL:
2307// sampler2D: Texture2D + SamplerState
2308// samplerCube: TextureCube + SamplerState
2309// sampler2DShadow: Texture2D + SamplerComparisonState
2310// samplerCubeShadow: TextureCube + SamplerComparisonState
2311TEST_P(SamplerTypeMixTestES3, SamplerTypeMixDraw)
2312{
2313 glActiveTexture(GL_TEXTURE0);
2314 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2315 GLubyte texData[4];
2316 texData[0] = 0;
2317 texData[1] = 0;
2318 texData[2] = 120;
2319 texData[3] = 255;
2320 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
2321
2322 glActiveTexture(GL_TEXTURE1);
2323 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
2324 texData[0] = 0;
2325 texData[1] = 90;
2326 texData[2] = 0;
2327 texData[3] = 255;
2328 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_RGBA8, 1, 1);
2329 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
2330 texData);
2331
2332 glActiveTexture(GL_TEXTURE2);
2333 glBindTexture(GL_TEXTURE_2D, mTexture2DShadow);
2334 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2335 GLfloat depthTexData[1];
2336 depthTexData[0] = 0.5f;
2337 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 1, 1, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
2338 depthTexData);
2339
2340 glActiveTexture(GL_TEXTURE3);
2341 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCubeShadow);
2342 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
2343 depthTexData[0] = 0.2f;
2344 glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT32F, 1, 1);
2345 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
2346 depthTexData);
2347
2348 EXPECT_GL_NO_ERROR();
2349
2350 glUseProgram(mProgram);
2351 glUniform1f(mDepthRefUniformLocation, 0.3f);
2352 glUniform1i(mTexture2DUniformLocation, 0);
2353 glUniform1i(mTextureCubeUniformLocation, 1);
2354 glUniform1i(mTexture2DShadowUniformLocation, 2);
2355 glUniform1i(mTextureCubeShadowUniformLocation, 3);
2356
2357 drawQuad(mProgram, "position", 0.5f);
2358 EXPECT_GL_NO_ERROR();
2359 // The shader writes:
2360 // <texture 2d color> +
2361 // <cube map color> +
2362 // 0.25 * <comparison result (1.0)> +
2363 // 0.125 * <comparison result (0.0)>
2364 EXPECT_PIXEL_NEAR(0, 0, 64, 154, 184, 255, 2);
2365}
2366
Olli Etuahobce743a2016-01-15 17:18:28 +02002367// Test different base levels on textures accessed through the same sampler array.
2368// Calling textureSize() on the samplers hits the D3D sampler metadata workaround.
2369TEST_P(TextureSizeTextureArrayTest, BaseLevelVariesInTextureArray)
2370{
Yunchao He9550c602018-02-13 14:47:05 +08002371 ANGLE_SKIP_TEST_IF(IsAMD() && IsD3D11());
2372
Olli Etuahobce743a2016-01-15 17:18:28 +02002373 glActiveTexture(GL_TEXTURE0);
2374 glBindTexture(GL_TEXTURE_2D, mTexture2DA);
2375 GLsizei size = 64;
2376 for (GLint level = 0; level < 7; ++level)
2377 {
2378 ASSERT_LT(0, size);
2379 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2380 nullptr);
2381 size = size / 2;
2382 }
2383 ASSERT_EQ(0, size);
2384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
2385
2386 glActiveTexture(GL_TEXTURE1);
2387 glBindTexture(GL_TEXTURE_2D, mTexture2DB);
2388 size = 128;
2389 for (GLint level = 0; level < 8; ++level)
2390 {
2391 ASSERT_LT(0, size);
2392 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2393 nullptr);
2394 size = size / 2;
2395 }
2396 ASSERT_EQ(0, size);
2397 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 3);
2398 EXPECT_GL_NO_ERROR();
2399
2400 glUseProgram(mProgram);
2401 glUniform1i(mTexture0Location, 0);
2402 glUniform1i(mTexture1Location, 1);
2403
Olli Etuaho5804dc82018-04-13 14:11:46 +03002404 drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
Olli Etuahobce743a2016-01-15 17:18:28 +02002405 EXPECT_GL_NO_ERROR();
2406 // Red channel: width of level 1 of texture A: 32.
2407 // Green channel: width of level 3 of texture B: 16.
2408 EXPECT_PIXEL_NEAR(0, 0, 32, 16, 0, 255, 2);
2409}
2410
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002411// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2412// ES 3.0.4 table 3.24
2413TEST_P(Texture2DTestES3, TextureRGBImplicitAlpha1)
2414{
2415 glActiveTexture(GL_TEXTURE0);
2416 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2417 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
2418 EXPECT_GL_NO_ERROR();
2419
2420 drawQuad(mProgram, "position", 0.5f);
2421
2422 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2423}
2424
2425// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2426// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002427TEST_P(Texture2DTest, TextureLuminanceImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002428{
Luc Ferron5164b792018-03-06 09:10:12 -05002429 setUpProgram();
2430
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002431 glActiveTexture(GL_TEXTURE0);
2432 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2433 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
2434 EXPECT_GL_NO_ERROR();
2435
2436 drawQuad(mProgram, "position", 0.5f);
2437
2438 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2439}
2440
Luc Ferron5164b792018-03-06 09:10:12 -05002441// Validate that every component of the pixel will be equal to the luminance value we've set
2442// and that the alpha channel will be 1 (or 255 to be exact).
2443TEST_P(Texture2DTest, TextureLuminanceRGBSame)
2444{
2445 setUpProgram();
2446
2447 glActiveTexture(GL_TEXTURE0);
2448 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2449 uint8_t pixel = 50;
2450 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
2451 EXPECT_GL_NO_ERROR();
2452
2453 drawQuad(mProgram, "position", 0.5f);
2454
2455 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel, pixel, pixel, 255));
2456}
2457
2458// Validate that every component of the pixel will be equal to the luminance value we've set
2459// and that the alpha channel will be the second component.
2460TEST_P(Texture2DTest, TextureLuminanceAlphaRGBSame)
2461{
2462 setUpProgram();
2463
2464 glActiveTexture(GL_TEXTURE0);
2465 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2466 uint8_t pixel[] = {50, 25};
2467 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
2468 GL_UNSIGNED_BYTE, pixel);
2469 EXPECT_GL_NO_ERROR();
2470
2471 drawQuad(mProgram, "position", 0.5f);
2472
2473 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor(pixel[0], pixel[0], pixel[0], pixel[1]));
2474}
2475
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002476// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2477// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002478TEST_P(Texture2DTest, TextureLuminance32ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002479{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002480 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2481 ANGLE_SKIP_TEST_IF(IsD3D9());
2482 ANGLE_SKIP_TEST_IF(IsVulkan());
Luc Ferron5164b792018-03-06 09:10:12 -05002483
2484 setUpProgram();
2485
Luc Ferrond8c632c2018-04-10 12:31:44 -04002486 glActiveTexture(GL_TEXTURE0);
2487 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2488 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_FLOAT, nullptr);
2489 EXPECT_GL_NO_ERROR();
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002490
Luc Ferrond8c632c2018-04-10 12:31:44 -04002491 drawQuad(mProgram, "position", 0.5f);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002492
Luc Ferrond8c632c2018-04-10 12:31:44 -04002493 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002494}
2495
2496// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2497// ES 3.0.4 table 3.24
Luc Ferron5164b792018-03-06 09:10:12 -05002498TEST_P(Texture2DTest, TextureLuminance16ImplicitAlpha1)
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002499{
Luc Ferrond8c632c2018-04-10 12:31:44 -04002500 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_float"));
2501 ANGLE_SKIP_TEST_IF(IsD3D9());
2502 ANGLE_SKIP_TEST_IF(IsVulkan());
2503 ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES());
2504 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1420 is fixed
2505 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Luc Ferron5164b792018-03-06 09:10:12 -05002506
Luc Ferrond8c632c2018-04-10 12:31:44 -04002507 setUpProgram();
Luc Ferron5164b792018-03-06 09:10:12 -05002508
Luc Ferrond8c632c2018-04-10 12:31:44 -04002509 glActiveTexture(GL_TEXTURE0);
2510 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2511 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_HALF_FLOAT_OES, nullptr);
2512 EXPECT_GL_NO_ERROR();
Yunchao He9550c602018-02-13 14:47:05 +08002513
Luc Ferrond8c632c2018-04-10 12:31:44 -04002514 drawQuad(mProgram, "position", 0.5f);
Yuly Novikovafcec832016-06-21 22:19:51 -04002515
Luc Ferrond8c632c2018-04-10 12:31:44 -04002516 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002517}
2518
2519// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2520// ES 3.0.4 table 3.24
2521TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB8UIImplicitAlpha1)
2522{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002523 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2524
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002525 glActiveTexture(GL_TEXTURE0);
2526 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);
2528 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2529 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2530 EXPECT_GL_NO_ERROR();
2531
2532 drawQuad(mProgram, "position", 0.5f);
2533
2534 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2535}
2536
2537// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2538// ES 3.0.4 table 3.24
2539TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB8IImplicitAlpha1)
2540{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002541 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2542
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002543 glActiveTexture(GL_TEXTURE0);
2544 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2545
2546 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8I, 1, 1, 0, GL_RGB_INTEGER, GL_BYTE, nullptr);
2547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2548 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2549 EXPECT_GL_NO_ERROR();
2550
2551 drawQuad(mProgram, "position", 0.5f);
2552
2553 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2554}
2555
2556// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2557// ES 3.0.4 table 3.24
2558TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB16UIImplicitAlpha1)
2559{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002560 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2561
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002562 glActiveTexture(GL_TEXTURE0);
2563 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2564 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, nullptr);
2565 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2566 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2567 EXPECT_GL_NO_ERROR();
2568
2569 drawQuad(mProgram, "position", 0.5f);
2570
2571 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2572}
2573
2574// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2575// ES 3.0.4 table 3.24
2576TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB16IImplicitAlpha1)
2577{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002578 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2579
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002580 glActiveTexture(GL_TEXTURE0);
2581 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2582 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16I, 1, 1, 0, GL_RGB_INTEGER, GL_SHORT, nullptr);
2583 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2584 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2585 EXPECT_GL_NO_ERROR();
2586
2587 drawQuad(mProgram, "position", 0.5f);
2588
2589 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2590}
2591
2592// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2593// ES 3.0.4 table 3.24
2594TEST_P(Texture2DUnsignedIntegerAlpha1TestES3, TextureRGB32UIImplicitAlpha1)
2595{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002596 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2597
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002598 glActiveTexture(GL_TEXTURE0);
2599 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2600 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, 1, 1, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, nullptr);
2601 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2602 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2603 EXPECT_GL_NO_ERROR();
2604
2605 drawQuad(mProgram, "position", 0.5f);
2606
2607 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2608}
2609
2610// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2611// ES 3.0.4 table 3.24
2612TEST_P(Texture2DIntegerAlpha1TestES3, TextureRGB32IImplicitAlpha1)
2613{
Yunchao He8e5ba8b2018-02-05 17:52:27 +08002614 ANGLE_SKIP_TEST_IF(IsIntel() && IsOSX());
2615
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002616 glActiveTexture(GL_TEXTURE0);
2617 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2618 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, nullptr);
2619 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2620 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2621 EXPECT_GL_NO_ERROR();
2622
2623 drawQuad(mProgram, "position", 0.5f);
2624
2625 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2626}
2627
2628// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2629// ES 3.0.4 table 3.24
2630TEST_P(Texture2DTestES3, TextureRGBSNORMImplicitAlpha1)
2631{
2632 glActiveTexture(GL_TEXTURE0);
2633 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2634 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8_SNORM, 1, 1, 0, GL_RGB, GL_BYTE, nullptr);
2635 EXPECT_GL_NO_ERROR();
2636
2637 drawQuad(mProgram, "position", 0.5f);
2638
2639 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2640}
2641
2642// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2643// ES 3.0.4 table 3.24
2644TEST_P(Texture2DTestES3, TextureRGB9E5ImplicitAlpha1)
2645{
2646 glActiveTexture(GL_TEXTURE0);
2647 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2648 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV,
2649 nullptr);
2650 EXPECT_GL_NO_ERROR();
2651
2652 drawQuad(mProgram, "position", 0.5f);
2653
2654 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2655}
2656
2657// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2658// ES 3.0.4 table 3.24
2659TEST_P(Texture2DTestES3, TextureCOMPRESSEDRGB8ETC2ImplicitAlpha1)
2660{
Yunchao He9550c602018-02-13 14:47:05 +08002661 // Seems to fail on OSX 10.12 Intel.
2662 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Jamie Madillbb1db482017-01-10 10:48:32 -05002663
Yuly Novikov49886892018-01-23 21:18:27 -05002664 // http://anglebug.com/2190
2665 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2666
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002667 glActiveTexture(GL_TEXTURE0);
2668 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2669 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 1, 1, 0, 8, nullptr);
2670 EXPECT_GL_NO_ERROR();
2671
2672 drawQuad(mProgram, "position", 0.5f);
2673
2674 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2675}
2676
2677// When sampling a texture without an alpha channel, "1" is returned as the alpha value.
2678// ES 3.0.4 table 3.24
2679TEST_P(Texture2DTestES3, TextureCOMPRESSEDSRGB8ETC2ImplicitAlpha1)
2680{
Yunchao He9550c602018-02-13 14:47:05 +08002681 // Seems to fail on OSX 10.12 Intel.
2682 ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel() && IsOpenGL());
Corentin Wallez9e3c6152016-03-29 21:58:33 -04002683
Yuly Novikov49886892018-01-23 21:18:27 -05002684 // http://anglebug.com/2190
2685 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA() && IsDesktopOpenGL());
2686
Olli Etuaho6ee394a2016-02-18 13:30:09 +02002687 glActiveTexture(GL_TEXTURE0);
2688 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2689 glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB8_ETC2, 1, 1, 0, 8, nullptr);
2690 EXPECT_GL_NO_ERROR();
2691
2692 drawQuad(mProgram, "position", 0.5f);
2693
2694 EXPECT_PIXEL_ALPHA_EQ(0, 0, 255);
2695}
2696
Olli Etuaho96963162016-03-21 11:54:33 +02002697// Use a sampler in a uniform struct.
2698TEST_P(SamplerInStructTest, SamplerInStruct)
2699{
2700 runSamplerInStructTest();
2701}
2702
2703// Use a sampler in a uniform struct that's passed as a function parameter.
2704TEST_P(SamplerInStructAsFunctionParameterTest, SamplerInStructAsFunctionParameter)
2705{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002706 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002707 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Geoff Lang8fcdf6e2016-09-16 10:45:30 -04002708
Olli Etuaho96963162016-03-21 11:54:33 +02002709 runSamplerInStructTest();
2710}
2711
2712// Use a sampler in a uniform struct array with a struct from the array passed as a function
2713// parameter.
2714TEST_P(SamplerInStructArrayAsFunctionParameterTest, SamplerInStructArrayAsFunctionParameter)
2715{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002716 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002717 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2718
Olli Etuaho96963162016-03-21 11:54:33 +02002719 runSamplerInStructTest();
2720}
2721
2722// Use a sampler in a struct inside a uniform struct with the nested struct passed as a function
2723// parameter.
2724TEST_P(SamplerInNestedStructAsFunctionParameterTest, SamplerInNestedStructAsFunctionParameter)
2725{
Yuly Novikovad6c0452016-06-24 22:24:37 -04002726 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1427 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08002727 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
2728
Olli Etuaho96963162016-03-21 11:54:33 +02002729 runSamplerInStructTest();
2730}
2731
2732// Make sure that there isn't a name conflict between sampler extracted from a struct and a
2733// similarly named uniform.
2734TEST_P(SamplerInStructAndOtherVariableTest, SamplerInStructAndOtherVariable)
2735{
2736 runSamplerInStructTest();
2737}
2738
Till Rathmannb8543632018-10-02 19:46:14 +02002739// GL_OES_texture_border_clamp
2740class TextureBorderClampTest : public Texture2DTest
2741{
2742 protected:
2743 TextureBorderClampTest() : Texture2DTest() {}
2744
Jamie Madill35cd7332018-12-02 12:03:33 -05002745 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02002746 {
2747 return
2748 R"(precision highp float;
2749 attribute vec4 position;
2750 varying vec2 texcoord;
2751
2752 void main()
2753 {
2754 gl_Position = vec4(position.xy, 0.0, 1.0);
2755 // texcoords in [-0.5, 1.5]
2756 texcoord = (position.xy) + 0.5;
2757 })";
2758 }
2759
2760 void uploadTexture()
2761 {
2762 glActiveTexture(GL_TEXTURE0);
2763 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2764 std::vector<GLColor> texDataRed(1, GLColor::red);
2765 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
2766 texDataRed.data());
2767 EXPECT_GL_NO_ERROR();
2768 }
2769};
2770
2771// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2772// GL_CLAMP_TO_BORDER wrap mode (set with glTexParameter).
2773TEST_P(TextureBorderClampTest, TextureBorderClampFunctional)
2774{
2775 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2776
2777 setUpProgram();
2778
2779 uploadTexture();
2780
2781 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2782 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2783 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2784 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2785 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2786 EXPECT_GL_NO_ERROR();
2787
2788 drawQuad(mProgram, "position", 0.5f);
2789
2790 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2791 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2792 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2793}
2794
2795// Test reading back GL_TEXTURE_BORDER_COLOR by glGetTexParameter.
2796TEST_P(TextureBorderClampTest, TextureBorderClampFunctional2)
2797{
2798 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2799
2800 glActiveTexture(GL_TEXTURE0);
2801 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2802
2803 glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2804
2805 GLint colorFixedPoint[4] = {0};
2806 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2807 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2808 std::numeric_limits<GLint>::max()};
2809 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2810 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2811 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2812 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2813
2814 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2815 std::numeric_limits<GLint>::max()};
2816 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2817
2818 GLfloat color[4] = {0.0f};
2819 glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
2820 EXPECT_EQ(color[0], kFloatBlue.R);
2821 EXPECT_EQ(color[1], kFloatBlue.G);
2822 EXPECT_EQ(color[2], kFloatBlue.B);
2823 EXPECT_EQ(color[3], kFloatBlue.A);
2824}
2825
2826// Test GL_TEXTURE_BORDER_COLOR parameter validation at glTexParameter.
2827TEST_P(TextureBorderClampTest, TextureBorderClampValidation)
2828{
2829 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2830
2831 glActiveTexture(GL_TEXTURE0);
2832 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2833
2834 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, 1.0f);
2835 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2836
2837 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
2838 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2839
2840 glTexParameterfv(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2841 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2842
2843 GLint colorInt[4] = {0};
2844 glTexParameteriv(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BORDER_COLOR, colorInt);
2845 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2846
2847 if (getClientMajorVersion() < 3)
2848 {
2849 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2850 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2851 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2852 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2853
2854 GLuint colorUInt[4] = {0};
2855 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2856 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2857 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2858 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2859
2860 GLSampler sampler;
2861 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2862 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2863 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2864 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2865
2866 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2867 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2868 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2869 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
2870 }
2871}
2872
2873class TextureBorderClampTestES3 : public TextureBorderClampTest
2874{
2875 protected:
2876 TextureBorderClampTestES3() : TextureBorderClampTest() {}
2877};
2878
2879// Test if the color set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the texture in
2880// GL_CLAMP_TO_BORDER wrap mode (set with glSamplerParameter).
2881TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional)
2882{
2883 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2884
2885 setUpProgram();
2886
2887 uploadTexture();
2888
2889 GLSampler sampler;
2890 glBindSampler(0, sampler);
2891 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
2892 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
2893 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2894 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2895 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2896 EXPECT_GL_NO_ERROR();
2897
2898 drawQuad(mProgram, "position", 0.5f);
2899
2900 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
2901 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2902 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
2903}
2904
2905// Test reading back GL_TEXTURE_BORDER_COLOR by glGetSamplerParameter.
2906TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Functional2)
2907{
2908 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2909
2910 glActiveTexture(GL_TEXTURE0);
2911
2912 GLSampler sampler;
2913 glBindSampler(0, sampler);
2914
2915 glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, &kFloatGreen.R);
2916
2917 GLint colorFixedPoint[4] = {0};
2918 glGetSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorFixedPoint);
2919 constexpr GLint colorGreenFixedPoint[4] = {0, std::numeric_limits<GLint>::max(), 0,
2920 std::numeric_limits<GLint>::max()};
2921 EXPECT_EQ(colorFixedPoint[0], colorGreenFixedPoint[0]);
2922 EXPECT_EQ(colorFixedPoint[1], colorGreenFixedPoint[1]);
2923 EXPECT_EQ(colorFixedPoint[2], colorGreenFixedPoint[2]);
2924 EXPECT_EQ(colorFixedPoint[3], colorGreenFixedPoint[3]);
2925
2926 constexpr GLint colorBlueFixedPoint[4] = {0, 0, std::numeric_limits<GLint>::max(),
2927 std::numeric_limits<GLint>::max()};
2928 glSamplerParameteriv(sampler, GL_TEXTURE_BORDER_COLOR, colorBlueFixedPoint);
2929
2930 GLfloat color[4] = {0.0f};
2931 glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, color);
2932 EXPECT_EQ(color[0], kFloatBlue.R);
2933 EXPECT_EQ(color[1], kFloatBlue.G);
2934 EXPECT_EQ(color[2], kFloatBlue.B);
2935 EXPECT_EQ(color[3], kFloatBlue.A);
2936
2937 constexpr GLint colorSomewhatRedInt[4] = {500000, 0, 0, std::numeric_limits<GLint>::max()};
2938 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedInt);
2939 GLint colorInt[4] = {0};
2940 glGetSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorInt);
2941 EXPECT_EQ(colorInt[0], colorSomewhatRedInt[0]);
2942 EXPECT_EQ(colorInt[1], colorSomewhatRedInt[1]);
2943 EXPECT_EQ(colorInt[2], colorSomewhatRedInt[2]);
2944 EXPECT_EQ(colorInt[3], colorSomewhatRedInt[3]);
2945
2946 constexpr GLuint colorSomewhatRedUInt[4] = {500000, 0, 0, std::numeric_limits<GLuint>::max()};
2947 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorSomewhatRedUInt);
2948 GLuint colorUInt[4] = {0};
2949 glGetSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, colorUInt);
2950 EXPECT_EQ(colorUInt[0], colorSomewhatRedUInt[0]);
2951 EXPECT_EQ(colorUInt[1], colorSomewhatRedUInt[1]);
2952 EXPECT_EQ(colorUInt[2], colorSomewhatRedUInt[2]);
2953 EXPECT_EQ(colorUInt[3], colorSomewhatRedUInt[3]);
2954
2955 glBindTexture(GL_TEXTURE_2D, mTexture2D);
2956
2957 constexpr GLint colorSomewhatGreenInt[4] = {0, 500000, 0, std::numeric_limits<GLint>::max()};
2958 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenInt);
2959 glGetTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorInt);
2960 EXPECT_EQ(colorInt[0], colorSomewhatGreenInt[0]);
2961 EXPECT_EQ(colorInt[1], colorSomewhatGreenInt[1]);
2962 EXPECT_EQ(colorInt[2], colorSomewhatGreenInt[2]);
2963 EXPECT_EQ(colorInt[3], colorSomewhatGreenInt[3]);
2964
2965 constexpr GLuint colorSomewhatGreenUInt[4] = {0, 500000, 0, std::numeric_limits<GLuint>::max()};
2966 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorSomewhatGreenUInt);
2967 glGetTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, colorUInt);
2968 EXPECT_EQ(colorUInt[0], colorSomewhatGreenUInt[0]);
2969 EXPECT_EQ(colorUInt[1], colorSomewhatGreenUInt[1]);
2970 EXPECT_EQ(colorUInt[2], colorSomewhatGreenUInt[2]);
2971 EXPECT_EQ(colorUInt[3], colorSomewhatGreenUInt[3]);
2972}
2973
2974// Test GL_TEXTURE_BORDER_COLOR parameter validation at glSamplerParameter.
2975TEST_P(TextureBorderClampTestES3, TextureBorderClampES3Validation)
2976{
2977 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
2978
2979 glActiveTexture(GL_TEXTURE0);
2980
2981 GLSampler sampler;
2982 glBindSampler(0, sampler);
2983
2984 glSamplerParameterf(sampler, GL_TEXTURE_BORDER_COLOR, 1.0f);
2985 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2986
2987 glSamplerParameteri(sampler, GL_TEXTURE_BORDER_COLOR, std::numeric_limits<GLint>::max());
2988 EXPECT_GL_ERROR(GL_INVALID_ENUM);
2989}
2990
2991class TextureBorderClampIntegerTestES3 : public Texture2DTest
2992{
2993 protected:
2994 TextureBorderClampIntegerTestES3() : Texture2DTest(), isUnsignedIntTest(false) {}
2995
Jamie Madill35cd7332018-12-02 12:03:33 -05002996 const char *getVertexShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02002997 {
2998 return
2999 R"(#version 300 es
3000 out vec2 texcoord;
3001 in vec4 position;
3002
3003 void main()
3004 {
3005 gl_Position = vec4(position.xy, 0.0, 1.0);
3006 // texcoords in [-0.5, 1.5]
3007 texcoord = (position.xy) + 0.5;
3008 })";
3009 }
3010
Jamie Madillba319ba2018-12-29 10:29:33 -05003011 const char *getFragmentShaderSource() override
Till Rathmannb8543632018-10-02 19:46:14 +02003012 {
Jamie Madill35cd7332018-12-02 12:03:33 -05003013 if (isUnsignedIntTest)
3014 {
3015 return "#version 300 es\n"
3016 "precision highp float;\n"
3017 "uniform highp usampler2D tex;\n"
3018 "in vec2 texcoord;\n"
3019 "out vec4 fragColor;\n"
Till Rathmannb8543632018-10-02 19:46:14 +02003020
Jamie Madill35cd7332018-12-02 12:03:33 -05003021 "void main()\n"
3022 "{\n"
3023 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3024 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3025 "fragColor = (texture(tex, texcoord).r == 150u)"
3026 " ? green : red;\n"
3027 "}\n";
3028 }
3029 else
3030 {
3031 return "#version 300 es\n"
3032 "precision highp float;\n"
3033 "uniform highp isampler2D tex;\n"
3034 "in vec2 texcoord;\n"
3035 "out vec4 fragColor;\n"
3036
3037 "void main()\n"
3038 "{\n"
3039 "vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
3040 "vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
3041 "fragColor = (texture(tex, texcoord).r == -50)"
3042 " ? green : red;\n"
3043 "}\n";
3044 }
Till Rathmannb8543632018-10-02 19:46:14 +02003045 }
3046
3047 void uploadTexture()
3048 {
3049 glActiveTexture(GL_TEXTURE0);
3050 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3051 if (isUnsignedIntTest)
3052 {
3053 std::vector<GLubyte> texData(4, 100);
3054 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1, 1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
3055 texData.data());
3056 }
3057 else
3058 {
3059 std::vector<GLbyte> texData(4, 100);
3060 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8I, 1, 1, 0, GL_RGBA_INTEGER, GL_BYTE,
3061 texData.data());
3062 }
3063 EXPECT_GL_NO_ERROR();
3064 }
3065
3066 bool isUnsignedIntTest;
3067};
3068
3069// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3070// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3071TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger)
3072{
3073 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3074
3075 setUpProgram();
3076
3077 uploadTexture();
3078
3079 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3080 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3081 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3082 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3083
3084 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3085 glTexParameterIivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3086
3087 EXPECT_GL_NO_ERROR();
3088
3089 drawQuad(mProgram, "position", 0.5f);
3090
3091 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3092 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3093 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3094}
3095
3096// Test if the integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside of the
3097// integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIivOES).
3098TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampInteger2)
3099{
3100 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3101
3102 setUpProgram();
3103
3104 uploadTexture();
3105
3106 GLSampler sampler;
3107 glBindSampler(0, sampler);
3108 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3109 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3110 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3111 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3112
3113 constexpr GLint borderColor[4] = {-50, -50, -50, -50};
3114 glSamplerParameterIivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3115
3116 EXPECT_GL_NO_ERROR();
3117
3118 drawQuad(mProgram, "position", 0.5f);
3119
3120 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3121 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3122 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3123}
3124
3125// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3126// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with glTexParameterIuivOES).
3127TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned)
3128{
3129 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3130
3131 isUnsignedIntTest = true;
3132
3133 setUpProgram();
3134
3135 uploadTexture();
3136
3137 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3138 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3139 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3141
3142 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3143 glTexParameterIuivOES(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
3144
3145 EXPECT_GL_NO_ERROR();
3146
3147 drawQuad(mProgram, "position", 0.5f);
3148
3149 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3150 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3151 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3152}
3153
3154// Test if the unsigned integer values set as GL_TEXTURE_BORDER_COLOR is used when sampling outside
3155// of the unsigned integer texture in GL_CLAMP_TO_BORDER wrap mode (set with
3156// glSamplerParameterIuivOES).
3157TEST_P(TextureBorderClampIntegerTestES3, TextureBorderClampIntegerUnsigned2)
3158{
3159 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_texture_border_clamp"));
3160
3161 isUnsignedIntTest = true;
3162
3163 setUpProgram();
3164
3165 uploadTexture();
3166
3167 GLSampler sampler;
3168 glBindSampler(0, sampler);
3169 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
3170 glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
3171 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3172 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3173
3174 constexpr GLuint borderColor[4] = {150, 150, 150, 150};
3175 glSamplerParameterIuivOES(sampler, GL_TEXTURE_BORDER_COLOR, borderColor);
3176
3177 EXPECT_GL_NO_ERROR();
3178
3179 drawQuad(mProgram, "position", 0.5f);
3180
3181 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
3182 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3183 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
3184}
3185
3186// ~GL_OES_texture_border_clamp
3187
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003188class TextureLimitsTest : public ANGLETest
3189{
3190 protected:
3191 struct RGBA8
3192 {
3193 uint8_t R, G, B, A;
3194 };
3195
3196 TextureLimitsTest()
3197 : mProgram(0), mMaxVertexTextures(0), mMaxFragmentTextures(0), mMaxCombinedTextures(0)
3198 {
3199 setWindowWidth(128);
3200 setWindowHeight(128);
3201 setConfigRedBits(8);
3202 setConfigGreenBits(8);
3203 setConfigBlueBits(8);
3204 setConfigAlphaBits(8);
3205 }
3206
Jamie Madill0fdb9562018-09-17 17:18:43 -04003207 void SetUp() override
3208 {
3209 ANGLETest::SetUp();
3210
3211 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mMaxVertexTextures);
3212 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxFragmentTextures);
3213 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mMaxCombinedTextures);
3214
3215 ASSERT_GL_NO_ERROR();
3216 }
3217
3218 void TearDown() override
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003219 {
3220 if (mProgram != 0)
3221 {
3222 glDeleteProgram(mProgram);
3223 mProgram = 0;
3224
3225 if (!mTextures.empty())
3226 {
3227 glDeleteTextures(static_cast<GLsizei>(mTextures.size()), &mTextures[0]);
3228 }
3229 }
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003230
Jamie Madill0fdb9562018-09-17 17:18:43 -04003231 ANGLETest::TearDown();
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003232 }
3233
3234 void compileProgramWithTextureCounts(const std::string &vertexPrefix,
3235 GLint vertexTextureCount,
3236 GLint vertexActiveTextureCount,
3237 const std::string &fragPrefix,
3238 GLint fragmentTextureCount,
3239 GLint fragmentActiveTextureCount)
3240 {
3241 std::stringstream vertexShaderStr;
3242 vertexShaderStr << "attribute vec2 position;\n"
3243 << "varying vec4 color;\n"
3244 << "varying vec2 texCoord;\n";
3245
3246 for (GLint textureIndex = 0; textureIndex < vertexTextureCount; ++textureIndex)
3247 {
3248 vertexShaderStr << "uniform sampler2D " << vertexPrefix << textureIndex << ";\n";
3249 }
3250
3251 vertexShaderStr << "void main() {\n"
3252 << " gl_Position = vec4(position, 0, 1);\n"
3253 << " texCoord = (position * 0.5) + 0.5;\n"
3254 << " color = vec4(0);\n";
3255
3256 for (GLint textureIndex = 0; textureIndex < vertexActiveTextureCount; ++textureIndex)
3257 {
3258 vertexShaderStr << " color += texture2D(" << vertexPrefix << textureIndex
3259 << ", texCoord);\n";
3260 }
3261
3262 vertexShaderStr << "}";
3263
3264 std::stringstream fragmentShaderStr;
3265 fragmentShaderStr << "varying mediump vec4 color;\n"
3266 << "varying mediump vec2 texCoord;\n";
3267
3268 for (GLint textureIndex = 0; textureIndex < fragmentTextureCount; ++textureIndex)
3269 {
3270 fragmentShaderStr << "uniform sampler2D " << fragPrefix << textureIndex << ";\n";
3271 }
3272
3273 fragmentShaderStr << "void main() {\n"
3274 << " gl_FragColor = color;\n";
3275
3276 for (GLint textureIndex = 0; textureIndex < fragmentActiveTextureCount; ++textureIndex)
3277 {
3278 fragmentShaderStr << " gl_FragColor += texture2D(" << fragPrefix << textureIndex
3279 << ", texCoord);\n";
3280 }
3281
3282 fragmentShaderStr << "}";
3283
3284 const std::string &vertexShaderSource = vertexShaderStr.str();
3285 const std::string &fragmentShaderSource = fragmentShaderStr.str();
3286
Jamie Madill35cd7332018-12-02 12:03:33 -05003287 mProgram = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003288 }
3289
3290 RGBA8 getPixel(GLint texIndex)
3291 {
3292 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3),
3293 0, 255u};
3294 return pixel;
3295 }
3296
3297 void initTextures(GLint tex2DCount, GLint texCubeCount)
3298 {
3299 GLint totalCount = tex2DCount + texCubeCount;
3300 mTextures.assign(totalCount, 0);
3301 glGenTextures(totalCount, &mTextures[0]);
3302 ASSERT_GL_NO_ERROR();
3303
3304 std::vector<RGBA8> texData(16 * 16);
3305
3306 GLint texIndex = 0;
3307 for (; texIndex < tex2DCount; ++texIndex)
3308 {
3309 texData.assign(texData.size(), getPixel(texIndex));
3310 glActiveTexture(GL_TEXTURE0 + texIndex);
3311 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
3312 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3313 &texData[0]);
3314 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3315 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3316 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3318 }
3319
3320 ASSERT_GL_NO_ERROR();
3321
3322 for (; texIndex < texCubeCount; ++texIndex)
3323 {
3324 texData.assign(texData.size(), getPixel(texIndex));
3325 glActiveTexture(GL_TEXTURE0 + texIndex);
3326 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]);
3327 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3328 GL_UNSIGNED_BYTE, &texData[0]);
3329 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3330 GL_UNSIGNED_BYTE, &texData[0]);
3331 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3332 GL_UNSIGNED_BYTE, &texData[0]);
3333 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3334 GL_UNSIGNED_BYTE, &texData[0]);
3335 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3336 GL_UNSIGNED_BYTE, &texData[0]);
3337 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
3338 GL_UNSIGNED_BYTE, &texData[0]);
3339 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3340 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3341 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3342 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3343 }
3344
3345 ASSERT_GL_NO_ERROR();
3346 }
3347
3348 void testWithTextures(GLint vertexTextureCount,
3349 const std::string &vertexTexturePrefix,
3350 GLint fragmentTextureCount,
3351 const std::string &fragmentTexturePrefix)
3352 {
3353 // Generate textures
3354 initTextures(vertexTextureCount + fragmentTextureCount, 0);
3355
3356 glUseProgram(mProgram);
3357 RGBA8 expectedSum = {0};
3358 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex)
3359 {
3360 std::stringstream uniformNameStr;
3361 uniformNameStr << vertexTexturePrefix << texIndex;
3362 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003363 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003364 ASSERT_NE(-1, location);
3365
3366 glUniform1i(location, texIndex);
3367 RGBA8 contribution = getPixel(texIndex);
3368 expectedSum.R += contribution.R;
3369 expectedSum.G += contribution.G;
3370 }
3371
3372 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex)
3373 {
3374 std::stringstream uniformNameStr;
3375 uniformNameStr << fragmentTexturePrefix << texIndex;
3376 const std::string &uniformName = uniformNameStr.str();
Jamie Madill50cf2be2018-06-15 09:46:57 -04003377 GLint location = glGetUniformLocation(mProgram, uniformName.c_str());
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003378 ASSERT_NE(-1, location);
3379
3380 glUniform1i(location, texIndex + vertexTextureCount);
3381 RGBA8 contribution = getPixel(texIndex + vertexTextureCount);
3382 expectedSum.R += contribution.R;
3383 expectedSum.G += contribution.G;
3384 }
3385
3386 ASSERT_GE(256u, expectedSum.G);
3387
3388 drawQuad(mProgram, "position", 0.5f);
3389 ASSERT_GL_NO_ERROR();
3390 EXPECT_PIXEL_EQ(0, 0, expectedSum.R, expectedSum.G, 0, 255);
3391 }
3392
3393 GLuint mProgram;
3394 std::vector<GLuint> mTextures;
3395 GLint mMaxVertexTextures;
3396 GLint mMaxFragmentTextures;
3397 GLint mMaxCombinedTextures;
3398};
3399
3400// Test rendering with the maximum vertex texture units.
3401TEST_P(TextureLimitsTest, MaxVertexTextures)
3402{
3403 compileProgramWithTextureCounts("tex", mMaxVertexTextures, mMaxVertexTextures, "tex", 0, 0);
3404 ASSERT_NE(0u, mProgram);
3405 ASSERT_GL_NO_ERROR();
3406
3407 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3408}
3409
3410// Test rendering with the maximum fragment texture units.
3411TEST_P(TextureLimitsTest, MaxFragmentTextures)
3412{
3413 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures, mMaxFragmentTextures);
3414 ASSERT_NE(0u, mProgram);
3415 ASSERT_GL_NO_ERROR();
3416
3417 testWithTextures(mMaxFragmentTextures, "tex", 0, "tex");
3418}
3419
3420// Test rendering with maximum combined texture units.
3421TEST_P(TextureLimitsTest, MaxCombinedTextures)
3422{
3423 GLint vertexTextures = mMaxVertexTextures;
3424
3425 if (vertexTextures + mMaxFragmentTextures > mMaxCombinedTextures)
3426 {
3427 vertexTextures = mMaxCombinedTextures - mMaxFragmentTextures;
3428 }
3429
3430 compileProgramWithTextureCounts("vtex", vertexTextures, vertexTextures, "ftex",
3431 mMaxFragmentTextures, mMaxFragmentTextures);
3432 ASSERT_NE(0u, mProgram);
3433 ASSERT_GL_NO_ERROR();
3434
3435 testWithTextures(vertexTextures, "vtex", mMaxFragmentTextures, "ftex");
3436}
3437
3438// Negative test for exceeding the number of vertex textures
3439TEST_P(TextureLimitsTest, ExcessiveVertexTextures)
3440{
3441 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 1, mMaxVertexTextures + 1, "tex", 0,
3442 0);
3443 ASSERT_EQ(0u, mProgram);
3444}
3445
3446// Negative test for exceeding the number of fragment textures
3447TEST_P(TextureLimitsTest, ExcessiveFragmentTextures)
3448{
3449 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 1,
3450 mMaxFragmentTextures + 1);
3451 ASSERT_EQ(0u, mProgram);
3452}
3453
3454// Test active vertex textures under the limit, but excessive textures specified.
3455TEST_P(TextureLimitsTest, MaxActiveVertexTextures)
3456{
3457 compileProgramWithTextureCounts("tex", mMaxVertexTextures + 4, mMaxVertexTextures, "tex", 0, 0);
3458 ASSERT_NE(0u, mProgram);
3459 ASSERT_GL_NO_ERROR();
3460
3461 testWithTextures(mMaxVertexTextures, "tex", 0, "tex");
3462}
3463
3464// Test active fragment textures under the limit, but excessive textures specified.
3465TEST_P(TextureLimitsTest, MaxActiveFragmentTextures)
3466{
3467 compileProgramWithTextureCounts("tex", 0, 0, "tex", mMaxFragmentTextures + 4,
3468 mMaxFragmentTextures);
3469 ASSERT_NE(0u, mProgram);
3470 ASSERT_GL_NO_ERROR();
3471
3472 testWithTextures(0, "tex", mMaxFragmentTextures, "tex");
3473}
3474
3475// Negative test for pointing two sampler uniforms of different types to the same texture.
Olli Etuaho4a8329f2016-01-11 17:12:57 +02003476// GLES 2.0.25 section 2.10.4 page 39.
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003477TEST_P(TextureLimitsTest, TextureTypeConflict)
3478{
Jamie Madill35cd7332018-12-02 12:03:33 -05003479 constexpr char kVS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003480 "attribute vec2 position;\n"
3481 "varying float color;\n"
3482 "uniform sampler2D tex2D;\n"
3483 "uniform samplerCube texCube;\n"
3484 "void main() {\n"
3485 " gl_Position = vec4(position, 0, 1);\n"
3486 " vec2 texCoord = (position * 0.5) + 0.5;\n"
3487 " color = texture2D(tex2D, texCoord).x;\n"
3488 " color += textureCube(texCube, vec3(texCoord, 0)).x;\n"
3489 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05003490 constexpr char kFS[] =
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003491 "varying mediump float color;\n"
3492 "void main() {\n"
3493 " gl_FragColor = vec4(color, 0, 0, 1);\n"
3494 "}";
3495
Jamie Madill35cd7332018-12-02 12:03:33 -05003496 mProgram = CompileProgram(kVS, kFS);
Jamie Madill3d3d2f22015-09-23 16:47:51 -04003497 ASSERT_NE(0u, mProgram);
3498
3499 initTextures(1, 0);
3500
3501 glUseProgram(mProgram);
3502 GLint tex2DLocation = glGetUniformLocation(mProgram, "tex2D");
3503 ASSERT_NE(-1, tex2DLocation);
3504 GLint texCubeLocation = glGetUniformLocation(mProgram, "texCube");
3505 ASSERT_NE(-1, texCubeLocation);
3506
3507 glUniform1i(tex2DLocation, 0);
3508 glUniform1i(texCubeLocation, 0);
3509 ASSERT_GL_NO_ERROR();
3510
3511 drawQuad(mProgram, "position", 0.5f);
3512 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3513}
3514
Vincent Lang25ab4512016-05-13 18:13:59 +02003515class Texture2DNorm16TestES3 : public Texture2DTestES3
3516{
3517 protected:
3518 Texture2DNorm16TestES3() : Texture2DTestES3(), mTextures{0, 0, 0}, mFBO(0), mRenderbuffer(0) {}
3519
3520 void SetUp() override
3521 {
3522 Texture2DTestES3::SetUp();
3523
3524 glActiveTexture(GL_TEXTURE0);
3525 glGenTextures(3, mTextures);
3526 glGenFramebuffers(1, &mFBO);
3527 glGenRenderbuffers(1, &mRenderbuffer);
3528
3529 for (size_t textureIndex = 0; textureIndex < 3; textureIndex++)
3530 {
3531 glBindTexture(GL_TEXTURE_2D, mTextures[textureIndex]);
3532 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3534 }
3535
3536 glBindTexture(GL_TEXTURE_2D, 0);
3537
3538 ASSERT_GL_NO_ERROR();
3539 }
3540
3541 void TearDown() override
3542 {
3543 glDeleteTextures(3, mTextures);
3544 glDeleteFramebuffers(1, &mFBO);
3545 glDeleteRenderbuffers(1, &mRenderbuffer);
3546
3547 Texture2DTestES3::TearDown();
3548 }
3549
3550 void testNorm16Texture(GLint internalformat, GLenum format, GLenum type)
3551 {
Geoff Langf607c602016-09-21 11:46:48 -04003552 GLushort pixelValue = (type == GL_SHORT) ? 0x7FFF : 0x6A35;
3553 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003554
3555 setUpProgram();
3556
3557 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3558 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
3559 0);
3560
3561 glBindTexture(GL_TEXTURE_2D, mTextures[0]);
3562 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16_EXT, 1, 1, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
3563
3564 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
Geoff Langf607c602016-09-21 11:46:48 -04003565 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003566
3567 EXPECT_GL_NO_ERROR();
3568
3569 drawQuad(mProgram, "position", 0.5f);
3570
Geoff Langf607c602016-09-21 11:46:48 -04003571 GLubyte expectedValue = (type == GL_SHORT) ? 0xFF : static_cast<GLubyte>(pixelValue >> 8);
Vincent Lang25ab4512016-05-13 18:13:59 +02003572
Jamie Madill50cf2be2018-06-15 09:46:57 -04003573 EXPECT_PIXEL_COLOR_EQ(0, 0,
3574 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3575 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003576
3577 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3578
3579 ASSERT_GL_NO_ERROR();
3580 }
3581
3582 void testNorm16Render(GLint internalformat, GLenum format, GLenum type)
3583 {
Jamie Madill50cf2be2018-06-15 09:46:57 -04003584 GLushort pixelValue = 0x6A35;
Geoff Langf607c602016-09-21 11:46:48 -04003585 GLushort imageData[] = {pixelValue, pixelValue, pixelValue, pixelValue};
Vincent Lang25ab4512016-05-13 18:13:59 +02003586
3587 setUpProgram();
3588
3589 glBindTexture(GL_TEXTURE_2D, mTextures[1]);
3590 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, nullptr);
3591
3592 glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
3593 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
3594 0);
3595
3596 glBindTexture(GL_TEXTURE_2D, mTextures[2]);
Geoff Langf607c602016-09-21 11:46:48 -04003597 glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 1, 1, 0, format, type, imageData);
Vincent Lang25ab4512016-05-13 18:13:59 +02003598
3599 EXPECT_GL_NO_ERROR();
3600
3601 drawQuad(mProgram, "position", 0.5f);
3602
Geoff Langf607c602016-09-21 11:46:48 -04003603 GLubyte expectedValue = static_cast<GLubyte>(pixelValue >> 8);
Jamie Madill50cf2be2018-06-15 09:46:57 -04003604 EXPECT_PIXEL_COLOR_EQ(0, 0,
3605 SliceFormatColor(format, GLColor(expectedValue, expectedValue,
3606 expectedValue, expectedValue)));
Vincent Lang25ab4512016-05-13 18:13:59 +02003607
3608 glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
3609 glRenderbufferStorage(GL_RENDERBUFFER, internalformat, 1, 1);
3610 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
3611 mRenderbuffer);
3612 glBindRenderbuffer(GL_RENDERBUFFER, 0);
3613 EXPECT_GL_NO_ERROR();
3614
3615 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
3616 glClear(GL_COLOR_BUFFER_BIT);
3617
3618 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
3619
Geoff Langf607c602016-09-21 11:46:48 -04003620 EXPECT_PIXEL_COLOR_EQ(0, 0, SliceFormatColor(format, GLColor::white));
Vincent Lang25ab4512016-05-13 18:13:59 +02003621
3622 glBindFramebuffer(GL_FRAMEBUFFER, 0);
3623
3624 ASSERT_GL_NO_ERROR();
3625 }
3626
3627 GLuint mTextures[3];
3628 GLuint mFBO;
3629 GLuint mRenderbuffer;
3630};
3631
3632// Test texture formats enabled by the GL_EXT_texture_norm16 extension.
3633TEST_P(Texture2DNorm16TestES3, TextureNorm16Test)
3634{
Yunchao He9550c602018-02-13 14:47:05 +08003635 ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_norm16"));
Vincent Lang25ab4512016-05-13 18:13:59 +02003636
3637 testNorm16Texture(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3638 testNorm16Texture(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3639 testNorm16Texture(GL_RGB16_EXT, GL_RGB, GL_UNSIGNED_SHORT);
3640 testNorm16Texture(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3641 testNorm16Texture(GL_R16_SNORM_EXT, GL_RED, GL_SHORT);
3642 testNorm16Texture(GL_RG16_SNORM_EXT, GL_RG, GL_SHORT);
3643 testNorm16Texture(GL_RGB16_SNORM_EXT, GL_RGB, GL_SHORT);
3644 testNorm16Texture(GL_RGBA16_SNORM_EXT, GL_RGBA, GL_SHORT);
3645
3646 testNorm16Render(GL_R16_EXT, GL_RED, GL_UNSIGNED_SHORT);
3647 testNorm16Render(GL_RG16_EXT, GL_RG, GL_UNSIGNED_SHORT);
3648 testNorm16Render(GL_RGBA16_EXT, GL_RGBA, GL_UNSIGNED_SHORT);
3649}
3650
Olli Etuaho95faa232016-06-07 14:01:53 -07003651// Test that UNPACK_SKIP_IMAGES doesn't have an effect on 2D texture uploads.
3652// GLES 3.0.4 section 3.8.3.
3653TEST_P(Texture2DTestES3, UnpackSkipImages2D)
3654{
Yuly Novikov3c754192016-06-27 19:36:41 -04003655 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1429 is fixed
Yunchao He9550c602018-02-13 14:47:05 +08003656 ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
Olli Etuaho95faa232016-06-07 14:01:53 -07003657
3658 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3660 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3661 ASSERT_GL_NO_ERROR();
3662
3663 // SKIP_IMAGES should not have an effect on uploading 2D textures
3664 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 1000);
3665 ASSERT_GL_NO_ERROR();
3666
3667 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3668
3669 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE,
3670 pixelsGreen.data());
3671 ASSERT_GL_NO_ERROR();
3672
3673 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE,
3674 pixelsGreen.data());
3675 ASSERT_GL_NO_ERROR();
3676
3677 glUseProgram(mProgram);
3678 drawQuad(mProgram, "position", 0.5f);
3679 ASSERT_GL_NO_ERROR();
3680
3681 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3682}
3683
Olli Etuaho989cac32016-06-08 16:18:49 -07003684// Test that skip defined in unpack parameters is taken into account when determining whether
3685// unpacking source extends outside unpack buffer bounds.
3686TEST_P(Texture2DTestES3, UnpackSkipPixelsOutOfBounds)
3687{
3688 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3691 ASSERT_GL_NO_ERROR();
3692
3693 GLBuffer buf;
3694 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3695 std::vector<GLColor> pixelsGreen(128u * 128u, GLColor::green);
3696 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3697 GL_DYNAMIC_COPY);
3698 ASSERT_GL_NO_ERROR();
3699
3700 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3701 ASSERT_GL_NO_ERROR();
3702
3703 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);
3704 ASSERT_GL_NO_ERROR();
3705
3706 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3707 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3708
3709 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
3710 glPixelStorei(GL_UNPACK_SKIP_ROWS, 1);
3711 ASSERT_GL_NO_ERROR();
3712
3713 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3714 EXPECT_GL_ERROR(GL_INVALID_OPERATION);
3715}
3716
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003717// Test that unpacking rows that overlap in a pixel unpack buffer works as expected.
3718TEST_P(Texture2DTestES3, UnpackOverlappingRowsFromUnpackBuffer)
3719{
Yunchao He9550c602018-02-13 14:47:05 +08003720 ANGLE_SKIP_TEST_IF(IsD3D11());
3721
3722 // Incorrect rendering results seen on OSX AMD.
3723 ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
Olli Etuaho218cf9e2016-05-20 13:55:24 +03003724
3725 const GLuint width = 8u;
3726 const GLuint height = 8u;
3727 const GLuint unpackRowLength = 5u;
3728 const GLuint unpackSkipPixels = 1u;
3729
3730 setWindowWidth(width);
3731 setWindowHeight(height);
3732
3733 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3734 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
3735 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
3736 ASSERT_GL_NO_ERROR();
3737
3738 GLBuffer buf;
3739 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf.get());
3740 std::vector<GLColor> pixelsGreen((height - 1u) * unpackRowLength + width + unpackSkipPixels,
3741 GLColor::green);
3742
3743 for (GLuint skippedPixel = 0u; skippedPixel < unpackSkipPixels; ++skippedPixel)
3744 {
3745 pixelsGreen[skippedPixel] = GLColor(255, 0, 0, 255);
3746 }
3747
3748 glBufferData(GL_PIXEL_UNPACK_BUFFER, pixelsGreen.size() * 4u, pixelsGreen.data(),
3749 GL_DYNAMIC_COPY);
3750 ASSERT_GL_NO_ERROR();
3751
3752 glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
3753 glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
3754 ASSERT_GL_NO_ERROR();
3755
3756 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
3757 ASSERT_GL_NO_ERROR();
3758
3759 glUseProgram(mProgram);
3760 drawQuad(mProgram, "position", 0.5f);
3761 ASSERT_GL_NO_ERROR();
3762
3763 GLuint windowPixelCount = getWindowWidth() * getWindowHeight();
3764 std::vector<GLColor> actual(windowPixelCount, GLColor::black);
3765 glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
3766 actual.data());
3767 std::vector<GLColor> expected(windowPixelCount, GLColor::green);
3768 EXPECT_EQ(expected, actual);
3769}
3770
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003771template <typename T>
3772T UNorm(double value)
3773{
3774 return static_cast<T>(value * static_cast<double>(std::numeric_limits<T>::max()));
3775}
3776
3777// Test rendering a depth texture with mipmaps.
3778TEST_P(Texture2DTestES3, DepthTexturesWithMipmaps)
3779{
Zhenyao Moe520d7c2017-01-13 13:46:49 -08003780 // TODO(cwallez) this is failing on Intel Win7 OpenGL.
3781 // TODO(zmo) this is faling on Win Intel HD 530 Debug.
Jiawei Shaoaf0f31d2018-09-27 15:42:31 +08003782 // http://anglebug.com/1706
3783 ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
Corentin Walleze731d8a2016-09-07 10:56:25 -04003784
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003785 const int size = getWindowWidth();
3786
3787 auto dim = [size](int level) { return size >> level; };
Jamie Madill14718762016-09-06 15:56:54 -04003788 int levels = gl::log2(size);
Jamie Madill9e3d7aa2016-09-02 15:19:43 -04003789
3790 glActiveTexture(GL_TEXTURE0);
3791 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3792 glTexStorage2D(GL_TEXTURE_2D, levels, GL_DEPTH_COMPONENT24, size, size);
3793 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
3794 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3795 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3796 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3797 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3798 ASSERT_GL_NO_ERROR();
3799
3800 glUseProgram(mProgram);
3801 glUniform1i(mTexture2DUniformLocation, 0);
3802
3803 std::vector<unsigned char> expected;
3804
3805 for (int level = 0; level < levels; ++level)
3806 {
3807 double value = (static_cast<double>(level) / static_cast<double>(levels - 1));
3808 expected.push_back(UNorm<unsigned char>(value));
3809
3810 int levelDim = dim(level);
3811
3812 ASSERT_GT(levelDim, 0);
3813
3814 std::vector<unsigned int> initData(levelDim * levelDim, UNorm<unsigned int>(value));
3815 glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, levelDim, levelDim, GL_DEPTH_COMPONENT,
3816 GL_UNSIGNED_INT, initData.data());
3817 }
3818 ASSERT_GL_NO_ERROR();
3819
3820 for (int level = 0; level < levels; ++level)
3821 {
3822 glViewport(0, 0, dim(level), dim(level));
3823 drawQuad(mProgram, "position", 0.5f);
3824 GLColor actual = ReadColor(0, 0);
3825 EXPECT_NEAR(expected[level], actual.R, 10u);
3826 }
3827
3828 ASSERT_GL_NO_ERROR();
3829}
3830
Jamie Madill7ffdda92016-09-08 13:26:51 -04003831// Tests unpacking into the unsized GL_ALPHA format.
3832TEST_P(Texture2DTestES3, UnsizedAlphaUnpackBuffer)
3833{
Jamie Madill7ffdda92016-09-08 13:26:51 -04003834 // Initialize the texure.
3835 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3836 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, getWindowWidth(), getWindowHeight(), 0, GL_ALPHA,
3837 GL_UNSIGNED_BYTE, nullptr);
3838 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3839 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3840
3841 std::vector<GLubyte> bufferData(getWindowWidth() * getWindowHeight(), 127);
3842
3843 // Pull in the color data from the unpack buffer.
Jamie Madill2e600342016-09-19 13:56:40 -04003844 GLBuffer unpackBuffer;
Jamie Madill7ffdda92016-09-08 13:26:51 -04003845 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3846 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3847 glBufferData(GL_PIXEL_UNPACK_BUFFER, getWindowWidth() * getWindowHeight(), bufferData.data(),
3848 GL_STATIC_DRAW);
3849
3850 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth(), getWindowHeight(), GL_ALPHA,
3851 GL_UNSIGNED_BYTE, nullptr);
3852
3853 // Clear to a weird color to make sure we're drawing something.
3854 glClearColor(0.5f, 0.8f, 1.0f, 0.2f);
3855 glClear(GL_COLOR_BUFFER_BIT);
3856
3857 // Draw with the alpha texture and verify.
3858 drawQuad(mProgram, "position", 0.5f);
Jamie Madill7ffdda92016-09-08 13:26:51 -04003859
3860 ASSERT_GL_NO_ERROR();
3861 EXPECT_PIXEL_NEAR(0, 0, 0, 0, 0, 127, 1);
3862}
3863
Jamie Madill2e600342016-09-19 13:56:40 -04003864// Ensure stale unpack data doesn't propagate in D3D11.
3865TEST_P(Texture2DTestES3, StaleUnpackData)
3866{
3867 // Init unpack buffer.
3868 GLsizei pixelCount = getWindowWidth() * getWindowHeight() / 2;
3869 std::vector<GLColor> pixels(pixelCount, GLColor::red);
3870
3871 GLBuffer unpackBuffer;
3872 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
3873 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, unpackBuffer.get());
3874 GLsizei bufferSize = pixelCount * sizeof(GLColor);
3875 glBufferData(GL_PIXEL_UNPACK_BUFFER, bufferSize, pixels.data(), GL_STATIC_DRAW);
3876
3877 // Create from unpack buffer.
3878 glBindTexture(GL_TEXTURE_2D, mTexture2D);
3879 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
3880 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3881 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3882 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3883
3884 drawQuad(mProgram, "position", 0.5f);
3885
3886 ASSERT_GL_NO_ERROR();
3887 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
3888
3889 // Fill unpack with green, recreating buffer.
3890 pixels.assign(getWindowWidth() * getWindowHeight(), GLColor::green);
3891 GLsizei size2 = getWindowWidth() * getWindowHeight() * sizeof(GLColor);
3892 glBufferData(GL_PIXEL_UNPACK_BUFFER, size2, pixels.data(), GL_STATIC_DRAW);
3893
3894 // Reinit texture with green.
3895 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
3896 GL_UNSIGNED_BYTE, nullptr);
3897
3898 drawQuad(mProgram, "position", 0.5f);
3899
3900 ASSERT_GL_NO_ERROR();
3901 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
3902}
3903
Geoff Langfb7685f2017-11-13 11:44:11 -05003904// Ensure that texture parameters passed as floats that are converted to ints are rounded before
3905// validating they are less than 0.
3906TEST_P(Texture2DTestES3, TextureBaseMaxLevelRoundingValidation)
3907{
3908 GLTexture texture;
3909 glBindTexture(GL_TEXTURE_2D, texture);
3910
3911 // Use a negative number that will round to zero when converted to an integer
3912 // According to the spec(2.3.1 Data Conversion For State - Setting Commands):
3913 // "Validation of values performed by state-setting commands is performed after conversion,
3914 // unless specified otherwise for a specific command."
3915 GLfloat param = -7.30157126e-07f;
3916 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, param);
3917 EXPECT_GL_NO_ERROR();
3918
3919 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, param);
3920 EXPECT_GL_NO_ERROR();
3921}
3922
Jamie Madillf097e232016-11-05 00:44:15 -04003923// This test covers a D3D format redefinition bug for 3D textures. The base level format was not
3924// being properly checked, and the texture storage of the previous texture format was persisting.
3925// This would result in an ASSERT in debug and incorrect rendering in release.
3926// See http://anglebug.com/1609 and WebGL 2 test conformance2/misc/views-with-offsets.html.
3927TEST_P(Texture3DTestES3, FormatRedefinitionBug)
3928{
3929 GLTexture tex;
3930 glBindTexture(GL_TEXTURE_3D, tex.get());
3931 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3932
3933 GLFramebuffer framebuffer;
3934 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
3935 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex.get(), 0, 0);
3936
3937 glCheckFramebufferStatus(GL_FRAMEBUFFER);
3938
3939 std::vector<uint8_t> pixelData(100, 0);
3940
3941 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB565, 1, 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, nullptr);
3942 glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 1, 1, 1, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
3943 pixelData.data());
3944
3945 ASSERT_GL_NO_ERROR();
3946}
3947
Corentin Wallezd2627992017-04-28 17:17:03 -04003948// Test basic pixel unpack buffer OOB checks when uploading to a 2D or 3D texture
3949TEST_P(Texture3DTestES3, BasicUnpackBufferOOB)
3950{
3951 // 2D tests
3952 {
3953 GLTexture tex;
3954 glBindTexture(GL_TEXTURE_2D, tex.get());
3955
3956 GLBuffer pbo;
3957 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3958
3959 // Test OOB
3960 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 - 1, nullptr, GL_STATIC_DRAW);
3961 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3962 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3963
3964 // Test OOB
3965 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2, nullptr, GL_STATIC_DRAW);
3966 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3967 ASSERT_GL_NO_ERROR();
3968 }
3969
3970 // 3D tests
3971 {
3972 GLTexture tex;
3973 glBindTexture(GL_TEXTURE_3D, tex.get());
3974
3975 GLBuffer pbo;
3976 glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.get());
3977
3978 // Test OOB
3979 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2 - 1, nullptr,
3980 GL_STATIC_DRAW);
3981 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3982 ASSERT_GL_ERROR(GL_INVALID_OPERATION);
3983
3984 // Test OOB
3985 glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(GLColor) * 2 * 2 * 2, nullptr, GL_STATIC_DRAW);
3986 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
3987 ASSERT_GL_NO_ERROR();
3988 }
3989}
3990
Jamie Madill3ed60422017-09-07 11:32:52 -04003991// Tests behaviour with a single texture and multiple sampler objects.
3992TEST_P(Texture2DTestES3, SingleTextureMultipleSamplers)
3993{
3994 GLint maxTextureUnits = 0;
3995 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
3996 ANGLE_SKIP_TEST_IF(maxTextureUnits < 4);
3997
3998 constexpr int kSize = 16;
3999
4000 // Make a single-level texture, fill it with red.
4001 std::vector<GLColor> redColors(kSize * kSize, GLColor::red);
4002 GLTexture tex;
4003 glBindTexture(GL_TEXTURE_2D, tex);
4004 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4005 redColors.data());
4006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4007 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4008
4009 // Simple sanity check.
4010 draw2DTexturedQuad(0.5f, 1.0f, true);
4011 ASSERT_GL_NO_ERROR();
4012 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
4013
4014 // Bind texture to unit 1 with a sampler object making it incomplete.
4015 GLSampler sampler;
4016 glBindSampler(0, sampler);
4017 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4018 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4019
4020 // Make a mipmap texture, fill it with blue.
4021 std::vector<GLColor> blueColors(kSize * kSize, GLColor::blue);
4022 GLTexture mipmapTex;
4023 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4024 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4025 blueColors.data());
4026 glGenerateMipmap(GL_TEXTURE_2D);
4027
4028 // Draw with the sampler, expect blue.
4029 draw2DTexturedQuad(0.5f, 1.0f, true);
4030 ASSERT_GL_NO_ERROR();
4031 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
4032
4033 // Simple multitexturing program.
Jamie Madill35cd7332018-12-02 12:03:33 -05004034 constexpr char kVS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04004035 "#version 300 es\n"
4036 "in vec2 position;\n"
4037 "out vec2 texCoord;\n"
4038 "void main()\n"
4039 "{\n"
4040 " gl_Position = vec4(position, 0, 1);\n"
4041 " texCoord = position * 0.5 + vec2(0.5);\n"
4042 "}";
Jamie Madill35cd7332018-12-02 12:03:33 -05004043
4044 constexpr char kFS[] =
Jamie Madill3ed60422017-09-07 11:32:52 -04004045 "#version 300 es\n"
4046 "precision mediump float;\n"
4047 "in vec2 texCoord;\n"
4048 "uniform sampler2D tex1;\n"
4049 "uniform sampler2D tex2;\n"
4050 "uniform sampler2D tex3;\n"
4051 "uniform sampler2D tex4;\n"
4052 "out vec4 color;\n"
4053 "void main()\n"
4054 "{\n"
4055 " color = (texture(tex1, texCoord) + texture(tex2, texCoord) \n"
4056 " + texture(tex3, texCoord) + texture(tex4, texCoord)) * 0.25;\n"
4057 "}";
4058
Jamie Madill35cd7332018-12-02 12:03:33 -05004059 ANGLE_GL_PROGRAM(program, kVS, kFS);
Jamie Madill3ed60422017-09-07 11:32:52 -04004060
4061 std::array<GLint, 4> texLocations = {
4062 {glGetUniformLocation(program, "tex1"), glGetUniformLocation(program, "tex2"),
4063 glGetUniformLocation(program, "tex3"), glGetUniformLocation(program, "tex4")}};
4064 for (GLint location : texLocations)
4065 {
4066 ASSERT_NE(-1, location);
4067 }
4068
4069 // Init the uniform data.
4070 glUseProgram(program);
4071 for (GLint location = 0; location < 4; ++location)
4072 {
4073 glUniform1i(texLocations[location], location);
4074 }
4075
4076 // Initialize four samplers
4077 GLSampler samplers[4];
4078
4079 // 0: non-mipped.
4080 glBindSampler(0, samplers[0]);
4081 glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4082 glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4083
4084 // 1: mipped.
4085 glBindSampler(1, samplers[1]);
4086 glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4087 glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4088
4089 // 2: non-mipped.
4090 glBindSampler(2, samplers[2]);
4091 glSamplerParameteri(samplers[2], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4092 glSamplerParameteri(samplers[2], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4093
4094 // 3: mipped.
4095 glBindSampler(3, samplers[3]);
4096 glSamplerParameteri(samplers[3], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
4097 glSamplerParameteri(samplers[3], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4098
4099 // Bind two blue mipped textures and two single layer textures, should all draw.
4100 glActiveTexture(GL_TEXTURE0);
4101 glBindTexture(GL_TEXTURE_2D, tex);
4102
4103 glActiveTexture(GL_TEXTURE1);
4104 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4105
4106 glActiveTexture(GL_TEXTURE2);
4107 glBindTexture(GL_TEXTURE_2D, tex);
4108
4109 glActiveTexture(GL_TEXTURE3);
4110 glBindTexture(GL_TEXTURE_2D, mipmapTex);
4111
4112 ASSERT_GL_NO_ERROR();
4113
4114 drawQuad(program, "position", 0.5f);
4115 ASSERT_GL_NO_ERROR();
4116 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 255, 2);
4117
4118 // Bind four single layer textures, two should be incomplete.
4119 glActiveTexture(GL_TEXTURE1);
4120 glBindTexture(GL_TEXTURE_2D, tex);
4121
4122 glActiveTexture(GL_TEXTURE3);
4123 glBindTexture(GL_TEXTURE_2D, tex);
4124
4125 drawQuad(program, "position", 0.5f);
4126 ASSERT_GL_NO_ERROR();
4127 EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 2);
4128}
4129
Martin Radev7e2c0d32017-09-15 14:25:42 +03004130// The test is added to cover http://anglebug.com/2153. Cubemap completeness checks used to start
4131// always at level 0 instead of the base level resulting in an incomplete texture if the faces at
4132// level 0 are not created. The test creates a cubemap texture, specifies the images only for mip
4133// level 1 filled with white color, updates the base level to be 1 and renders a quad. The program
4134// samples the cubemap using a direction vector (1,1,1).
4135TEST_P(TextureCubeTestES3, SpecifyAndSampleFromBaseLevel1)
4136{
Yunchao He2f23f352018-02-11 22:11:37 +08004137 // Check http://anglebug.com/2155.
4138 ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
4139
Jamie Madill35cd7332018-12-02 12:03:33 -05004140 constexpr char kVS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03004141 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004142 precision mediump float;
4143 in vec3 pos;
4144 void main() {
4145 gl_Position = vec4(pos, 1.0);
4146 })";
Martin Radev7e2c0d32017-09-15 14:25:42 +03004147
Jamie Madill35cd7332018-12-02 12:03:33 -05004148 constexpr char kFS[] =
Martin Radev7e2c0d32017-09-15 14:25:42 +03004149 R"(#version 300 es
Olli Etuahoa20af6d2017-09-18 13:32:29 +03004150 precision mediump float;
4151 out vec4 color;
4152 uniform samplerCube uTex;
4153 void main(){
4154 color = texture(uTex, vec3(1.0));
4155 })";
Jamie Madill35cd7332018-12-02 12:03:33 -05004156
4157 ANGLE_GL_PROGRAM(program, kVS, kFS);
Martin Radev7e2c0d32017-09-15 14:25:42 +03004158 glUseProgram(program);
4159
4160 glUniform1i(glGetUniformLocation(program, "uTex"), 0);
4161 glActiveTexture(GL_TEXTURE0);
4162
4163 GLTexture cubeTex;
4164 glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
4165
4166 const int kFaceWidth = 1;
4167 const int kFaceHeight = 1;
4168 std::vector<uint32_t> texData(kFaceWidth * kFaceHeight, 0xFFFFFFFF);
4169 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4170 GL_UNSIGNED_BYTE, texData.data());
4171 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4172 GL_UNSIGNED_BYTE, texData.data());
4173 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4174 GL_UNSIGNED_BYTE, texData.data());
4175 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4176 GL_UNSIGNED_BYTE, texData.data());
4177 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4178 GL_UNSIGNED_BYTE, texData.data());
4179 glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 1, GL_RGBA8, kFaceWidth, kFaceHeight, 0, GL_RGBA,
4180 GL_UNSIGNED_BYTE, texData.data());
4181 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
4182 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
4183 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
4184 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
4185 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_REPEAT);
4186 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
4187
4188 drawQuad(program, "pos", 0.5f, 1.0f, true);
4189 ASSERT_GL_NO_ERROR();
4190
4191 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
4192}
4193
Jiawei Shao3c43b4d2018-02-23 11:08:28 +08004194// Verify that using negative texture base level and max level generates GL_INVALID_VALUE.
4195TEST_P(Texture2DTestES3, NegativeTextureBaseLevelAndMaxLevel)
4196{
4197 GLuint texture = create2DTexture();
4198
4199 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, -1);
4200 EXPECT_GL_ERROR(GL_INVALID_VALUE);
4201
4202 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, -1);
4203 EXPECT_GL_ERROR(GL_INVALID_VALUE);
4204
4205 glDeleteTextures(1, &texture);
4206 EXPECT_GL_NO_ERROR();
4207}
4208
Olli Etuaho023371b2018-04-24 17:43:32 +03004209// Test setting base level after calling generateMipmap on a LUMA texture.
4210// Covers http://anglebug.com/2498
4211TEST_P(Texture2DTestES3, GenerateMipmapAndBaseLevelLUMA)
4212{
4213 glActiveTexture(GL_TEXTURE0);
4214 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4215
4216 constexpr const GLsizei kWidth = 8;
4217 constexpr const GLsizei kHeight = 8;
4218 std::array<GLubyte, kWidth * kHeight * 2> whiteData;
4219 whiteData.fill(255u);
4220
4221 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, kWidth, kHeight, 0, GL_LUMINANCE_ALPHA,
4222 GL_UNSIGNED_BYTE, whiteData.data());
4223 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
4224 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4225 glGenerateMipmap(GL_TEXTURE_2D);
4226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
4227 EXPECT_GL_NO_ERROR();
4228
4229 drawQuad(mProgram, "position", 0.5f);
4230 EXPECT_PIXEL_COLOR_EQ(0, 0, angle::GLColor::white);
4231}
4232
Till Rathmannc1551dc2018-08-15 17:04:49 +02004233// Covers a bug in the D3D11 backend: http://anglebug.com/2772
4234// When using a sampler the texture was created as if it has mipmaps,
4235// regardless what you specified in GL_TEXTURE_MIN_FILTER via
4236// glSamplerParameteri() -- mistakenly the default value
4237// GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
4238// evaluated.
4239// If you didn't provide mipmaps and didn't let the driver generate them
4240// this led to not sampling your texture data when minification occurred.
4241TEST_P(Texture2DTestES3, MinificationWithSamplerNoMipmapping)
4242{
Jamie Madill35cd7332018-12-02 12:03:33 -05004243 constexpr char kVS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02004244 "#version 300 es\n"
4245 "out vec2 texcoord;\n"
4246 "in vec4 position;\n"
4247 "void main()\n"
4248 "{\n"
4249 " gl_Position = vec4(position.xy * 0.1, 0.0, 1.0);\n"
4250 " texcoord = (position.xy * 0.5) + 0.5;\n"
4251 "}\n";
4252
Jamie Madill35cd7332018-12-02 12:03:33 -05004253 constexpr char kFS[] =
Till Rathmannc1551dc2018-08-15 17:04:49 +02004254 "#version 300 es\n"
4255 "precision highp float;\n"
4256 "uniform highp sampler2D tex;\n"
4257 "in vec2 texcoord;\n"
4258 "out vec4 fragColor;\n"
4259 "void main()\n"
4260 "{\n"
4261 " fragColor = texture(tex, texcoord);\n"
4262 "}\n";
Jamie Madill35cd7332018-12-02 12:03:33 -05004263
4264 ANGLE_GL_PROGRAM(program, kVS, kFS);
Till Rathmannc1551dc2018-08-15 17:04:49 +02004265
4266 GLSampler sampler;
4267 glBindSampler(0, sampler);
4268 glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
4269 glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
4270
4271 glActiveTexture(GL_TEXTURE0);
4272 glBindTexture(GL_TEXTURE_2D, mTexture2D);
4273
4274 const GLsizei texWidth = getWindowWidth();
4275 const GLsizei texHeight = getWindowHeight();
4276 const std::vector<GLColor> whiteData(texWidth * texHeight, GLColor::white);
4277
4278 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
4279 whiteData.data());
4280 EXPECT_GL_NO_ERROR();
4281
4282 drawQuad(program, "position", 0.5f);
4283 EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, angle::GLColor::white);
4284}
4285
Jamie Madill50cf2be2018-06-15 09:46:57 -04004286// Use this to select which configurations (e.g. which renderer, which GLES major version) these
4287// tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05004288ANGLE_INSTANTIATE_TEST(Texture2DTest,
4289 ES2_D3D9(),
4290 ES2_D3D11(),
4291 ES2_D3D11_FL9_3(),
4292 ES2_OPENGL(),
Luc Ferron5164b792018-03-06 09:10:12 -05004293 ES2_OPENGLES(),
4294 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004295ANGLE_INSTANTIATE_TEST(TextureCubeTest,
4296 ES2_D3D9(),
4297 ES2_D3D11(),
Geoff Langf7480ad2017-10-24 11:46:02 -04004298 ES2_D3D11_FL10_0(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004299 ES2_D3D11_FL9_3(),
4300 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004301 ES2_OPENGLES(),
4302 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004303ANGLE_INSTANTIATE_TEST(Texture2DTestWithDrawScale,
4304 ES2_D3D9(),
4305 ES2_D3D11(),
4306 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004307 ES2_OPENGL(),
Luc Ferronaf883622018-06-08 15:57:31 -04004308 ES2_OPENGLES(),
4309 ES2_VULKAN());
Olli Etuaho51f1c0f2016-01-13 16:16:24 +02004310ANGLE_INSTANTIATE_TEST(Sampler2DAsFunctionParameterTest,
4311 ES2_D3D9(),
4312 ES2_D3D11(),
4313 ES2_D3D11_FL9_3(),
Geoff Lange0cc2a42016-01-20 10:58:17 -05004314 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004315 ES2_OPENGLES(),
4316 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004317ANGLE_INSTANTIATE_TEST(SamplerArrayTest,
4318 ES2_D3D9(),
4319 ES2_D3D11(),
4320 ES2_D3D11_FL9_3(),
4321 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004322 ES2_OPENGLES(),
4323 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004324ANGLE_INSTANTIATE_TEST(SamplerArrayAsFunctionParameterTest,
4325 ES2_D3D9(),
4326 ES2_D3D11(),
4327 ES2_D3D11_FL9_3(),
4328 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004329 ES2_OPENGLES(),
4330 ES2_VULKAN());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004331ANGLE_INSTANTIATE_TEST(Texture2DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahoa314b612016-03-10 16:43:00 +02004332ANGLE_INSTANTIATE_TEST(Texture3DTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuaho6ee394a2016-02-18 13:30:09 +02004333ANGLE_INSTANTIATE_TEST(Texture2DIntegerAlpha1TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4334ANGLE_INSTANTIATE_TEST(Texture2DUnsignedIntegerAlpha1TestES3,
4335 ES3_D3D11(),
4336 ES3_OPENGL(),
4337 ES3_OPENGLES());
Geoff Lange0cc2a42016-01-20 10:58:17 -05004338ANGLE_INSTANTIATE_TEST(ShadowSamplerPlusSampler3DTestES3,
4339 ES3_D3D11(),
4340 ES3_OPENGL(),
4341 ES3_OPENGLES());
4342ANGLE_INSTANTIATE_TEST(SamplerTypeMixTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4343ANGLE_INSTANTIATE_TEST(Texture2DArrayTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Olli Etuahobce743a2016-01-15 17:18:28 +02004344ANGLE_INSTANTIATE_TEST(TextureSizeTextureArrayTest, ES3_D3D11(), ES3_OPENGL());
Olli Etuaho96963162016-03-21 11:54:33 +02004345ANGLE_INSTANTIATE_TEST(SamplerInStructTest,
4346 ES2_D3D11(),
4347 ES2_D3D11_FL9_3(),
4348 ES2_D3D9(),
4349 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004350 ES2_OPENGLES(),
4351 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004352ANGLE_INSTANTIATE_TEST(SamplerInStructAsFunctionParameterTest,
4353 ES2_D3D11(),
4354 ES2_D3D11_FL9_3(),
4355 ES2_D3D9(),
4356 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004357 ES2_OPENGLES(),
4358 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004359ANGLE_INSTANTIATE_TEST(SamplerInStructArrayAsFunctionParameterTest,
4360 ES2_D3D11(),
4361 ES2_D3D11_FL9_3(),
4362 ES2_D3D9(),
4363 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004364 ES2_OPENGLES(),
4365 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004366ANGLE_INSTANTIATE_TEST(SamplerInNestedStructAsFunctionParameterTest,
4367 ES2_D3D11(),
4368 ES2_D3D11_FL9_3(),
4369 ES2_D3D9(),
4370 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004371 ES2_OPENGLES(),
4372 ES2_VULKAN());
Olli Etuaho96963162016-03-21 11:54:33 +02004373ANGLE_INSTANTIATE_TEST(SamplerInStructAndOtherVariableTest,
4374 ES2_D3D11(),
4375 ES2_D3D11_FL9_3(),
4376 ES2_D3D9(),
4377 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004378 ES2_OPENGLES(),
4379 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004380ANGLE_INSTANTIATE_TEST(TextureBorderClampTest,
4381 ES2_D3D11(),
4382 ES2_D3D9(),
4383 ES2_OPENGL(),
Shahbaz Youssefi0864a7a2018-11-07 15:50:15 -05004384 ES2_OPENGLES(),
4385 ES2_VULKAN());
Till Rathmannb8543632018-10-02 19:46:14 +02004386ANGLE_INSTANTIATE_TEST(TextureBorderClampTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
4387ANGLE_INSTANTIATE_TEST(TextureBorderClampIntegerTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Luc Ferronaf883622018-06-08 15:57:31 -04004388ANGLE_INSTANTIATE_TEST(TextureLimitsTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN());
Vincent Lang25ab4512016-05-13 18:13:59 +02004389ANGLE_INSTANTIATE_TEST(Texture2DNorm16TestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Martin Radev7e2c0d32017-09-15 14:25:42 +03004390ANGLE_INSTANTIATE_TEST(TextureCubeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04004391
Jamie Madill7ffdda92016-09-08 13:26:51 -04004392} // anonymous namespace